Learning Outcomes Develop an understanding of the impact of visual literacy Develop an appreciation of active learning methodologies in creating meaningful learning experiences Apply creative approaches to teaching, learning and assessment to enhance student engagement
**Please note change of date** Learning Outcomes: Recognise key objectives in creating digital stories Reflect on video games as an intersectional form of media Understand how digital story techniques can be applied to technical and non-technical disciplines to create innovative learning materials Create links between staff of the Department of Computing & Mathematics and other…
Learning Outcomes Evaluation of participant's own approaches to the design and delivery of learning Embedding digital and information literacy into participant's curriculum in practical ways Evaluation of potential educational resources for open educational practice
Learning Outcomes Understanding the challenges and opportunities of video for teaching and learning Identifying opportunities to incorporate video into teaching and learning Critically assessing a range of options for video creation in context Developing a short video for teaching and learning
Learning Outcomes Explain the pedagogic rationale for using games to teach and identify when and how to apply a gamification strategy; Define the terms used in educational games, such as GBL, gamification, serious games, playful learning, and the various game elements that make a game for learning; Observe how HE practitioners have implemented games and gamification…
Learning Outcomes: Participants will gain an understanding of current ePortolio levels and practices across Irish Higher Education institutions Participants will recognise the value of ePortfolio practice as a component of different pedagogies and across different contexts to enhance the quality of learning and teaching across an institution Participants will connect with peers and the wider…