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COW 2004 Workshop Agenda

Tuesday, May 18th Agenda
Wednesday, May 19th Agenda
Thursday, May 20 Agenda **Special Workshop**

 

TUESDAY, MAY 18, 2004

WRITING LAB, 213 Agnes Arnold Hall, UH main campus

9:00-9:15 a.m. Introduction & Welcome

Sandy Frieden (UHS)
Dr. Jerald Strickland, Prov. (UH)

9:15-10:15 a.m. Building A Course

Planning-course development
life cycle, objectives, learning styles,
teaching styles, online vs. f2f

Tammy Hoskings (UH)
10:15-10:45 a.m. Syllabus Development Debbie Boyer (UH)
10:45-11:00 a.m. Break  
11:00-11:30 a.m. Classroom Management Chari Norgard (UHV)
11:30-12:00 noon Assessment

Rubrics, variety of ways to assess
student work.

Laura Stephens (UHCL)
Youmei Liu (UH)
12:00-1:00 p.m. LUNCH (provided)  
1:00-1:30 p.m.

Interactivity

Darrell DeMartino (UH)

1:30-2:00 p.m.

Digital Storytelling Gary Kidney (UHCL)
2:00-4:00 p.m. HANDS-ON BREAKOUTS  
  2:00-3:00 (1) Photoshop
(this is a Pre-Requisite for Breakout #3)
Anne Henry (UHCL)
  2:00-3:00 (2) HTML-less courses
(this is a Pre-requisite for Breakout #5)
Cynde Ferris (UHCL)
  3:00-4:00 (3) Media for PC
(10 max. with laptops w/ WinXP;
**breakout #1 is pre-requisite)
Brent Goucher (UHCL)
  3:00-4:00 (4) Media for MAC
(5 max. with Mac laptops)
Jennifer Lazzaro (UH)
  3:00-4:00 (5) HTML: Seamless Content--
What is it? How do you do it?
(**breakout #2 is pre-requisite)

HTML is the language behind the Web, not MS Word or MS PowerPoint. Word is for word processing. PowerPoint is for a presentation. This session will help you discover to HTML for the web without learning HTML. For the more gutsy, get your feet wet with an HTML primer to customize the pages after conversion to HTML.
Madhuri Kumar (UH)
  3:00-4:00 (6) Communication Tools Michael Chamberlain (UH)
     


WEDNESDAY, MAY 19, 2004 COW WORKSHOP, DAY TWO

***COW ALUMS INVITED ALL DAY***
WRITING LAB, 213 Agnes Arnold Hall, UH main campus

9:00-10:00 a.m. . Library/Copyright Issues

Jill Emery (UH)
Pat Ensor (UHD)

10:00-10:45 a.m. GRAZING: Tools You Can Use Now!  
  Inspiration Laura Stephens (UHCL)
  Hot Potatoes Linda Davis (UH)
  Camtasia and Snag It Patrick McCormick (UHV)
  Impatica Linda Davis & TA's (UH)
  Respondus Youmei Liu (UH)
  PDF 995 Madhuri Kumar (UH)
10:45-11:00 a.m. Break  
11:00-11:30 a.m. Campus Breakouts

Participants, alums, librarians, ID's & all support people

 
11:30-11:45 a.m. Evaluation (online)

"Graduation"/handouts

Chris Seals (UH)
Sandy Frieden (UHS)
Dianne Cook (UHS))
11:45-12:00 noon WALK OVER TO HOTEL  
  ALL FACULTY, ALL UHS CAMPUSES INVITED TO JOIN COW PARTICIPANTS: UH HILTON HOTEL  
12:00-1:15 p.m. LUNCH Conrad Hilton Ballroom B&C

"Waves of Creative Destruction: Education in the 21st Century"

SPEAKER: Dr. Peter Bishop, UHCL Chair of Graduate Program in Future Studies

1:30-2:15 p.m.

BREAKOUTS:
Choice of Presentations by UHS faculty:

Bill Chernish UH
Chris Birchak, Jean DeWitt UHD
Susan Miertschin, Cheryl Willis UH
Erin Hodgess UHD

 
2:30-3:15 p.m. BREAKOUTS: (repeat)  
3:30-4:30 p.m. CLOSING SESSION:

"Gaming: Do We Need to Play to Teach?"

SPEAKER: Jack McGrath
Distance Learning is increasingly becoming the delivery method of choice for corporate America and academia. Yet research shows that attrition and "no-show" rates can be extremely high. Are today's distance learners less motivated than their traditional counterparts? What is managing to keep their attention? For many, the answer is simple. Games. Before you write off 'gamers' as a fringe population not interested in learning, you should realize that Game sites have resulted in growing Communities of Practices (CoP) where strategies and techniques are shared. These communities are fostering a collaborative (albeit competitive) network of learning. And games may well be fostering creative problem solving, since the 'get to the next level' mentality reinforces a more creative 'failure, try something else' approach, rather than the traditional 'pass with an A or drop the class' mentality. What are some ideas on developing more engaging, games-based learning? This discussion won't focus on how to create a first-person shooter, but on how to create more engaging, collaborative, problem solving approaches to e-Learning.
     
