Search
There are 21 results.
Category
Tag
Tag
All (52)
Active Learning (2)
Activities (1)
Analytics (1)
Animations (1)
Assessments (2)
Asynchrony (3)
Backwards Design (1)
Canvas (3)
Collaboration (2)
Communication (4)
Community (2)
Content Creation (6)
Copyright (2)
Course Maintenance (5)
Course Materials (5)
Course Preparation (3)
Discussions (1)
Diversity (1)
Faculty Presence (2)
Feedback (1)
Game-Based Learning (2)
Gamification (1)
Hyperlinks (1)
Images (2)
Inclusion (1)
Infographics (2)
Learning Objectives (2)
Multimodality (3)
Page Design (1)
Podcasts (1)
PowerPoint (2)
Presentations (1)
Qualitative courses (1)
Quantitative courses (1)
Representation (1)
Revising (2)
Rubrics (1)
Screen Readers (1)
Social Media (1)
Summative Assessments (1)
Synchrony (4)
Third-Party Tools (1)
Video (11)
Visual Accessibility (2)
Visual Design (2)
Improving PowerPoints
Sharing information via PowerPoint presentations is a long-established strategy in higher education. Designing PowerPoint presentations for online courses can pose unique challenges; however, best practices can help overcome these hurdles. With time and attention, faculty and instructional designers can create engaging and purposeful presentations with lasting value.
Copyright
From time to time instructors may want to include in their courses copyrighted materials like images, print content, audio recordings, or videos. The University of Minnesota Libraries define copyright as “the area of law that deals with creation, ownership, sale, and use of creative and expressive works.”
No Sweat Alt Text
What is “alt text”? Alt text is descriptive text linked to an image, graph, or other visual content that allows users to understand the visual without viewing it. Any image online should contain alt text, but guidelines differ depending on whether the image is simply decorative or related to other content on the page.
Implementing Social Media
Many students use social media platforms in their daily lives, and “emerging evidence indicates that students express positive attitudes toward using social media for learning in general” (Baisley-Nodine, Ritzhaupt & Antonenko, 2018). However, there are also many concerns connected with using social media in an educational setting. These include issues related to a lack of familiarity with the platform, the potential for distraction, and privacy concerns. Therefore, it is important to carefully plan the use of social media in a course to address any potential issues or concerns.
Using Hotspots
A unique way to share information, images with hotspots offer online learners the opportunity to interact with course content. Learners can click or hover on particular parts of an image and receive pop-ups giving them more information. Hotspots represent information in a particular context; thus, they fulfill the multimedia principle—use words and graphics rather than words alone—and the contiguity principle—align words to corresponding graphics (Clark & Mayer, 2016).
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
Building Your Online Course With the Lister Model
So, you are building a course for the online environment. What an exciting adventure! When building an online course, you may use a similar method to what you used when developing a course previously, or you may use an entirely new technique. Either option is a good option. But, you may have a few questions when you first begin such as: How do I organize my materials? How do I display my materials? How do I make sure my students work together?