Experiential Informatics course

robots

What is the aim of this on-line course?

The aim of this course is to prepare future teachers to able the younger generation to become acquainted with 21 century technology through Experiential Informatics in order to progress with studies in a more enhanced way. Generally, to able university students from different disciplines to work together creating multidisciplinary challenges using technology.

What is in the course?

First you will get to know what the basics and characteristics of “Experiential Informatics” is. You will be able to explore ideas, good practices and can share your own experiences with others as well as reflect on them.

Through the course, you will be able to get to know different types of technologies/methodologies, which can be built into your own activities, project design.  You will be able to think together in Forums and share your experiences, questions, ideas.

In each module you will have to self-evaluate your progress and that of others.

Who should take this course, what competencies does it build?

Future teachers and practicing teachers as well as lecturers in higher education (or for that matter ANYONE), who would like to build their capacities in the following areas:

  • go through experiential learning process to be able to do experiential teaching;
  • get to know different digital applications and resources that could well be used in the learning, teaching  and developing processes;
  • get to know and be fluent in using methods that lead to experiential learning;
  • be able to make own choice as to how deep one wishes to enter coding and computational thinking within the tackled themes;
  • be able to guide learners in a determined way to attain 21st century skills;
  • be open to co-operate with others in projects and think together;
  • be able to get along better on-line (and off-line) within the local and international community;
  • be able to develop multidisciplinary projects using technology and terms that come with it.

What are the requirements?

Basic computer and mobile use. One of the aims of the course is to facilitate Hungarian and international students to work together. You can use advised tools to overcome language barriers.

With whom will you learn together?

Hungarian and international students to be future teachers, practicing teachers, lecturers and students from any other disciplines.

Who are the teachers, facilitators?

tszm Pluhar_Zsuzsa Abonyi_Toth_Andor_sm
Dr. Márta Turcsányi-Szabó
ELTE Faculty of Informatics,
vice-dean for educational innovation
Zsuzsa Pluhár
ELTE Faculty of Informatics,
assistant professor
Dr. Andor Abonyi-Tóth
ELTE Faculty of Informatics,
associate professor

When does it start-end, how much time does it require?

The course starts on 15th of Februar and ends on 15th of May.

Course completion requires about three hours per week. You have one or two weeks to finish each module. So it requires about the same amount of time as any normal course, but since it is ON-LINE, going through the course materials might need about an hour/module and doing the activities themselves might need two hours/module. IMPORTANT: no time constraints within the time frame of start to end, BUT course closes at the end date!
In case you aim for 60 credits within a semester, you should finalize each module within a weeks time.

What needs to be covered?

Not all the modules need to be done, but you have a choice for preferences, to make sure you dive into themes of your interest. The Introduction of each module states what has to be done and what is just advised to be read for completion.

Self-check tasks will not be evaluated, but will provide yourself feedback on progress and advice to do better.

Self-introduction – Compulsory (Opens on 15th Februar)
Experiential informatics – Compulsory (Opens on 22nd Februar)

Methodological model of Experiential Informatics. Viewing and analyzing good practices and ideas to use in educational settings.

IMPORTANT: The completion of this module is a strict requirement before you are able to proceed to the chosen modules!!!

Thinking frameworks – Compulsory (for 60 credit version only) (Opens on 22nd Februar)

Introducing frameworks to apply in project work or education. Viewing issues on safety and ethics, critical thinking, 21st century learning, Bloom’s Taxonomy, exploratory learning, constructivism, computational thinking, design thinking, digital entrepreneurship. Analyzing good practices and ideas to use in educational settings.

Problem-based learning  – Compulsory (Opens on 22nd Februar)

Methodological and practical introduction to problem-based learning and and challenge-based learning as well as their use in education.  Methodological model of problem-based learning, analysis of good practices and ideas.

IMPORTANT: This modules requires 3-4 students to work together on a global challenge set by themselves, so it will need to be completed only by the end of the course!

You need to complete only 5 modules (for 30 credit) or 10 modules (for 60 credit) of your choice from those below (Opens on 8th of March):
Educational applications

Introducing useful apps and resources for education both on the web or on mobiles and their alternatives. An easy way to create apps. Ideas to use in education, example projects and good practices.

Block programming with SCRATCH for beginners

Introducing the basics of block programming using Scratch environment. Ideas to use in educational settings, example projects, good practices.

Animation development

Types of animations, methods of development. Ideas to use in educational settings, example projects, good practices.

Robotics

Introducing the basics of robotics and practical use. Ideas to use in educational settings, example projects, good practices. .

QR experience

Introducing QR experience and its use in education. Structure of QR codes and how they can be modified creatively. Ideas to use in educational settings, example projects, good practices.

Physical extensions

Introducing the methodological basics of physical extensions for measuring and calculation. .Ideas to use in educational settings, example projects, good practices.

AR experience

Introducing AR experience and its use in education. Types and alternatives of AR experiences. Use of AR with different media elements. Ideas to use in educational settings, example projects, good practices.

Micro:bits in education

Introducing micro:bits and their use through block programming. Ideas to use in educational settings, example projects, good practices.

 

VR experience

Introducing VR experience and its use in education. Types, resources, technology and alternatives for AR experiences. Ideas to use in educational settings, example projects, good practices.

Developing mobile apps

Developing mobile applications through an easy environment. Ideas to use in educational settings, example projects, good practices.

Working together

Introducing tools to enhance experience for working and learning together. Types, resources, technology for working together on projects. Ideas to use in educational settings, example projects, good practices.

Rasberry Pi

This chapter introduces you to the basics of RaspberryPi, helping you get started in the world of RaspberryPi programming. It presents interesting, exciting projects, enriches it with creative ideas and development opportunities. You can also meet a new robot based on RasperryPi.

Mobile Swiss-knife apps

Introducing mobile apps to use in everyday life like Swiss-knife. Types, resources, technology and alternatives for general applications that can be used to augment activities. Ideas to use in educational settings, example projects, good practices.

Arduino

You can learn the basics of Arduino programming, create your first Arduino project of your own. The chapter will help you get started in the world of Arduino, showcase sample sessions, enrich you with creative ideas, open the door to microelectronics and automation in front of you.

Let me explain

Introducing different ways to explain topics. Types, resources, technology and alternatives for presentation/explanation experiences. Ideas to use in educational settings, example projects, good practices.

Artificial Intelligence

Basics of Artificial Intelligence and its relevance in everyday life, its trends and perspectives. Ideas to use in educational settings, example projects, good practices.

General applications

Plenty of applications can help our everyday lives if we know when and what to use. In the General Applications chapter, we learn about applications that help you solve several situations, from helping you at work to living a healthy life. In the material section, we create creative, cross-application projects and help simplify different processes.

REFLECTIONS – COMPULSORY (Opens on 15th of May)

Color coding indicates: COMPULSORY modules,  application use, or coding need within modules.

A module can be considered completed, if you managed to attain at least half of the maximum points. The course can be considered as finished, if you finish all COMPULSORY modules and 5 other modules of choice are also completed from the table above.

Final grade will be given according to the percentage of completion:
more than 80%= 5, 70%= 4, 60%= 3, 50%= 2

Is there possibility for consultation?

On-line consultation is possible in the Forums of each module.

We also provide possibilities for practical personal consultations and use of technology on Friday mornings 9-12 a.m. at the Faculty of Informatics T@T Kuckó lab (2.123). Come, it’s community driven event and others will help you!

The course development was financed for EFOP-3.4.3-16-2016-00011 funds.

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