LIS-S 578 Facilitating Learning with Technology
- Prerequisite(s): LIS S-500 and LIS-S 507, or instructor's approval
- Delivery: Online
- Semesters offered: Fall (Check the schedule to confirm.)
Evolving and emerging technologies—such as games, simulations, artificial intelligence, ChatGPT, AR, VR, mobile technologies, MOOCs, podcasts, YouTube videos—provide new opportunities for learning in information institutions. Information professionals need to demonstrate technological fluency to develop technology-infused learning environments. In order to gain confidence and understanding of educational technologies and their affordances for learning, this course provides a series of opportunities for students to evaluate how emerging technologies support or hinder learning for different learner groups through readings, case studies, and hands-on experience with emerging technologies. In this process, students gather design principles based on best practices and research-informed findings that they have explored. As a culminating project, students apply the design principles to design their technology-infused learning environments for a target learner group which will be analyzed and revised.
Program Learning Goals Supported
Instructors map their courses to specific LIS Program Goals. Mapped program goals drive the design of each course and what students can expect to generally learn.
- Facilitate Engagement in the Information Ecosystem
- Innovate Professional Practice with Information Services and Technology
Instructors develop learning outcomes for their courses. Students can expect to be able to achieve the learning outcomes for a given course after successfully completing the course.
- Analyze key trends of educational technologies and evaluate how learning theories and strategies are applied in the design of technology-infused learning environments to support different learning processes.
- Evaluate educational affordances of emerging technologies.
- Design, test, and revise technology-infused learning environments in information institutions by applying appropriate design principles and information literacy rules, standards, and practices.
- Evaluate and improve the technological fluency of users.
Instruction is in Canvas. Lessons are organized into Modules whose length may vary.
[Unit 1: Foundations]
Module 1: Key Trends
- Investigate key trends of educational technologies in different library settings
- Analyze the implementation of technologies in library settings from diffusion of innovation perspective
Module 2: Foundational Theories
- Understand and analyze how learning theories are applied in technology-infused learning environments
Module 3: Scaffolding
- Understand the concept of scaffolding and its implications for learning
- Explore and analyze different ways in which technologies are used to scaffold learning
- Identify information literacy standards from ALA and understand the concept of design principles
Module 4: Critical Perspectives
- Understand and evaluate issues of equity, inclusivity, and accessibility in technological use
- Understand legislation and its impact on library programs such as Children’s Online Privacy Protection Act (COPPA), Children’s Internet Protection Act (CIPA), Americans with Disabilities Act (ADA)
[Unit 2: Survey of Educational Technologies]
Module 5: Learners as Content Creators
- Use and evaluate the application of blogs, YouTubes, Podcasts and social media for learning in information institutions
Module 6-7: Games, Simulations, and Artificial Intelligence
- Use and evaluate the application of games, simulations, and artificial intelligence for learning in information institutions
Module 8-9: ChatGPT
- Use and evaluate the application of ChatGPT for learning and professional practice in information institutions
Module 10: AR, VR, Mobile and Wearable Technologies
- Analyze and evaluate the application of AR, VR, mobile and wearable technologies for learning in information institutions
[Unit 3: Designing a technology-infused learning environment]
Module 11-12: Design a technology-infused learning environment
- Analyze your target user group and identify a problem/need
- Apply your design principles and brainstorming techniques to design a high-quality technology-infused learning environment in information institutions
Module 13-14: Revise a technology-infused learning environment
- Apply assessment techniques to self-reflect on your design
- Revise your technology-infused learning environment through engaging in peer critique
Policies and Procedures
Please be aware of the following linked policies and procedures. Note that in individual courses instructors will have stipulations specific to their course.