Awarded Grant: $19,850 Principal Investigator: Anne Reed, University at Buffalo Quality by Design: Strategies for Effective Teaching and Quality Course Design (QbD) is a faculty development course and OER that will serve the vision of Open SUNY, including open content, cross- collaboration, asset-sharing, and the development of high quality courses. Participants of QbD will learn about quality course design, strategies to increase student engagement, improved assessment techniques, and how to provide students with the support they need to be successful learners.This asynchronous online course will be offered through Creative Commons and will be widely available for on-demand learning or re- purposing at individual campuses. QbD will serve the goals of Open SUNY by incorporating the Open SUNY COTE Quality Review (OSCQR) rubric, as well as content and participation by COTE Fellows, and additional SUNY-branded elements. The assessments of this project will contribute research and scholarship to the SUNY community and to the larger fields of faculty development and instructional design. Co-PI’s and Key Partners: Jeremiah Grabowski, Online Programs Coordinator, School of Public Health and Health Professions, University at Buffalo Roberta (Robin) Sullivan, Online Learning & Innovative Instruction Specialist for the Center for Educational Innovation, University at Buffalo Cherie van Putten, Instructional Designer for the Center for Learning and Teaching, Binghamton University Nathan Whitley-Grassi, Faculty Instructional Technologist, Empire State College Martha Greatrix, Instructional Support Specialist for the Center for Educational Innovation, University at Buffalo Caryn Sobieski-VanDelinder, Senior Education Specialist, School of Public Health and Health Professions, University at Buffalo Steven Sturman, Instructional Designer for the School of Social Work, University at Buffalo Christopher Price, Academic Programs Manager, SUNY Center for Professional Development Lisa Dubuc, Coordinator of Electronic Learning and Instructional Designer, Niagara County Community College Dan Feinberg, Senior Instructional Designer, Open SUNY, Center for Online Teaching Excellence Reports and Resources: Mid-project report
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Principal Investigator: Nathan Whitley-Grassi, Empire State College We propose to develop and share six ecology/earth science virtual field experiences as OERs, based on the need to develop resources and expand access to scientific field-based research techniques for students learning at a distance or with other barriers to access. The OERs will consist of a series of broad and adaptable field activities supplemented with handouts and videos from the field site to provide immersion online. Our goal is to provide students with research skills needed to increase competency in the field after graduation by engaging them in common research techniques and methods for data collection and analysis. In an effort to ensure quality, each OER will be reviewed and examined for quality and accessibility. Importantly, these OERs will be part of the larger SUNY community as a resource in an online repository in the SUNY Learning Commons (SLC) that could be utilized by future Open SUNY programs. Co-PI’s and Key Partners: Audeliz Matias, Assistant Professor and Area Coordinator in Science, Center for Distance Learning, Empire State College Kevin Woo, Assistant Professor and Faculty Chair, Empire State Colleges Reports and Resources: Mid-project report
IITG 2018-19 Recipients Tier Three Awards (Projects up to $60,000) Principal Investigator Campus Project Name Tom Mackey Empire State College Advancing Metaliteracy in a Post-Truth World through the Design of a Global MOOC Tim Leyh University at Buffalo Blockchain Badging – Coursera-to-Credit Nan Travers Empire State College Academic Sharing Community: A SUNY Catalog of Educational Projects and Innovative Initiatives (ASC SUNY) Susan Jagendorf – Sobierajski Cobleskill Displaying Transformation to the World: Global Learning Micro-credentials and Digital Badges Damian Schofield Oswego Interactive Video Systems: Improving the Communication Skills of a Range of Medical Professionals M. Ete Chan Stony Brook University DIY Hands-on Biotechnology Video Games with Lab Simulation Builder Sarah Lynch Binghamton Univerity ePATIENT: Educational Program Advancing Training in Interprofessional Networked Treatment John Rocco Maritime Expanding Campus-Wide Digital Scholarship Collaboration at Maritime: Building Bridges Across Disciplines for a SUNY-Wide Digital Scholarship Initiative Tier Two Awards (Projects up to $20,000) Principal Investigator Campus Project Name Jay Stockslader University at Buffalo Open edX Pilot Rich Lamb University at Buffalo Virtual Reality as a Means to Prepare Preservice Teachers Dave Murray University at Buffalo Open Cyber Arena: Replicable, scalable and flexible hands-on cybersecurity learning environment Robert Wahler University at Buffalo Development of a Micro-Credential on the Newly Developed Pharmacist Patient Care Process for Use in Pharmacy and Health Profession Programs: Promoting Patient-Centered Care Julie Ramnarais Maritime Virtual Reality Training Program: Using 360 Degree Videos to create an Immersive Learning Environment Ibrahim Yucel SUNY Polytechnic SUNY Immersive Augmented Reality Classroom Development and Deployment Danyelle O’Brien Alfred State Technology College Alfred State Micro Credentialing Project For Sustainability Terry Keys Monroe Community College MOOC Model for New Care Coordination Competencies Training Alla Myzelev Geneseo TimeStitch Database: Crowdsourcing and Community Engagement Heather Worden Broome Community College Music and Technology in the Community College Music Theory Classroom Stuart Inglis University at Buffalo Developing an Immersive Video Production of a Cadaver-Based Human Anatomy Review John Cabra Buffalo State College MOOC for Myanmar: Creativity in Context Barat Wolfe Canton Understanding Collegiate Varsity eSports: Team Culture and Biopsychosocial Health Stephen Burke Rockland Community College Using Excelsior’s OER OWL to Promote Writing in the Disciplines Tier One Awards (Projects up to $10,000) Principal Investigator Campus Project Name Nathan Whitley- Grassi Empire State College STEM Job Skills Development in a Competency Based Education (CBE) Model Peter Brody University at Buffalo Development and Assessment of a Tool to Track and Evaluate Experiential Education Activities Joe Zawicki Buffalo State College Taking Laboratory Science Home Ghanashyam Sharma Stony Brook University Modular And Student-Driven Learning Of Writing (MASLOW): An Online Platform for Facilitating International Graduate Students’ Academic Transition and Success Jeff Hung Farmingdale Enhanced Student Learning Experience in Technical Drawing and 3D Modeling through Augmented and Virtual Realities Christopher Badurek Cortland Integrating UAS Data and GIS into STEM and Social Science Education Karleen West Geneseo Development of Open Sustainability Curriculum Resources
