TCC 2018 : Call for Participation

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Join us for the TCC 2018 Worldwide Online Conference: Navigating the Digital Landscape (April 17-19).

http://tcconlineconference.org/

Enjoy keynote and special regional sessions by:

  • Dr. Margaret Nosek, Baylor College of Medicine, Texas, USA
  • Dr. Weiquan Lu, National University, Singapore
  • Dr. Jason Lee, Daegu National University of Education, Korea
    Mark Curcher, Tampere University of Applied Sciences, Finland
  • Dr. Cynthia Calongne, Colorado Technical University, USA
  • Dr. Susan Manning, Credly, USA

TCC is a three-day, entirely online conference for post-secondary faculty and staff worldwide with over 100 sessions that cover a wide-range of topics related to distance learning and emerging technologies for teaching and learning.

Register online:

http://2018.tcconlineconference.org/registration/

Participate in real-time sessions from the comfort of your workplace or home using a web browser to connect to individual sessions. All sessions are recorded for on-demand viewing.

View the current schedule of presentations and descriptions:

http://2018.tcconlineconference.org/program/

University of Hawaii faculty and staff. Special reduced rates available. E-mail Sharon Fowler <fowlers@hawaii.edu> from your UH account and provide contact information.

We look forward to seeing you at TCC 2018.

PS. Conference hashtag = #tcc23rd. Spread the word! Māhalo.

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TCC 2018 Preconference Session (Free)

UPDATE: To view the session recording:

As a prelude to this year’s main conference, TCC 2018 is hosting a FREE special webinar, Institutional Initiatives in Digital Credentials, presented by Brenda Perea, Director of Educational and Workforce Solutions (Credly).

Brenda Perea--2017 headshot 80x100Brenda will explain best practices from Colorado Community Colleges System’s initial launch of digital credentials in a free Technical Math for Industry.  Attendees will learn how 2-year and 4-year institutions can partner with employers to integrate digital credentials into existing curricula and build digital credentials into new courses and programs.

Wednesday, March 21, 1400 HAST
1900 CDT, 2000 EDT; Thu Mar 22, 0900 Tokyo, Seoul

REGISTER for the main conference!

TCC 2018 Online Conference, 23rd edition
Navigating the Digital Landscape
April 17-19, 2018
Posted in TCC 2018, Uncategorized | Tagged ,

TCC 2018: Call for Proposals Extended Due Date (Dec 22)

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Happy Holidays!

We have extended the deadline for the Teaching, Colleges & Community Online Conference (TCC 2018, April 17-19) proposal submissions to December 22, 2017.

Registration details will be announced in February. Stay tuned!

Full details at:

https://tcchawaii.org/call-for-proposals-2018/

For updates about TCC 2018:

https://tcchawaii.org/ or join our mailing list.

Best wishes for the New Year from the TCC conference team

— Bert, Curtis, Sharon for TCCHawaii.org

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TCCfx 2017 : Toward the Digital Horizon

TCC Hawaii invites you and your students to join the TCCfx 2017 online mini-conference on Wednesday, November 15, 2017, from 130-630 pm Hawaii Time.

For other time zones, see:

https://www.timeanddate.com/worldclock/fixedtime.html?msg=TCCFx+2017&iso=20171115T1330&p1=103&ah=5

Additional details and instructions to join the event will be sent by email after you have registered.

Aloha,
– Bert

PS. We continue to solicit proposals for TCC 2018, April 17-19, 2018. Full details: https://tcchawaii.org/call-for-proposals-2018/

Invitation to join TCCfx 2017

Title graphic: Toward the Digital Horizon TCCfx 2107TCCfx 2017 is a complimentary 1-day online conference that aims to empower the educational technology community through connection, collaboration, and the generation of innovative ideas for teaching and learning.

This event is designed to share information and topics relevant for graduate students. Anyone interested may attend. The event will be held online in Zoom. You may attend sessions as you are able to. All sessions will be recorded and available for viewing later.

This year’s theme is “Toward the Digital Horizon”; with panel discussions and presentations on career pathways, technology integration in education, and more:

Date: Wednesday, November 15, 2017
Time: 1:30 pm – 6:30 pm Hawaii Time
Location: Online in Zoom (instructions for accessing the conference will be emailed to all registered participants)

Program:
130 pm – Welcome and Orientation (Dr. Bert Kimura & Dr. Curtis Ho)
200 pm – “Forging New Paths” LTEC Alumni Career Panel
300 pm – “Building Foundations” EdTech in K12 (Mark Yap, MEd & Michael Wright, MEd)
400 pm – “Reaching Further” EdTech in Higher Ed (Dr. Alex Parisky & Billy Meinke, MEd)
500 pm – “Global Concepts” Featured Presentation (Dr. Seungoh Paek)
530 pm – Keynote Presentation (Dr. Mary Hattori)
630 pm – Closing

FREE Registration:

https://www.eventbrite.com/e/tccfx-2017-toward-the-digital-horizon-tickets-39077197951

Looking forward to seeing you all there!

Kimberly Suwa and Michael Wright
TCCfx 2017 Co-Chairs

Posted in TCCfx

TCC 2018 : Call for Proposals

Full detailsPoster announcing TCC 2018 Call for Proposals
Full details

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MOOCs and Potentials for Personalized Learning Paths [4/19/2017] by Dr. Kumiko Aoki (Regional Speaker)

Written by Youxin Zhang (TCC 2017 guest blogger, Instructional Designer for the School of Nursing and Dental Hygiene at the University of Hawaii at Manoa)

Dr. Kumiko Aoki has a cross culture background in education. She graduated from the University of Wisconsin in the USA with her master degree in Communication, and received her doctoral degree in Communication and Information Sciences from the University of Hawaii.

