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MOOC
Massive Open Online
      Course
Three Types of MOOCs


Connectivist MOOC
xMOOC
Community/Task
 Based MOOC
Connectivist
 MOOCs
  cMOOC
Connectivism
Learning Theory for the Digital
            Age
“One of the most persuasive factors is
the shrinking half-life of knowledge. The
“half-life of knowledge” is the time span
from when knowledge is gained to when
it becomes obsolete. Half of what is
known today was not known 10 years
ago.”



                               Source: George Siemens Quote from:
                http://www.elearnspace.org/Articles/connectivism.htm
Principles of Connectivism

 Learning and knowledge rests in diversity of
 opinions.

 Learning is a process of connecting specialized
 nodes or information sources.

 Learning may reside in non-human appliances.


 Capacity to know more is more critical than what
 is currently known
Principles of Connectivism

 Nurturing and maintaining connections is needed
 to facilitate continual learning.

 Ability to see connections between
 fields, ideas, and concepts is a core skill.

 Currency (accurate, up-to-date knowledge) is the
 intent of all connectivist learning activities.
Principles of Connectivism

 Decision-making is itself a learning process.
 Choosing what to learn and the meaning of
 incoming information is seen through the lens of a
 shifting reality. While there is a right answer
 now, it may be wrong tomorrow due to alterations
 in the information climate affecting the decision.
Siemens & Downes

 Aggregate
 Repurpose
 Remix
 Feed Forward
Important Attributes

 Facilitator not the sole provider of
  knowledge
 Facilitator not the determiner of space
 High-end knowledge exchange to occur
 Open Source
PLN
Personal Learning
    Network
MOOC

 University of Manitoba
 2008
 Connectivism & Connected
  Knowledge
 25 registered students
 2300 participants
Task Based MOOCs

 Social Network
  Knowledge
  Construction
Games MOOC
Found at http://gamesmooc.shivtr.com
DS106
Found at: http://ds106.us/
Community Funding of DS106
Found at: http://www.kickstarter.com/projects/jimgroom/ds106-the-open-online-
community-of-digital-storyte
Anne Frank MOOC
Educators use a virtual world and a MOOC (massive open online course) to teach
about the holocaust. Imagine "entering the book" as an avatar and exploring the
cramped quarters where Anne Frank lived in hiding.
P2PU
Peer 2 Peer University
xMOOCs
xMOOCs


Stanford AI
Coursera
Udacity
edX (MIT,Harvard &
Berkley)
xMOOC Characteristics

 AI Grading
 University or Corporate
  Sponsorship
 Rating of Questions Discussion
  Forum
 Instructor record answers on video
  but do not participate in the
  discussion forums
Stanford’s Artificial Intelligence MOOC
Found at: https://www.ai-class.com/
Udacity
Found at: http://www.udacity.com/
Coursera
Found at: https://www.coursera.org/
Coursera Course Catalog
Found at: https://www.coursera.org/courses
Good MOOC, Bad MOOC
 Venture capitalists who have poured at least $20-million into the
  20-person Coursera storefront must be impatient for these
  revenue streams to get settled. So far they’re considering the
  following:

 a) Charging for certification and testing.
 b) Vending of tutorial services, translations, facilitation of
  small-group discussion and peer learning, etc.
 c) Direct tuition for courses or clusters of courses in relation
  to certification, standard distance-ed practice, just with the
  new midscale Coursera brand.
   Harvard and MIT, for instance are trying to have their brand cake
    and dilute it too by branding their Edx courses as the product of
    “Harvardx” and “MITx.”
 d) Miscellaneous revenue sources, like advertising and
  employment-service revenue from job seekers and potential
  employers.
Future of Education
      MOOC
  October 8 – November
        16, 2012
        #cfhe12
Future of Education MOOC
 1. Net pedagogies

 2. Entrepreneurship and commercial activity

 3. Big data and analytics

 4. Distributed Research

 5. Power Shifts
Current/Future of Education MOOC


         http://edfuture.net/
Games Based Learning MOOC
            II
    October 8 – November
            18th
M stands for Modest

 “Coursera gamification12 is totally LMS. OTOH
 #gamemooc has morphed into a wonderfully
 supportive guild of educators.”
Some Numbers

 48,683 visitors
 86,862 page views
 283 threaded discussions
 301 registered participants
6 Weeks

 Week 1 Games Based Learning Intro and
    Research
   Week 2 Game Mechanics
   Week 3 Gamification
   Week 4 Immersive Environments
   Week 5 Games and Mobile
   Week 6 Assessment in Games
Social Network
Knowledge Construction

 Level 1 – Identify the Network
 Level 2 – Lurking
 Level 3 – Contributing
 Level 4 – Creating
 Level 5 – Leading
Games MOOC II

 Brave Beginner Track
 Advanced Track
 Lurk and Learn!
Live Events Online

 Google Hangout on Air as a quick overview each
 Monday Morning

 Tweetchat each Wednesday evening


 Thursday livestreamed discussion or panel of
 guests through Google Hangout on Air and also
 through Second Life.
Tweetchat