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**OPTIONAL**
ADDITIONAL VERY COOL WORKSHOP!!!!!!

THURSDAY, MAY 20, 2004
9:30 a.m. to 1:00 (lunch included)

UH-Clear Lake, Room 1326

(Workshop participants: 20 seats for Instructional Design Collaborative members, 20 for COW participants and alums---seats unclaimed by May 13 open to all UHS faculty and staff on first-come basis)


HALF-DAY COW WORKSHOP WITH JACK MCGRATH
"WHAT'S YOUR GAME?--BRINGING GAMING INTO THE CLASSROOM"

Level 1. What's Your Game?

This session will introduce online gaming and the latest gaming techniques
that can be used in the classroom or as part of your WebCT course. And many
of these games are available for free off the internet! Groups will analyze
various game types and choose one or more to include in their courses. Teams
will compete for the most creative application of online games for their
course via storyboards.

Level 2. Bringing Gaming into the Classroom

Online gaming is only one application of game theory. Anyone familiar with
"Survivor" and the network ratings realizes the popularity of the game-based
experience, which is arguably the ultimate form of participatory learning.

This session will discuss the basic principles of game theory, including the
characteristics of teams, competition, challenges and winning. The purpose
of this session will be to introduce learner-centric game theory into course
design to create more engaging learning. The concepts will apply to a
classroom, DL course or blended learning environment. The workshop challenge
teams to compete to create the most innovative games-based course designs via
storyboards.

Specific level 2 topics:

  • Shirt vs. Skins. How to incorporate teams into the learning process.
  • Competition. Designing activities and assignments to foster competition
    and increase learning retention.
  • Challenges. How to create course-specific challenges that reinforce course
    objectives and "real-world" application.
  • Winning. What students are willing to play for and how to incorporate this
    into your overall instructional model.


Jack McGrath - bio

Jack McGrath is president of Digitec Interactive, and for the last fifteen years, has been a writer, producer and programmer for eLearning titles, primarily targeted to the commercial sector, including Disney Company, Universal Studios, Chase Manhattan, and Hard Rock Cafe. Jack has won several awards, including a Brandon.Hall Excellence in E-Learning award last year for one of his titles that included a great deal of games-based technology. He is currently developing eLearning programs that use multi-player components, "simulets" and gaming techniques to better engage the 'games-based' generation.

Jack designed a web-based Learning Content Management System called "Knowledge Direct  WEB" that allows organizations to develop their own eLearning and easily create Flash-based gaming to use as module assessments. The product was recently reviewed by Elliott Masie of the eLearning Consortium and received high praise for its "push" technology and built-in games-based learning tools.

Knowledge Direct WEB is being used by Valencia Community College in Orlando and VERITAS Software worldwide for their sales training. Knowledge Direct WEB is formally being launched this month at the LMS SIG in Las Vegas.

On the academic side, Jack teaches Ancient/Classical Humanities as a Distance Learning course for Seminole Community College in Florida. He's becoming convinced that the traditional 'sage on the stage' approach to teaching is no longer effective to reach the modern day student and that educators have much to learn much from the gaming industry.

"Grab Todd's Cash" is an eLearning course designed to teach college-aged users about finance. This site is games-based and is extremely dynamic, pulling content from XML, so that the content can be easily changed within a content management system. Use "jmcgrath" and "jmcgrath" as the username and password.

These Arcade-style activities were written, designed and programmed in Flash by Digitec to teach lifeskills to kids from grades 4-12.

Credit Compass Select the "Login Here" and enter 'demo' and 'demo' for the username and password. Digitec did all the instructional design, audio and graphics production, programming and Flash development for this site. The course won a Brandon-hall Excellence in eLearning Award and is intended to teach users how to create spending plans, etc.

"Success Street Sweep" is an educational game developed for the National Endowment for Financial Education. This Flash-based eLearning prototype uses games-based learning to teach money management to high school kids.

T. G. Lee Dairy Digitec developed this HTML site, which uses Flash and Shockwave games in the Kid's to create a media-rich, extremely engaging site. These include many kid's games and activities.

Dunham Boot Makers - Digitec programmed this Flash site to demo Dunham's line of boots and provide a retail locator to help make the sale.

Dixon Ticonderoga & Prang web site. Digitec did the complete design and
development. This is a really flexible site, too, supporting an e-commerce component, driven by a SQL database, using ASP programming.

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