Assessment, Understanding, Monitoring Student Progress Adaptive Learning Technologies Courseware that adjusts (or allows the instructor to adjust) the content presentation, instructional path, corrective or instructional feedback or other data points so that the instructional experience may be personalized for the learner. Competency Based Education (CBE) Enables student advancement at their own pace based on their ability to demonstrate mastery of a desired learning outcome. Course Evaluation Methods and/or strategies for assessing and measuring a variety of variables of an educational event. E-Portfolios The collection, storage, curation and use of artifacts from an academic event or career. Integrated Planning & Advising Services (IPAS) Integrated Planning and Advising Services (IPAS) are an approach to student success that promotes shared ownership for educational progress among students, faculty, and staff through holistic information and services, often provided through an enterprise-wide software system, that contribute to credential completion. Learning Analytics Availability of large numbers of data points of small (eg.” time on page”) to large (eg. “progress path through a course”) anayzed with the intent of predicting student performance within a learning experience or improving some aspect of course design or instruction. Micro Credentialing (e.g. Badging) Micro-credentialing (a.k.a. Badges) assesses and validates an individual’s achievement of competence, in small or detailed increments; can be used in noncredit courses, credit, seminars, or other informal learning and displayed as a “badge.” Outcomes Assessment Assessing the degree and quality of completion of an educational event’s objectives Peer Assessment The design and implementation of strategies that encourage and support student-to-student evaluation of an instructional assignment or activity Prior Learning Assessment (PLA) Recognition and value placed on prior learning gained through experience or outside a traditional academic environment. Scalable Assessment The design and implementation of evaluation and measurement strategies that accommodate for increasing numbers of participants without the requirement to add additional resources Connected Learning Models Active Learning The design and integration of teaching and learning strategies that engage and involve students in the learning activity. Collaborative Learning Technologies Systems and services that support student-to-student interactions toward a common outcome or goal. Faculty/Librarian Collaboration Stimulating and maintaining interaction and shared work focus between an instructional need and the available curated resources. Team-Based Learning Strategies and methods such as student-led study groups, peer tutoring, peer mentoring, supplemental instruction, that create groups of students in instructional activities toward a specific outcome. Virtual Learning Communities Use of a variety of media platforms and tools, not necessarily created for educational purposes, that can connect communities of learners. Discipline Specific Pedagogy Adult & Continuing Education The study and practice of serving the needs of individuals with multiple responsibilities such as family obligations, employment and community engagement. Developmental Education Courses created to build upon or improve the the foundational skills of students. Gateway Courses Foundation credit courses that serve as a entry point to the pursuit of a discipline or field of study. General Education Basic course of study across a variety of disciplines for learners in a post-secondary education program. Humanities Field of academic studies that examines human culture through critical inquiry to reach and understanding and appreciation of the arts, language, history and other aspects of the human story. Professional Education Courses and degrees directly linked to a specific career or profession (e.g., (Law, Medicine, Business…). Social Sciences The field of study examining a society and the relationships among individuals and communities within a society. STEM Science Technology Engineering and Math. Workforce Development The study and practice of serving the needs of individuals within their employment field or other career field. Faculty Development COTS (Competencies for Online Teaching Success) The definition of the skills and competencies necessary for faculty success in the online classroom. Faculty Development Programming Services, systems and programs designed to provide faculty the skills and competencies necessary for online teaching and learning success. Faculty Digital Literacy Ability of instructional staff to understand articulate and apply a variety of technological concepts, and pedagogies related to teaching and learning in an electronically supported and appropriate environment. Organizational Models of Faculty Support Varied designs of unit structure and personnel to enable faculty success. Rewards/Incentives/Tenure/Promotion Practices, programs, services and recognition of faculty contributions and work to ensure long-term engagement. Sharing Best Practices Methods of storing, curating and distributing effective practices across populations. SoTL (Scholarship of Teaching & Learning) The research and reporting of basic and applied research. Instructional Design Course Design/Development/Re-Design The design and continuous improvement of conditions needed to facilate the events of learning based on evidence of learning outcomes. Feedback Guidance, corrections or suggestions provided in response to some demonstration of learning. Gamification (Design) The incorporation of design elements which create embody the actions, techniques, strategies, and methods used in game/play. Hybrid/Flipped/Blended Learning Variations of the mix of face-to-face and online learning modalities in a single learning experience (e.g. course, degree program). Interaction The exchange of communications around information, ideas, assignments, etc. within an educational event. Online Education An instructional experience supported, maintained and delivered at a distance and in a digital environment (e.g. Massive Open Online Course-MOOC). Personalized Learning An instructional system either created for or adjusting to the individual progress and needs of the learner. Student Engagement Techniques, methods and strategies directed toward engaging the learner as an active participant either individually or in teams within the educational event. Student Learning Support Systems and services that enable student success through a variety of facets of the educational experience. Supplemental Instruction Employs peer-aided teaching resources to increase student retention and success within specific difficult courses. Universal Design The conceptualization and implementation of the instructional design of an educational event in order to accommodate the broadest-spectrum of learner needs possible. Instructional Technologies 3D Printing A “printer” that produces three-dimentional physical objects, typically generated by computer-aided design programs. Artificial Intelligence Software systems programmed to simulate the cognitive processes such as learning, responding, thinking, and reacting. BYOD Bring-Your-Own-Device, learners supply their own electronic device instead of it being supplied by the educational institution. Clickers (Classroom Response Systems) Technology device or application used to gather learner input (polling) in face-to-face educational events. Cloud-Based Teaching & Learning Environments The design, development, delivery and support of educational experiences using a wide variety of “hosted” systems in a global space. E-Readers Electronic devices designed for the display and management of digital media. Games (Hardware/Software) The use of methods, techniques and strategies, either in real-time or digitally that include an element of play. Immersive Environment (Virtual Reality) A learning space, either physical or digital, that enables a multi-sensory experience. Lecture Capture Technologies Systems and devices used to record, curate and replay the recording of an educational event. LMS Learning Management System – used generally for electronic delivery of instructional materials and assessments. Mobile Learning Instruction supported and delivered via small/portable telecommunications device or application (“app”). Open Educational Resources (OER) The collection, storage, curation, and use of information made available for educational purposes that can be retained, reused, revised, remixed, and redistributed at low or no cost (typically with a Creative Commons license). Open Source Programs and Apps The availability of technology resources (usually programming code) for use and adaptation within individual contexts. Podcasting Design, development and delivery of recordings (typically audio but may be video) of specialized segments of content delivered on demand or through subscription. Video Production Use of full-motion digital recording tgat typically involves scripting, documenting and editing of content. Virtual Assistance The use of agents or systems to provide guidance, correction, advising, or other support services to the end user (e.g. intelligent e-tutors, coaching, or similar). Wearable Technologies Devices or materials integrated into the personal space of an individual that provides data. Web/Video Conferencing Technologies and software to support the documents, files and video between parties separated by distance. Learning Environments (Physical) Augmented Reality A live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. Big Data The collection, storage, curation and application of information points that reflect a user or user communities activity in an educational experience. Intervention & Retention Strategies Methods, strategies and techniques used to maintain student progress towards a desired outcome such as course completion or program/degree attainment. Learning Space (Facility) A specific physical location, which may be or may not be blended with virtual elements, intentionally designed to create the conditions necessary for learning. Makerspace (aka Hackerspace) Physical or virtual space that supports a community of individuals engaged in the ideation, creation, and testing of new product ideas. Organizational Issues: Teaching & Learning Accessibility – ADA The design of systems, services, or learning environments to accommodate and enable participation for individuals disabilities. Design Thinking The systematic, structured and solution-based creation of an educational experience. Digital Divide Examination of the gap between economic and societal groups regarding access to technological affordances. Innovative Organizational Partnerships Unique, creative relationships designed to serve the mutual needs of both parties. Institutional Licensing Program Institutional licenses that provide students and faculty with access to technologies and resources at no cost or at reduced pricing. Learning Organization/Community (Integration Fac/Staff) The construction and management of a body of individuals focused on the science of teaching, learning and assessment. Learning Strategies Specific techniques, methods and strategies designed to facilitate student’s gaining new knowledge, skills or experiences (online or traditional). Strategic Planning The thoughtful and directed act of creating and implementing a vision and mission taking into consideration the “higher level” issues and direction. Student Publishing The design, construction and use of technology-based platforms to support, store and distributed student self-published works. Student Supports Services and systems designed to facilitate and serve the needs of learners (help desk, financial aid, tutorial support, etc.). Under-Represented or At-Risk Groups Populations or individuals not represented or accounted for in the majority groups.