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LRNT Assignment 1 – Design Thinking Process (Jeff Clemens and Phyz Wilkes)

How to effectively engage students in active participation in an safe online learning environment without being constrained? Through the Stanford d.school design thinking process (DTP) we were able to look at ways to effectively engage students in online learning through… Continue Reading →

Agile Instructional Design

The more I learn about instructional design the more I am able to see how it’s evolution is something that will never be fully complete. As we learn and discover new ways that content can be delivered (while materials are… Continue Reading →

Activity 7 | Team activity: Pinpoint the media debate in current events

As a group, we (Anita Fahrenbruch, Amanda Dunn, Jeff Clemens, Joyce Wimmer, and Alastair Linds) reviewed four current articles focused on the technology benefits in the classroom and opportunities they use to leverage those in education. Each article chosen offered… Continue Reading →

Dr. David Wiley (@opencontent)

When looking at Open Education Resources (OER) for a separate assignment I found the work done by Dr. David Wiley. In reading more about him I saw that his work has had numerous effects not only on the teaching aspects… Continue Reading →

VR in First Hand Learning

Among the newer and exciting technologies being used for education today is virtual reality (VR) and augmented reality (AR). For the purpose of this report we are going to focus on VR. This technology allows learners to be immersed in… Continue Reading →

Principles of Instruction

When reading through the three different theoretical positions on learning, I found that I initially gravitated toward cognitivism in that it focused on what is known and how it is learned but felt that there was something missing from my… Continue Reading →

Timeline supporting elements of gamification in education

Timeline Link Frangoul, A. (2018, March 27). Eight milestones in the development of computers and home technology. Retrieved from https://www.cnbc.com/2018/03/27/eight-milestones-in-the-development-of-computers-and-home-technology.html Jorge, C. F., & Sutton, M. J. (2017). Funification 2.0. World Journal of Science, Technology and Sustainable Development,14(2/3), 84-110. doi:10.1108/wjstsd-11-2016-0060 The… Continue Reading →

What does copyright really mean?

The topic of copyright is something that has so many unique elements that it becomes quite a topic of discussion in the world of academics and education. Through my time in education I learned about many of the different elements… Continue Reading →

Don’t let the technology guide you

When doing research in areas of technology it’s easy to fall into the trap of using technology first. This leads to focusing specifically on the user experience or elements of the technology rather than looking at the problems you need… Continue Reading →

Impacts of Gamification on Learning using New Technologies and Digital Learning Environments

Briefing Note Discussing the Idea of Gamification in Education Overview How do we encourage engagement and participation among learners who are using new technologies and digital learning environments? This concept is introduced in Introduction to Gamification: Foundation and Underlying Theories… Continue Reading →

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