EDTC0560 Assignment 3: EdTech Exploration Plan

EdTech Exploration Plan for Fundamentals of Game Design and Development

To enhance the Fundamentals of Game Design and Development course, I propose using the following technologies:

  • Canvas as a Learning Management System (LMS);
  • Twitter to develop Community of Inquiry (COI);
  • WordPress to build learner blogs and ePortfolios;
  • Storify for digital curation; and
  • A suite of tools to develop Community of Practice (CoP).
  • Unity game engine for collaborative design and prototyping

Learning Management System (LMS)

Canvas LMS will be used as the central hub for the course. Canvas was chosen because of ease of use, it requires little time to setup, is free for instructors, provides discussion forums for asynchronous communications between learner and teacher and peer-to-peer, and offers content hosting and sharing.

Other LMSs considered:

Exploring Community of Inquiry (COI) using Twitter

Twitter provides learners access to established COI (leaders, professionals, mentors, peers), allows for posting and sharing information, provides a “backchannel” for group discussion, aggregates information based on a given topic, and offers numerous scheduled, active chat sessions.

Learners will also be to choose other Web 2.0 Social Media such as:

Building Blogs and ePorftolios using WordPress

Learners will use WordPress, an online, cloud based environment, for blogging their reflections on course work and discussions, as an ePortfolio for sharing digital artifacts they have created, and for organizing the artifacts in their Personal Learning Environments (PLEs) built and shared using other media. WordPress.com is free, offers a quick setup, provides built in tools for content creation and sharing, and offers a Twitter feed and Social Media sharing.

Learners can also choose from one of the following:

Digital Curation using Storify

Learners will demonstrate their abilities to curate digital resources using Storify. Storify allows learners to consume content, curate content (aggregate, filter and bookmark content), share content and collaborate.

Learners can also choose to use:

Developing Community of Practice using a Suite of Tools

Learners will develop a Community of Practice (CoP) in groups while using a suite cloud based tools and apps the support authentic learning using real world tools to build projects and prototypes.

Learners will use Google Drive for real time document creation, sharing and storage. Google Drive is cloud based and integrates well with other Google solutions.

Learners can also explore using:

Synchronous Communications

Google Hangouts will be used to facilitate synchronous communications between learners to provide opportunities for discussion, collaboration, idea sharing and conceptualization. Google Hangouts offers connections between other cloud based Google solutions and provides a recording feature for later playback for increased understanding or for sharing with learners who were unable to participate in a discussion.

Other Video tools to be considered:

Mind Mapping

MindMeister is a cloud based, free mind mapping tool that allows for group collaboration and idea sharing in the conceptualization of projects.

Other tools to be considered:

Collaborative Conceptualizing

Collaborative conceptualization, communication, sharing ideas and created artifacts in the development of group projects can be facilitated using Trello. Trello allows for the sharing of content using “cards” organized in user defined categories. It also offers project management tools such as a progress meter and deadlines.

Other tools to be considered:

Game Engines

Game engines could also be included in Community of Practice, but being an integral tool for design and development of prototypes, I have made them separate. Collaborative design and development of game levels will be developed using Unity 4, a free, industry standard game engine, used to develop games on consoles, mobile, desktop and web.

Other tools to be considered:

Example:

An illustration of the proposed structure of the course components and tool usage.

slide1

Figure 1: Proposed tool usage to enhance the course

References:

Bates, T. (2014). The role of communities of practice in a digital age. Retrieved from: http://www.tonybates.ca/2014/10/01/the-role-of-communities-of-practice-in-a-digital-age/

Byrd, K. (2017). How to Choose the Best Blog Sites & Platforms For Free Blog Basics. Retrieved from: http://blogbasics.com/free-blog-sites/

Chapple, C. (2016). 16 Ways to make your game for free. Develop. Retrieved from: http://www.develop-online.net/tools-and-tech/16-ways-to-make-your-game-for-free/0193040

Educause (2005). Community of Practice Design Guide: A Step-by-Step Guide for Designing & Cultivating Communities of Practice in Higher Education. Retrieved from: http://net.educause.edu/ir/library/pdf/nli0531.pdf

Medved, J.P. (2016). The Top 8 Free/Open Source LMSs. Retrieved from: http://blog.capterra.com/top-8-freeopen-source-lmss/

Online Learning Insights (2014). How to Develop a Sense of Presence in Online and F2F Courses with Social Media. Retrieved from: https://onlinelearninginsights.wordpress.com/tag/community-of-inquiry-model/

Sinnappan, S. & Zutshi, S. (2011). Using Microblogging to facilitate Community of Inquiry: An Australian tertiary experience. Retrieved from: http://www.ascilite.org/conferences/hobart11/downloads/papers/Sinnappan-full.pdf

Terrell, S.S. (2016). Diigo Genius Storify Pearltrees Scoop.It Livebinders EducClipper. Retrieved from: http://www.slideshare.net/ShellTerrell/the-tech-ninja-guide/17-DiigoStorifyPearltreesScoopItLivebinders_EduclipperShellyTerrellcomresearchCrowd_sourcethe_learningGenius

Stewart, C. (2016). The 20 best tools for online collaboration. Retrieved from: http://www.creativebloq.com/design/online-collaboration-tools-912855

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