 Wednesday night games based learning
  tweetchat
 7 pm MT
 One hour
 Hashtag #gamemooc
Badges

 Game Based Learning
 Networked Educator
 Brave Beginner
Questions?
 Discussion

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Massively Open Online Courses: MOOC

  • 2. Three Types of MOOCs Connectivist MOOC xMOOC Community/Task Based MOOC
  • 5. “One of the most persuasive factors is the shrinking half-life of knowledge. The “half-life of knowledge” is the time span from when knowledge is gained to when it becomes obsolete. Half of what is known today was not known 10 years ago.” Source: George Siemens Quote from: http://www.elearnspace.org/Articles/connectivism.htm
  • 6. Principles of Connectivism  Learning and knowledge rests in diversity of opinions.  Learning is a process of connecting specialized nodes or information sources.  Learning may reside in non-human appliances.  Capacity to know more is more critical than what is currently known
  • 7. Principles of Connectivism  Nurturing and maintaining connections is needed to facilitate continual learning.  Ability to see connections between fields, ideas, and concepts is a core skill.  Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activities.
  • 8. Principles of Connectivism  Decision-making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. While there is a right answer now, it may be wrong tomorrow due to alterations in the information climate affecting the decision.
  • 9. Siemens & Downes  Aggregate  Repurpose  Remix  Feed Forward
  • 10. Important Attributes  Facilitator not the sole provider of knowledge  Facilitator not the determiner of space  High-end knowledge exchange to occur  Open Source
  • 12.
  • 13. MOOC  University of Manitoba  2008  Connectivism & Connected Knowledge  25 registered students  2300 participants
  • 14. Task Based MOOCs Social Network Knowledge Construction
  • 15. Games MOOC Found at http://gamesmooc.shivtr.com
  • 17. Community Funding of DS106 Found at: http://www.kickstarter.com/projects/jimgroom/ds106-the-open-online- community-of-digital-storyte
  • 18. Anne Frank MOOC Educators use a virtual world and a MOOC (massive open online course) to teach about the holocaust. Imagine "entering the book" as an avatar and exploring the cramped quarters where Anne Frank lived in hiding.
  • 19. P2PU Peer 2 Peer University
  • 22. xMOOC Characteristics  AI Grading  University or Corporate Sponsorship  Rating of Questions Discussion Forum  Instructor record answers on video but do not participate in the discussion forums
  • 23. Stanford’s Artificial Intelligence MOOC Found at: https://www.ai-class.com/
  • 26. Coursera Course Catalog Found at: https://www.coursera.org/courses
  • 27.
  • 28.
  • 29.
  • 30.
  • 31. Good MOOC, Bad MOOC  Venture capitalists who have poured at least $20-million into the 20-person Coursera storefront must be impatient for these revenue streams to get settled. So far they’re considering the following:  a) Charging for certification and testing.  b) Vending of tutorial services, translations, facilitation of small-group discussion and peer learning, etc.  c) Direct tuition for courses or clusters of courses in relation to certification, standard distance-ed practice, just with the new midscale Coursera brand.  Harvard and MIT, for instance are trying to have their brand cake and dilute it too by branding their Edx courses as the product of “Harvardx” and “MITx.”  d) Miscellaneous revenue sources, like advertising and employment-service revenue from job seekers and potential employers.
  • 32.
  • 33.
  • 34. Future of Education MOOC October 8 – November 16, 2012 #cfhe12
  • 35. Future of Education MOOC  1. Net pedagogies 2. Entrepreneurship and commercial activity 3. Big data and analytics 4. Distributed Research 5. Power Shifts
  • 36. Current/Future of Education MOOC http://edfuture.net/
  • 37. Games Based Learning MOOC II October 8 – November 18th
  • 38.
  • 39. M stands for Modest  “Coursera gamification12 is totally LMS. OTOH #gamemooc has morphed into a wonderfully supportive guild of educators.”
  • 40. Some Numbers  48,683 visitors  86,862 page views  283 threaded discussions  301 registered participants
  • 41. 6 Weeks  Week 1 Games Based Learning Intro and Research  Week 2 Game Mechanics  Week 3 Gamification  Week 4 Immersive Environments  Week 5 Games and Mobile  Week 6 Assessment in Games
  • 42. Social Network Knowledge Construction  Level 1 – Identify the Network  Level 2 – Lurking  Level 3 – Contributing  Level 4 – Creating  Level 5 – Leading
  • 43. Games MOOC II  Brave Beginner Track  Advanced Track  Lurk and Learn!
  • 44. Live Events Online  Google Hangout on Air as a quick overview each Monday Morning  Tweetchat each Wednesday evening  Thursday livestreamed discussion or panel of guests through Google Hangout on Air and also through Second Life.
  • 45. Tweetchat  Wednesday night games based learning tweetchat  7 pm MT  One hour  Hashtag #gamemooc
  • 46.
  • 47. Badges  Game Based Learning  Networked Educator  Brave Beginner