Category Archives: Learning Design

Professional Accountancy: Ready for go live

We are approaching the culmination of a year’s hard work on Professional Accountancy. Many different strands of work have come together and over the end of last year and this week we have been working hard to make sure that the VLE for the new Professional Accountancy programme is ready. This has involved pulling together:

  • Finalising the VLE theme
  • Configuring VLE settings for a variety of roles, including students, student relationship managers, tutors, etc.
  • Proofing output of teaching content from our single-source publishing platform
  • Testing bespoke plugins for learner progress analysis
  • Monitoring results of automated enrolment and group-allocation processes
  • Looking over everything and making small tweaks here and there

Professional Accountancy goes live on Monday 11th January and we are ready for it. We’ll still spend the rest of the day double and triple checking everything.

A big thanks to everyone involved!

ePortfolios in a programme with an applied project

Development of ePortfolios in project-based learning can be a valuable activity for student-centered learning experience.  During development process an ePortfolio can serve as a way to track student progress and identify learning needs. After completion it can be submitted for assessment or peer review. In project-based learning it is a viable tool for formal and informal assessment.

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Content curation tips

Digital literacy is an essential skill for an online distance learner.  It can be defined as “the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills.” (the American Library Association Digital Literacy Task Force)

Digital literacy can be developed through content curation techniques which can assist in developing such skills as searching, evaluating and organizing resources to create a balanced digital collection. There are many tools that make it very easy for anyone to select, collect and share their collections of digital resources.

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Open badges and Recognition of Learning

Higher Education institutions commonly use grade-based evaluations where students get rewarded for the knowledge they gain, and tasks such as projects, behavior, skills, and taking tests. The rewards come in the form of a grade (number, letter) or certificates and can be physical or virtual. The rewards may be determined by peer, self, or teacher-based assessments. Rewards are a way to motivate students to learn.

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Gamification in distance learning

Gamification is a term being used to describe the integration of game elements, in some form, into course design.   The elements of gamification listed below, may increase the distance learners’ motivation by making learning more interesting and encourage them to be more engaged in the content:

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Recognition of learning in a ‘Skills ePortfolio’

The achievements in learning are recognised in various ways.  In order to show commitment to high ethical and professional values and to lifelong learning, one is required to join a professional body associated with their field of expertise. The membership in such professional organisation can be obtained, for instance, by completing the qualification exam and developing and maintaining a ‘Skills ePortfolio’ where the evidence of acquired skills can be displayed. On other words, one must provide evidence that he/she gained the experience and the qualifications to demonstrate that they have the abilities to become a member. The evidence may include the qualification certificates and other forms of recognition of learning. Continue reading Recognition of learning in a ‘Skills ePortfolio’

UoLIA-LTT attend gamification event

The Learning Technology Team gained some insight recently into the world of games-based learning and gamification (the application of game elements to non-game tasks) at an event held at Senate House on 4th March 2015. The team learned a lot about using rewards and technology to enhance motivation and how to avoid some of the pitfalls associated with gamification.

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