Session 5: Online eLearning course

The best online elearning course from our research is "Minecraft Hour of Code".

Ray
Minecraft Hour of Code 
Lesson Overview:
In this one hour lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. Younger learners will probably not finish the tutorial, but will have lots of fun working through the puzzles for an hour. High school students will mostly finish the tutorial and have some time to play on the free play level at the end.


Learning Objectives:
  • Define “coding” and “computer science”
  • Identify key computer science vocabulary
  • Use coding block to programme
  • Debug the programme
  • Identify places to go to continue learning computer science and coding
  • Encourage students to continue to learn online


Target learners:
  • students old enough to read (ages 6+)
  • students are brand new to computer science and coding


Course evaluation criteria:
  • Complete each level of the programming task


Pedagogical benefits of this e-Learning course:
  • Attention - Students’ are stimulated by their interesting characters such as Minecraft,  Anna and Elsa, Angry bird and those popular theme. They learn through a game.
  • Relevance and Confidence - For increasing learning motivation, there are list of inspirational videos featuring by different role models and celebrities such as President Obama, Facebook founder Zuckerberg, Bill Gates, Football player Neymar, a list of successful woman working in different career. In order to raise the importance of coding.
  • Satisfaction - The one hour learning activities consists of different levels. Learners are encouraged to climb up to higher level. For introducing a new knowledge, a video will be presented by a role model for understanding. Then learners have to work through some levels to practise and consolidate the concept.

    Although if you are not using the best solution to complete the task. You are still encouraged to challenge by debugging your programme or just continue to the next level but not freeze in that level without movement.

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    Also at the end of the lesson, no matter you can challenge all the levels of the activities, you are appreciated to participate in these learning process.



Reflections about this course:
  • According to the Bloom’s Taxonomy, the learning objective is focused on the stage of understanding and applying. It aims for raising student interested in computer science and coding.
  • Game based learning activities motivate students based on the theory of behaviorism. Students reward a certificate at the end.
  • Based on the theory of cognitivism,  learners were introduced new knowledge by videos. Learners can practise the skills by completing few levels. For the difficult concept, more steps will be provided to guide learners to complete it easily and successfully.
  • After completing all tasks, the last level is the stage of creation. That is the top level of  Bloom’s Taxonomy. Learners experienced what they have learnt and master their skills to do the construction by themselves.
  • Refer to the learning objectives, this course is suitable for the beginners of learning computer science and coding. It encourages students to continue to learn afterward.
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Civen

eLearning Course
 

Course Topic: 
Codeacademy is an interactive and collaborative online platform that teaches various programming languages. The programming languages that Codecademy covers are Python, JavaScript, HTML/CSS, JQuery, Ruby and PHYP.

Course source and link

Course Objectives: 
To be able to define the programming language 
To be able to identify the features unique to the programming language
To be able to implement the programming language in the given context 

Target Learners: 
The target learners for this course are beginners to coding. They may range from young adolescents to adults. It offers a brief and general introduction to each of the programming languages.

Course Evaluation Criteria:
Ability to complete tasks
Quizzes
Completion of topics in the given syllabus

Pedagogical Benefits: 
Scaffolding
Since Codecademy has a syllabus, the programming course for any given language is broken down into sizeable chunks. This provides scaffolded support for the user to build on their understanding of the programming language. They must be complete the task presented before they are able to move onto the next step. This can be seen as a form of cognitivism as the syllabus has organized and sequenced how the user would need to learn the programming language. They have to merely follow the steps listed when completing the course.

Formative assessment
Quizzes are promptly given after completing various task. This acts as a form of formative assessment for the user. It allows them to check their understanding and identify the areas they need to revise or revisit.

Gamification
Students are able to track their progress and compete against others. They can receive points and badges after completing a particular topic. This encourages and motivates students to continue to revisit the online elearning course.

Advantages: 



Each language has its own course. The programming course is organized into sections that have interconnected exercises. When beginning a programming course, the course lesson screen has three panels. The first panel has the learning objective and introduces the teaching point. This is followed by the instructions, which lists various tasks that need to be completed. The instructions include a series of steps that users can easily follow. If they are stuck and unable to move on, there is a “hint” button and they can also go to the discussion forum to seek for help. The second panel has the code editor to write the code and complete given tasks. The third panel shows how the code entered would look like in real time e.g. when completing a HTML course, the user would be able to see how the code entered would look like on a real web page. The three panels work together to show the step by step process in coding. The user is able to develop an understanding on the relationship between the code and the effect of using it. 