Dr. Aoki served at different higher education institutions in different countries. She previously taught at Rochester Institute of Technology and Boston University. After that, she returned to her home country, Japan, in 2004, for serving as a faculty member at the National Institute of Multimedia Education.

Currently, she is a professor of Informatics department at the Open University of Japan since 2010. Her research interests are revolving around distance education, the use of information and communication technologies (ICT) in education, and sociocultural aspects of digital media. She greatly contributed to the development of online courses at the Open University of Japan with her expertise in instructional design.

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The title for Dr. Aoki’s presentation is “MOOCs and Potentials for Personalized Learning Paths.” MOOCs (Massive Open Online Courses) first appeared in 2008, and then developed rapidly in 2012. It became a worldwide phenomenon and was delivered in a variety of subjects in a number of different languages across the globe. MOOCs provide educational opportunities to the masses for free or at a low cost and possibilities of researching learning behaviors of individuals.

As a beginning, Dr. Aoki provided an overview of MOOCs’ history including the definition of MOOC, different MOOC types, MOOC providers, other MOOC initiatives in non-US areas. Then she shared the current situation of MOOCs in Japan, the business models of xMOOC in particular. Dr. Aoki also addressed the procedures of collecting learner’s personal information via MOOCs, and focused on learning analytics (e.g. MOOC analytical systems, framework). She talked about how these MOOCs can be tailored to the individual’s personalized learning. Lastly, she introduced the personalized learning paths and the integrative learning process.

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The most interesting part of the session that I enjoyed a lot was the discussion happened in the chat room while presenting. Participants of this session were super passionate about this topic and initiated a thoughtful discussion to look the MOOC hype into depth. The conversations were really impressive among those people who held different opinions from different perspectives, not just from learners and instructors, but also administrators, policymakers, instructional designers, institutions, MOOC providers. They were not only just identifying the problems that MOOCs may bring to education because critics described MOOCs as a disruptive innovation, but also delving into the possible solutions to make it better.

Another thing I like about this presentation was its layout. The first part of this presentation gave you a full introduction on MOOCs which had a clear and easy flow for those who were new to MOOCs to follow. The second part, Dr. Aoki narrowed down the topic to discuss how we can integrate MOOCs into our personalized learning to achieve our goals. This seemed like she leveled up this topic and make it more universal and practical to everybody, not quite far away from our lives. MOOCs were not just about receiving a certificate from any elite university or getting new skills for advancing your career. It’s more about to hone your higher order thinking skills and promote a life-long education regardless of who you are and where you are.

All in all, I was deeply impressed by the information covered in this lecture and the discussion part. Without any hesitation, I would definitely recommend you to check out this lecture by Dr. Aoki If you are interested in MOOCs or personalized learning.

You can reach Dr. Aoki via her email: kaoki@ouj.ac.jp

Posted in Guest contributor, TCC 2017

Learning to Play to Learn Hawaiian-Style: How Hawaii educators harness gamification & 3D virtual worlds for teaching, learning & service [4/19/2017] by Dr. Peter Leong (Regional Speaker)

Written by Kurt Rutter (TCC 2017 guest blogger)

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Dr. Peter Leong is an Associate Professor at the University of Hawaiʻi at Mānoa’s College of Education’s Department of Learning Design & Technology (LTEC). Dr. Leong has extensive experience in the development and delivery of online courses and distance education.

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The first topic was about the persistent myth of video game addiction. What may appear to be an addiction to online virtual worlds and video games turns out to be unsupported, that is, video games are no more (or less) addictive than any other activity or behavior. I think part of this is a tendency to undervalue social interaction in virtual worlds and to mistake engagement for addiction. That said unsupervised play is, well, unsupervised.

What is evidence does support is the premise that carefully designed games can help learners master psychomotor and critical thinking skills through collaboration and independent learning which involves problem-solving as individuals and in teams.

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Examples of gamification in education presented by Dr. Leong demonstrate the potential for engaging learners in a wide variety of disciplines from history to English, ESL, language learning, and math. Another aspect of gamification is the use of virtual worlds to enact simulations that are not possible in the real world such as virtual field trips to locations around the world, famous museums, and historical events.

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The structure of gamification can vary from fully immersive to an adjunct that integrates with other classroom work. Games can be semester-long or just a week or two depending on the needs of the class, schedules, and the subject matter. An education course can become a quest for knowledge, with leveling and badges. Students can have avatars and character traits for role-playing. Or a course can be an embedded into the real world.

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For example, Windward uses gamification for an introductory college course that first-year college students take. The purpose of the course is to not only orient the student to the campus but to build community and a sense of place at Windward.

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My personal favorite was using Minecraft to teach mathematics, planning, budgeting, and environmental science all rolled into one in order to design a zoo. This project, led by Shane Asselstine, demonstrated the power of virtual worlds embodied within a gaming platform. Minecraft.Edu, a derivative of the commercial Minecraft platform, is an educational version of that gives teachers control over the game.

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Shane has worked extensively with Minecraft in K-12 education, as well as for graduate students learning to teach with Minecraft. I worked with him briefly in a graduate course and developed a sincere respect for kids who survive and thrive in this virtual world.

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The final project discussed was a community development project to bring homeless children and their caregivers together to learn to collaborate and learn together.

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The presentation demonstrated that a wide array of options exist in gamifying a classroom, a week in the semester, or a community outreach project. Far from video games being addicting, the evidence points to the use of well-structured gaming as a valuable educational tool that engages learners. Careful design is critical to ensuring that the rich environment provided by virtual worlds enhances the embodied learning experience as or more effectively than real world face to face environments.

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