Digital Content Creation, Mobile Learning, Gamification

Industry-Specific
Digital Skills

Education and Training

Duration

65h

PRESENTATION

From mobile learning and the technologies used in mobile education to thinking-based learning as a pedagogical approach, this training in Digital Content Creation, Mobile Learning, Gamification, and Virtual Worlds It will provide you with a comprehensive overview of the most relevant trends and strategies in digital education. You’ll learn how to create effective content for online teaching, explore gamification as a teaching strategy, and discover how to use 3D virtual worlds and emerging technologies in education. Whether you’re an educator, a content designer, or simply an enthusiast of digital learning, this training will prepare you for the future of education.

Objectives

  • Explore the technologies used in mobile learning and their educational app.

  • Learn how to create digital content effective strategies for mobile learning and the flipped classroom.

  • Discover the gamification as a teaching strategy and its application in the classroom.

  • Explore the use of 3D virtual worlds and emerging technologies in education.

Syllabus

TEACHING UNIT 1. INTRODUCTION TO TEACHING WITH MOBILE DEVICES.

  1. What is Mobile Learning?.
  2. Connectivity as a Step Toward Bridging the Digital Divide.
  3. E-learning.
  4. B-learning.
  5. M-learning.
  6. Standards in Mobile Learning.

TEACHING UNIT 2. THE FUTURE OF MOBILE LEARNING. IMPLICATIONS FOR PLANNING.

  1. Social Factors Shaping the Future of Mobile Learning.
  2. Learning Contexts.
  3. Infrastructure and connectivity.
  4. Planning for Mobile Education Management.
  5. Inclusive and Safe Mobile Education.

TEACHING UNIT 3. EDUCATIONAL EXPERIENCES WITH MOBILE LEARNING.

  1. What is meant by a "mobile experience"?.
  2. Legislation Governing Resource Consumption.
  3. Policies on the use of devices at different educational levels.
  4. Apps and Tools for Mobile Learning.
  5. Analysis of user experiences from the perspective of resource consumption and device usage.

TEACHING UNIT 4. TECHNOLOGIES USED IN MOBILE LEARNING.

  1. Mobile devices: an analysis of their use in education.
  2. Access technologies and location technologies.
  3. Managing Students with Mobile Devices.
  4. Technical Advances in Applications.
  5. Analysis of the Most Compatible Operating Systems.

TEACHING UNIT 5. THINKING-BASED LEARNING (TBL): A PRELIMINARY STEP TO CONTENT CREATION.

  1. What is Thinking-Based Learning?.
  2. Phases of the TBL.
  3. TBL Dimensions
  4. Competency Standards for Critical Thinking.
  5. TBL Projects.

TEACHING UNIT 6. CONTENT CREATION AND LANGUAGE IN MOBILE LEARNING.

  1. The use of audiovisual language.
  2. Content Display.
  3. Interaction with the content.
  4. Content creation, publication, and communication.
  5. Project-Based Learning (PBL), outside the classroom.

TEACHING UNIT 7. CREATING CONTENT FOR THE FLIPPED CLASSROOM METHODOLOGY.

  1. Why? What is it, and what isn't it?.
  2. The Four Pillars.
  3. Methodology, or How Do You Organize a Class When There Is No Class?.
  4. Guidelines for Creating Content in a Flipped Classroom.
  5. Video editing to create content.
  6. Using apps as creative tools.

TEACHING UNIT 8. GAMIFICATION AS A TEACHING STRATEGY.

  1. The Use of Games in the Classroom: Advantages and Disadvantages.
  2. The Use of Games in the Classroom as a Tool for Managing Emotions.
  3. The Dynamics of Gamification in Learning Processes.
  4. How do you design a gamification process?.
  5. Game Review.
  6. Ideas for gamification.

TEACHING UNIT 9. 3D VIRTUAL WORLDS IN EDUCATION.

  1. Qr.
  2. Augmented reality.
  3. 3D Printing.
  4. Image, pattern, and shape recognition.
  5. 3D visualization systems.
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Are the Educa PHAROS courses eligible for credit?

Many courses can be credited toward the master's programs at Structuralia.

Facts about our area

+ 1.483

Hours

+88.999

Minutes

264

Courses

Educa PHAROS is a next-generation training model that places a company’s human capital at the forefront. Through a platform that adapts to each company’s corporate identity and offers a total of more than 900 courses, it provides tailored training for each organization. The unlimited flat-rate plan provides each company with the number of courses that best suits its needs, as well as the ability to determine which employees will have access.
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