During the lesson, the user can stop at any time and their progress is automatically saved. They are able to continue the lesson from where they were before. The users need to complete all of the given tasks in a lesson. The tasks are the instructions given in the lesson. After entering the code on to the code editor and running it successfully, will users be able to move onto to the next task. There is an aspect of gamification, where after completing a lesson, users are awarded points and badges.  On the dashboard, users can track their individual progress.

For teachers using Codecademy, they can find lesson plans for students, keep track of which exercises their students are on, and how much they have completed. Teachers are able to create coding lessons for their students based on their progress. Students can also keep track of their classmate’s progress and see their achievements, which promotes healthy competition among students.


In addition, there are also discussion forums for users to discuss and share with one another any problems or queries they may have. This creates a collaborative atmosphere for users to discuss with each other. They do not necessarily have to solely interact with the program itself. They are able to join this community of practice to further develop their understanding of coding. They are able to receive help from experts and refer to materials provided by Codecademy.

Since the programming courses are broken into sections, it organizes what users need to know into sizeable chunks. This makes it easier for the programming language to be assimilated and accommodated as quickly as possible. Moreover, the three panels shown on the screen demonstrate the cognitive approach where they are given the input and have to store the information in their minds. Then, they have to complete the task based on the instructions given as a form of output.  

This online learning course provides a general introduction to the various programming languages and organizes it in a way that is easy for the user to quickly learn the code. The three panels allow the user to understand what they are learning and learn how it is applied. They are able to immediately see the results and develop a better understanding on the relationship of the code and its purpose.

Disadvantages: 
When the tasks are given on Codecademy, it has to be completed in order for the user to be able to move on to the next step. They have to master the earlier steps before they can progress towards the more complex steps. This embodies the behaviourist approach to teaching and learning. Moreover, if the user is able to demonstrate the taught behaviour, they are able to see the result in the third panel and can move on to the next step. If they are able to complete all of the tasks given, they are rewarded with points and badges.

This may also hinder users’ understanding of how to use the programming language as they are taught to follow a particular sequence. They may become reliant on the programming course telling them what they need to do next, instead of thinking it by themselves. They are not given an opportunity to apply what they have learned however they want. There is a certain degree of limitation and restriction.


While the users are able to move at their own pace, the tasks that they have to complete are not personalized. If a particular user is encountering difficulty, they are unable to receive specialized help unless they post on the discussion forum or pay for the Pro courses where they have access to live technical support from professional developers. Even then, they would have to wait for responses, which may take especially long for a discussion forum. If they are stuck, they are unable to move on to the next step.

Reasons for recommending this course:
I would recommend this course to those that have little or no knowledge in any of the programming languages given. The syllabus for each of the programming languages is clearly listed and builds on what you have learned as you move to the next topic. The user interface of the three panels ensures that you have everything you need to start learning! You are given the teaching point to read on the left hand side, the middle is where you enter the programming language and apply what you have learned. and the third panel allows you to see the programming language in action. You are able to apply what you have read and understand how it works by seeing the result displayed. 

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Danny

1)       Course topic: Launch Your Career in Data Science
course source & link:https://www.coursera.org/specializations/jhu-data-science
learning objectives: This Specialization covers the concepts and tools you'll need throughout the entire data science pipeline, from asking the right kinds of questions to making inferences and publishing results. In the final Capstone Project, you’ll apply the skills learned by building a data product using real-world data. At completion, students will have a portfolio demonstrating their mastery of the material.
2)  Target learners:Students majored in data science,professionals worked in related area or anyone who shows great interest in it.
3)  Course evaluation criteria:Assessment,week quiz.
4) Pedagogical benefits of this e-Learning course: Implement mass media to process courses;Include both cognitive knowledge and practical skills to apply specific softwares;Real-time feedback;Course-completion certificate.
5) Your other reflections about this course: We now live in an information society thus it’s necessary to learn knowledge about data science.It help students think in logical way and behave in order.What’s more,the data-analyse applications the course recommend are free for use.
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Jasmine

 1) 
Course topic: Materials in Oral Health
course source: https://www.coursera.org/learn/materials-oral-health
learning objectives: 
This 4-week Oral Biomaterials course unveils to you the special properties and benefits of biomaterials including, titanium and titanium alloys, other alloys, zirconia and other ceramics, and modern composites. You will gain insights of practical use and applications of these biomaterials in different aspects of dentistry and clinical implications. You will realize how contemporary dentistry is about unifying synthetic materials to living tooth and bone tissues. You will get in touch with the crucial roles of digital dentistry and learn about CAD/CAM technology in crown fabrication, 3D printing and digital orthodontics. And lastly, you will be introduced to procedures and testing methods used to analyze and test significant mechanical properties of biomaterials in the research laboratory.

