Master of Arts in Education: Learning Technologies Courses
Philosophy, Accountability & Change |
Contemporary and traditional philosophies of education related to diversity, school outcomes and change. Develop and assess learning programs designed to integrate a philosophy of change with beliefs about learners, teachers, schools and communities.
Research: Assessment and Evaluation |
Develop conceptual and analytical skills and knowledge to assess organizational needs and program effectiveness through the use of research methodologies.
Diverse Community of Learners |
In-depth study of variability among students in schools and other educational settings from preschool to adult learning. Special focus on the identification of and programming for at-risk students.
Leadership & Management of Change |
Examines the role of the leader in assessing and responding to change and techniques of change management including consultation, site-based councils and conflict resolution. Topics also include organization, facilitation and communication for change.
Master's Research Project |
Prepare major culminating scholarly project directly relevant to the program of study. Approved project proposal required.
Concentration Courses (required)
Introduction to Learning Technologies |
Overview of the field of educational technology in a variety of organizational settings. Examines the role of the educational technology professional in various organizational models. Introduces requirements of the program.
Foundations in Educational Technology |
Course explores foundational elements required for study of educational technology, such as the history of educational technologies and their implementation worldwide, learning theories and their relationship to educational technology implementation, learning technologies terminology, and the relationships between learning technologies and power and privilege.
Practicum in Educational Technology |
Students engage in a learning technologies project that applies their learning in a school, business, or organizational setting. Students must complete 40 hours of supervised work per credit, develop at least one artifact for inclusion in their Personal Portfolio that results from the practicum experience, and reflect on the experience (in writing or via another creative form approved by the instructor) in their Personal Portfolio. May lay groundwork for an applied project in EDF 8503 Master's Research Project, but must be independent of that project. Approval required before practicum begins.
15 credits are required. Select from the following plus an approved EDC elective.
Full Degree Catalog
Games and Simulations in Education |
This course explores the history, current landscape, and future of gamification in teaching and learning for all ages and abilities. Students discuss learning theory as it applies to games, simulations, and virtual environments in teaching and learning. Additional topics including methods for evaluation of their effectiveness, potential ethical dilemmas, and socio-cultural ramifications of gamification of learning.
Emerging Trends in Learning Technologies |
Course explores emerging topics and trends in learning technologies, including technologies not originally designed for teaching and learning but that can be leveraged for this purpose. Students explore use-cases for new technologies, examine and develop frameworks for evaluating new technologies and their relevance for the needs of their learners, and explore means for staying abreast of the ever-changing world of learning technologies.
Instructional Design for Technology-Mediated Learning |
Students explore the impact of the integration of technology on instructional design. They examine how learning theory influences instructional design from a variety of perspectives: student-centered learning (including experiential learning), content presentation, learning activities, accessibility, and assessment. Students explore and apply a variety of instructional design models and evaluate the merits and suitability of each within specific learning contexts.
Teaching and Learning at a Distance |
Students examine evidence-based practices in teaching and learning via various distance technologies and with various target audiences (e.g. K-12, post-secondary, and corporate/government/non-profit). Students explore online teaching tools, learning management systems, video conferencing systems, online collaboration tools, learner engagement theory and practice, issues of identity verification, assessment in an online environment, and individualized instruction.