content pedagogy: managing
Candidates will manage appropriate technological processes and resources to provide supportive learning communities, create flexible and diverse learning environments, and develop and demonstrate content pedagogy.
GDIT 709 Instructional Program Development
Presentation: Keystone Technical Institute Professional Development
When I worked at Keystone Technical Institute, I created a proposal and presentation that described a program to help teach the instructors how to effectively use technology in the classroom. This presentation describes the process and materials needed in order to complete the program. This was something that I was serious about completing, so I assigned existing staff to positions and considered the infrastructure when creating this program.
Presentation: Keystone Technical Institute Professional Development
When I worked at Keystone Technical Institute, I created a proposal and presentation that described a program to help teach the instructors how to effectively use technology in the classroom. This presentation describes the process and materials needed in order to complete the program. This was something that I was serious about completing, so I assigned existing staff to positions and considered the infrastructure when creating this program.
kti_technology_professional_development.ppsx |
Video Gaming for STEM Education
Hyatt, K. J., Barron, J. L., & Noakes, M. A. (2013). Video Gaming for STEM Education. In H. Yang, & S. Wang (Eds.), Cases on E-Learning Management: Development and Implementation (pp. 103-117). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-1933-3.ch005
This is my first peer-review publication, and it was created with the idea of using video games in order to teach STEM in the classroom. Each section details how one would use and manage the video games to apply them to their curriculum. I used the basis for this chapter to eventually create a presentation on a similar topic.
Hyatt, K. J., Barron, J. L., & Noakes, M. A. (2013). Video Gaming for STEM Education. In H. Yang, & S. Wang (Eds.), Cases on E-Learning Management: Development and Implementation (pp. 103-117). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-1933-3.ch005
This is my first peer-review publication, and it was created with the idea of using video games in order to teach STEM in the classroom. Each section details how one would use and manage the video games to apply them to their curriculum. I used the basis for this chapter to eventually create a presentation on a similar topic.
hyatt_p103.pdf |
Pennsylvania Highlands Community College
CIT 107 Microsoft Word: Lesson Recordings
When I created this module, there were many things that I had to consider. I had to keep the modules to a half hour in length; I usually only lecture for a half hour at a time, so it was important that my modules reflected an in-class presentation. Not only did I have to manage the length of the module, but I also had to consider specific upload/download maximums. I made the lectures mp4's so that they would be easily downloaded (and I would not max out my storage limit for my online class)
CIT 107 Microsoft Word: Lesson Recordings
When I created this module, there were many things that I had to consider. I had to keep the modules to a half hour in length; I usually only lecture for a half hour at a time, so it was important that my modules reflected an in-class presentation. Not only did I have to manage the length of the module, but I also had to consider specific upload/download maximums. I made the lectures mp4's so that they would be easily downloaded (and I would not max out my storage limit for my online class)