2)  
Target learners:
The course is designed to serve multiple groups of learners. (1) Dental practitioners, specialized dentists, and dental technicians (global): They will keep their knowledge up to date on the basic properties and concepts of dental biomaterials and other materials used in clinical dentistry, medicine and dental laboratories. (2) Non-dental practitioners: It is informative, mind opening and highly useful for medical and dental R&D staff, material engineers, marketing and sales personnel to keep up-to-date with the state of the art development in biomaterial science and technology. (3) Dental students and students from a diverse background: The students are enabled to learn the big picture, the special characteristics and proper procedures for health, handling, safety, and infection control with respect to oral biomaterials. (4) Senior Secondary School students: The course is also a good extended learning experience for senior secondary school students who wish to pursue a career in dentistry, medicine or materials science and engineering in their tertiary education.

3)  
Course evaluation criteria: Check-point

4) 
Pedagogical benefits of this e-Learning course: 
a.Using check-point along the process of learning is a good way to test students whether they have got the main idea of this lesson; 
b.Real-time feedback; 
c.Students are free to organize their time on studying

5) 
Your other reflections about this course: 
As more and more e-learning courses for online learning, the learning model of online learning is becoming more and more popular. But there are some problems, facing a large number of learning resources, learners often do not know how to choose their own useful courses to learn.
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Luna

Course Topic:  World of Wine: From Grapes to Glass
Course Source: from https://www.edx.org/
Learning Objectives (LOs):
Ƙ  give learners a broad understanding of the principles and practices of grape and wine production
Ƙ  can confidently describe wine appearance, aroma, flavor and taste
Ƙ  gain an appreciation for how cutting-edge research is helping to secure the future sustainability of the global wine industry
Target Learners: people who are interested in wine and want to know more about how grapes are grown and wine is made
Course evaluation criteria:
l   Participation in the weekly discussion activity
l   Weekly knowledge test after each class
Course Procedure:
Process
Topic
Assessment
Week 1
Wine Styles and Sensory Evaluation
1. Participation in the weekly discussion activities:
- Taste/tactile interactions
- Your wine notes
2. A Taste Test
Week 2
The Grape Vine
1. Participation in the weekly discussion activity:
- Alternative varieties
2. The Grapevine Knowledge Test
Week 3
The Vineyard
1. Participation in the weekly discussion activity:
- Harvest decisions
2. The Vineyard Knowledge Test
Week 4
Wine Production
1. Participation in the weekly discussion activity:
- Virtual winemaking
2. The Wine Production Knowledge Test
Week 5
Wine Making
1. Participation in the weekly discussion activities:
- Best labels
- Make better wine
2. The Winemaking Knowledge Test
Week 6
Grape and Wine Science
No assessment items in this week

Pedagogical benefits of this e-Learning course:
l   Each week contains training videos forum discussions and a knowledge test, along with interactive activities, which can evaluate the effectiveness of this course clearly.
l   The time length of each class is appropriate and the 5-10 minutes video with additional information resources and diagrams can keep the students focused.
l   Post-class tests can check their understanding of the key concepts and they can get the feedback instantly.
l   Many interactive activities can keep things fun and engage learners to go on.

My other reflections about this course:
I think this course is special but there are some tasks such as tasting some wine in real life, which may be difficult for students to achieve.
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Comments

  1. Wow Ray! Your recommended course is very cool and the learning outcome is very specific involving each level in Bloom's taxonomy, which I should learn from your work.
    And for Luna's course, I think the best point that can absorb me is the "Course Procedure".It is necessary for teachers to offer this guidance to promote learning.

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  2. Well, since your group has not mentioned which e-learning course is the best among the five proposed courses, let me tell you which one I think is the most impressive.

    I liked the e-learning course suggested by Ray ‘Minecraft Hour of Code’. In his summary, I particularly liked his reflection as he effectively applied what we learnt in class; Bloom’s taxonomy and the learning theories of Behaviourism and Cognitivism to explain and support his point of view. Moreover, his summary was informative and well-organized. Thus, I was most inspired by his suggested e-learning course.

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  3. Your sharing is very impressive. Because the content is so detailed and there are many photos to give us a rough introduction. And the topics are interesting, too.

