Course Design and Development
Jan 09 2024

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Articles in Course Design and Development

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BRIEF SURVEY OF ANALYTICS IN K12 AND HIGHER EDUCATION
Jan 01 2017 by Ananda Gunawardena 0 17847 0
DOI: 10.1615/IntJInnovOnlineEdu.v1.i1.80

Use of computers in education is now ubiquitous. Students have access to course media through a variety of devices including PCs, tablets, and smart phones. The data generated by online learning platforms have the potential to change the way we ...

WELCOME FROM THE STREAM EDITOR: LEARNING ANALYTICS IN ONLINE EDUCATION
Jan 01 2017 by 0 3860 0

Analytics is the discovery and communication of meaningful patterns in data. Businesses have used analytics for years to improve their products and customer satisfaction. Now it is time for education to use analytics to improve teaching and ...

COMPETENCY-BASED EDUCATION: A COPERNICAN REVOLUTION
Jul 25 2017 by Nick White 0 6473 0
DOI: 10.1615/IntJInnovOnlineEdu.2017017216

INTERACTIVE STORYTELLING, GAMIFICATION, AND ONLINE EDUCATION: STORYTELLING MADE EASY
Oct 24 2017 by Trevor Rasmusson, John R. Bourne 0 10261 0
DOI: 10.1615/IntJInnovOnlineEdu.2017018913

This paper was created to stimulate thinking about the art of the possible in using storytelling for online education. We explore the possibilities for storytelling, visualization, peer discussion, gamification, and interaction as a learning ...

TRANSFORMING ONLINE EDUCATION THROUGH ALTERNATE REALITY GAMES: INTRODUCTION
Dec 19 2017 by David Seelow 0 3962 0
DOI: 10.1615/IntJInnovOnlineEdu.2017024946

A CONCISE HISTORY OF ALTERNATE REALITY GAMES: FROM TRANSMEDIA MARKETING CAMPAIGNS TO THE COLLEGE CLASSROOM
Dec 19 2017 by Siobhan O'Flynn 0 7661 0
DOI: 10.1615/IntJInnovOnlineEdu.2017024948

This article traces the brief history of alternate reality games (ARGs) from their beginning as viral marketing campaigns associated with The Blair Witch Project and the I Love Bees global phenomenon to more recent efforts led by Jane ...

THE MULTIPLAYER CLASSROOM: THE DESIGNER AND THE COLLABORATION
Dec 19 2017 by Lee Sheldon, David Seelow 0 4511 0
DOI: 10.1615/IntJInnovOnlineEdu.2017024959

This article describes the steps needed to design and teach a successful game-based online course using the techniques of The Multiplayer Classroom model. It outlines the pre-production, production, and executive phase of the development process, ...

CONTEMPLATING COMPETENCY-BASED EDUCATION AT THOMAS EDISON STATE UNIVERSITY
Apr 02 2018 by Stephen Phillips 0 8479 0
DOI: 10.1615/IntJInnovOnlineEdu.2017021247

This paper provides an institutional perspective of a single competency-based institution – Thomas Edison State University - and examines how the University’s history intersects with both the renewed upsurge in interest in CBE as well as the ...

LESSONS LEARNED AND SCARS FORMED FROM CREATING MULTIPLE OPEN ENTRY CBE PROGRAMS AT THE COMMUNITY COLLEGE
Apr 02 2018 by Eric Heiser 0 4097 0
DOI: 10.1615/IntJInnovOnlineEdu.2018025154

In early 2014, Salt Lake Community College (SLCC) embarked on what has become a gigantic task, transitioning 20 clock-hour, seat-time based programs to Competency-Based Education (CBE). With the help of a $2.3M dollar Department of Labor TAACCCT ...

USING REAL-TIME VIDEO ANALYTICS TO IMPROVE INSTRUCTION
Jan 09 2019 by Aaron Bargotta, Kevin Finch, Ananda Gunawardena 0 3899 0
DOI: 10.1615/IntJInnovOnlineEdu.2018026302

The explosive growth of enrollment in courses, especially in engineering and computer science, has resulted in the need to rethink how to deliver instructions in large courses. As the number of students increase, it is simply not possible to ...

PROJECT UPDATE: EXPLORING WAYS TO INCORPORATE NEW ONLINE LEARNING TECHNOLOGIES INTO THE TRIBAL COLLEGE LIBRARIANS INSTITUTE
Mar 14 2019 by Loriene Roy, Mary Anne Hansen 0 4007 0
DOI: 10.1615/IntJInnovOnlineEdu.2019029856

For nearly 30 years, the Tribal College Librarians Institute (TCLI) has provided an opportunity for librarians working at tribal colleges in the United States to network. During these week long events they share updates on their services and learn ...

THE PUPPETMASTER FRAMEWORK: INVESTIGATING NEW APPROACHES FOR MIXED REALITY IN ENGINEERING EDUCATION
Jul 12 2021 by Jeff Chernosky, Credence Baker, Bennett Kumbalek 0 1640 0
DOI: 10.1615/IntJInnovOnlineEdu.2021037607

The global economy needs qualified engineers. An engaged, diverse workforce is critical to meeting this need. Current research indicates 47% of students who initially seek an engineering degree fail to complete the prescribed program. To combat ...

EXPLORING THE INFLUENCE OF THE PIVOT TO ONLINE INSTRUMENTAL LESSONS DURING THE COVID-19 PANDEMIC ON CHINESE MUSIC STUDENTS IN A U.K. UNIVERSITY
Oct 29 2021 by Jiangnan Xia 0 1966 0
DOI: 10.1615/IntJInnovOnlineEdu.2021039138

There are a growing number of Chinese students studying music at U.K. universities and conservatories. Measures taken to decrease the spread of coronavirus in 2020 led to school closures worldwide, which resulted in current and prospective music ...

THE DIFFERENTIATED FEEDBACK FRAMEWORK: AN AUTOETHNOGRAPHICANALYSIS OF ONLINE ENGAGEMENT AND CREATING COMMUNITY
Jun 09 2023 by Jeff Chernosky, Isabelle Keever 0 1015 0
DOI: 10.1615/IntJInnovOnlineEdu.2023046334

Realizing that after the COVID-19 pandemic learner and faculty engagement is even more critical to learning−as evidenced by ongoing declines in post-pandemic post-secondary enrollment−this paper presents a series of reflections and ...

GEN-AI: A TRANSFORMATIVE PARTNER IN COLLABORATIVE COURSEDEVELOPMENT
Jan 09 2024 by Simon Nagy, Richard McInnes, Laura Airey 0 389 0
DOI: 10.1615/IntJInnovOnlineEdu.2023051048

As artificial intelligence (AI)-powered tools become increasingly integrated into highereducation, universities must reimagine their institutional operations to achieve greaterefficiency, enhance practice, and ensure responsible usage. This paper ...

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