Faculty Development: 60 Small Changes and Gaming

Monday, February 09 | 5:00PM–5:45PM | Laguna, Fourth Floor
Session Type: Professional Development
60 Small Changes for Big Classroom Impact: A Functional Model and a Case Study of a Faculty Development Program
Jerzy Jura, Director - Academic Technology, School of Nursing, University of Wisconsin-Madison
With an opening of a building with active learning spaces, and no lecture halls, we needed a faculty development strategy that enabled instructors to identify, evaluate, plan, develop, and implement teaching techniques that improve student engagement and student outcomes. Participants received iPad minis, and a copy of Brown's 2014 Make It Stick: The Science of Successful Learning e-book. During the following year, in monthly book club meetings, they explored each chapter, discussed how it applied to their discipline, and committed to making four small changes in their teaching, with the greatest potential to make big impact. We will present the results.


OUTCOMES: Be able to identify at least 6 simple technology-based teaching techniques that improve student outcomes * Understand how to measure the evidence of effectiveness of different teaching strategies


Leveling Up Faculty Learning: Redesigning Professional Development through Gamification
Catherine Flippen, Educational Technology Training Coordinator, Georgia Gwinnett College
This session will explore models and experiences from K–12 and higher education to recommend implications and methodologies for designing gamified faculty development grounded in current literature related to game-based learning. Trainers monitor evidence of impact through the use of extrinsic motivational game mechanics, including badges and leaderboards, as well as intrinsic motivational approaches, such as informal communities of learning. Learning management systems and instructional design processes enable online and hybrid delivery models for faculty development. Courses available to all faculty build communication channels to diffuse the adoption of new technologies and pedagogies.


OUTCOMES: Interpret research-based gamification strategies within content delivery * Analyze existing faculty development course design * Apply game mechanics to course redesign using your own institution * Draft a course outline and a module exemplar using gamification strategies

Presenters

  • Cat Flippen

    Assistant Director for Learning Technologies, University of Georgia
  • George Jura

    Director - Academic Technology, School of Nursing, University of Wisconsin-Madison

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