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All program courses for the online Master’s in Educational Technology* are designed to challenge you to transform learning design and instructional approaches through the targeted use of modern technology. This program is for experienced educators who want to focus on emerging methods for teaching and learning. All courses listed are worth three credit hours.
Please note: Course list and sequence are subject to change.
*This program is an online Master of Science in Education (M.S.E.) degree in Educational Technology. It does not lead to initial or advanced teaching licensure.
The purpose of this course is to help students acquire fundamental technical skills required for developing various instructional media products. This course takes a hands-on, practical approach to creating various computer-based instructional materials, such as digital image, audio, video and computer animation for web and mobile devices. This course is a prerequisite for ELPS 760. No previous design or development experience is required.
This course provides a comprehensive overview of the historical and theoretical foundations of learning technologies. The goal of this course is to provide students with a survey of the research literature and definitions of terminology central to the field. Special emphasis is on current and emerging learning science research and how it can be applied to the creation of technology-supported learning environments.
This course will provide an introduction to the field of human performance technology (HPT) and how it is applied to productivity and efficiency problems in the workplace. Performance improvement methods include data gathering, analysis, change management, implementation, measurement and the integration of technology. The goal of this course is to provide students with a survey of the research literature and definitions of terminology central to the field of performance improvement. Special emphasis is placed on current and emerging technology and how it can be applied to human performance improvement in education and the workplace.
This course provides students with an introduction to the use of social media and cloud computing. Social media and cloud computing enable individuals to create, collaborate and share information. Students will develop implementation strategies and acceptable use policies for social media and cloud computing in the context of K-16 education, government and corporate settings.
This course focuses on strategies for integrating learning technologies in PK-12 schools, universities, and corporate and government settings. Topics cover the National Educational Technology Standards that apply information technology to: a) inspire learning and creativity, b) develop digital-age learning experiences and assessments, c) model digital-age work, d) advance digital citizenship, and e) engage in professional growth and leadership. Students produce a comprehensive electronic portfolio that describes the theoretical perspectives that guide their technology integration strategies and presents evidence that demonstrates their competencies.
This course explores the design and use of new educational technologies to support constructivist learning. Throughout the course, students will (1) get hands-on experiences with emerging educational technologies, (2) examine how the underlying learning theories are reified into concrete learning environments, and (3) analyze how the affordances of new technologies (e.g. modeling and visualization) can facilitate the constructivist learning processes. This course is suitable for students who wish to develop greater knowledge of the ways emerging computer technologies can empower constructivist learning.
The course provides an overview of the knowledge and skills for that are essential for designing and developing online instruction. The goal of the course is for students to acquire the analysis, design, development and evaluation skills needed to facilitate learning in both asynchronous and synchronous online learning environments. Special emphasis is on learning design and the evaluation of online learning solutions for education, medicine, military, business and industry.
This course provides an introduction to the design and development of games, gamification and simulations for learning and instruction. Emphasis is on the selection and design of interactive learning environments for K-16 education and workforce training. Topics include a review of the essential elements of game design, rapid prototyping, the psychology of gaming, game technology, and research related to the use of games, gamification, and simulations in K-16 education and workforce training.
This course introduces the concepts and skills involved in understanding and analyzing research in education and related areas. The course provides an overview of basic, general knowledge of various research methodologies. Students should expect to study much of this material in greater depth through additional course work before being fully prepared to conduct independent research. However, this course should enhance their ability to locate, read, comprehend and critically analyze research articles and reports. Topics in the course include quantitative and qualitative methods and designs, historical and descriptive research, and program evaluation. LEC include models of intelligence and factors influencing intelligence; measurement characteristics of instruments used to assess cognitive abilities; ethical and legal issues in the use of intelligence tests; and the use of cognitive assessments for identification and diagnosis. This course fulfills the requirement of a research methods course in the first 12 hours of graduate study.
Graded on a satisfactory progress/limited progress/no progress basis.
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