Learning in the digital future
| Code | School | Level | Credits | Semesters |
| EDUC2036 | Education | 2 | 20 | Spring UK |
- Code
- EDUC2036
- School
- Education
- Level
- 2
- Credits
- 20
- Semesters
- Spring UK
Summary
This module explores how digital technologies are changing the way people learn - as well as how they play, make friends, qualify in a field, gain employment and participate in the world around them. It does this by:
- exploring both well-researched and cutting edge technologies, from multimedia through educational games and massive online courses (MOOCs).
- focusing on how people learn with technology by considering the ways that it supports different learning activities. Examples include using technology to communicate, how technologies support visual and body based learning, and playful learning.
- addressing a variety of contexts for digital based learning including schools, universities, galleries and museums and the workplace.
- providing opportunities for hands on design experiences to prototype and develop digital learning environments.
- considering complex social aspects of technological change to explore how technology is affecting equity in educational outcomes and whether technological change in workplace and home is fundamentally changing what education should achieve.
Target Students
This module is on the BA (Hons) Education programme and is also available to all undergraduate students and all Exchange students.
Classes
This module is taught through a combination of seminars and lectures.
Assessment
- 100% Coursework: 4000 words or equivalent.
Assessed by end of designated period
Educational Aims
This module aims to:Develop understanding of the range of ways that technology can support learning across different contexts, both formal and informalConsider different types of learning activities (such as talking, gesturing or visualising) and how technology can enhance themCritically examine the role of learning technology in improving equity in educational outcomesOffer experiential engagement with learning technology as well as the encouragement of critical reflection on students’ own experiences with using technologyProvide experience with a variety of learning technologies such as educational games, mobile learning and multimediaSynthesise students’ personal experience of learning technology with research evidence in the design of a sequence of digital learning activities for use in settings such as schools, universities or museumsLearning Outcomes
A. Knowledge and understanding
Students should demonstrate a critical understanding of:
The diversity of learners and the complexities of the education process individually and across systems, the changing nature of educational technologies and how they can be designed to best support learning
The role of technology in improving equity in educational outcomes
The role of technology in the societal and organisational structures and purposes of educational systems, and the possible implications for learners and the learning process.
B. Intellectual Skills
Students will be able to demonstrate the ability to:
Accommodate new principles and understandings,
recognising connections and discontinuities between personal experience of technology and research evidence and practice in education.