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  4. Your group has shared some good courses to the class! Out of the five suggested courses, I particularly like the course suggested by Ray. Ray has included lots of pictures to illustrate his points and it is very easy to understand. I have in fact used Minecraft Hour of Code in teaching a group of secondary school students in learning coding and it really helps to grab students' attention (just as explained by Ray). This is a good example of game-based learning. Yet, perhaps your group can add back which course your group will select as a the group's choice?

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  5. It is quite interesting to learn that there is an e-learning course about wine. I think this is an advantage of the course as it could easily attract the wine lovers to take the course. The course developer would, however, need to think of different ways to maintain the attention of the learners, as basically the wine lovers would have a certain degree of knowledge about wine, i.e. if the content covered in the course is too easy, the learners will soon lose their interest in the course.

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  6. I am really glad to see the blog with several pictures. They have let us understand the Online courses in a easier and more convenient way. The contents are really in detail and that's great. As for the design, I hope you can be more consistent like the layout and the sizes of the pictures. If so, your post would even be better!

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  7. I like all the online courses above, they are all interesting especially Ray's one. Ray's course is very user-friendly and suitable for computer beginners, which suits the target students. And the design of the course is quite of fun, which is able to catch audience's attention and effectively deliver the content. Thanks for sharing!

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  9. Well, I think the course named 'Minecraft Hour of Code ' is my cup of tea. In addition, Ray linked the reflection of this course to the theories we learned making the reflection more clear. Well done!

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  10. In the past, it is very very difficult to teach programming in the childhood. The boring learning interface and the difficult remembering coding syntax make students not willing to learn. Fortunately the development of block programming, beginners don’t need to remember the coding syntax, and this elearning platform provides a well developed structure for different target of students to learn with interested. It is really good for the promotion of computer programming.

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  11. The suggested e-Learning course by Ray catches my eyes when I open their e-Portfolio. I try to take a look at it with five aspects of Gagne nine events method (Gagne, 1965).
    It really gain my attention with those interesting images, graphic designs and videos. Then the objectives are very clear to let me know what I am going to obtain after the course, such as the definition of “coding” and “computer science”, the use of coding block, etc,. In presenting the content, this course takes an interesting way with the videos of different role models and celebrities as Ray mentioned. It is quite convince the learners. Based on the Ray’s description, the course provides enough instructions and guidances to learners to complete the course and assess the performance with different levels to let learners get to higher stage of their learning. Supporting with these five aspects of instructional design thinking, it is strong enough to show us the attraction of the course.

    Robert Gagne (1965), The Conditions of Learning.

    ReplyDelete
  12. I love Ray's part, especially the learning Objectives:
    Define “coding” and “computer science”
    Identify key computer science vocabulary
    Use coding block to programme
    Debug the programme
    Identify places to go to continue learning computer science and coding
    Encourage students to continue to learn online
    -----
    those objectives are so comprehensive that includes all of the main purpose of the course.And due to the very detailed aims, the course is well-desired.

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  13. ‘Minecraft’ is a famous game and I think the name of the online course can attract learners who are interested in playing video games. ‘Coding’ and ‘computer science’ are the trends now and young learners can have fun during the learning progress. By finishing different puzzles and giving the certificate of completion, evaluation can be done, and the learning progress is clearly shown.

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  14. "Minecraft" is a typical example of gamification learning, good to know about this course! Ray has put many images to introduce this course, thanks a lot! This course is a good start for children to learning coding. The learning pace can be tracked and completion would give users a feeling of satisfaction. Nowadays, coding training for the youth is popular in Mainland China, and I think this course can be introduced into that market!
    A suggestion is that you can try to unify the font and format of this blog, which make this page more comfortable to read.

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  15. Everyone has provided different ideas of e-learning course. And each course different characters to learners understand information and knowledge. And many photo and colour of content that it was simple view to know the course of what goal. Overall, we know different course detail of pros and cons.

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  16. Each of you did a good job and I learned a lot from your work. I appreciated Ray's sharing "Minecraft Hour of Code". From class design and evaluation, he use the methods that we learned from class and give me a good example to this kind of work. Besides, the contents of this course is interesting and useful nowadays as more schools started to teach basic IT-related skills to young generation.

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  17. I like the e-learning course suggested by Ray “Minecraft Hour of Code” that is clear and well-structured. That's great. The learning outcome is specific involving every level of Bloom’s Taxonomy, also included lots of pictures associated with his own points for illustrations, detail and concrete so that makes it easier for us to understand. All five proposed courses of your group are excellent and useful but no selection for the best of the five! For me, the most impressive one is “Minecraft Hour of Code” – Ray’ suggestions!

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