Module title: Emerging Digital Technologies for Blended and Online Education

SCQF level: 11:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: EDU11114
Module leader: Anne Tierney
School Department of Learning, Teaching & Enhancement
Subject area group: Learning and Teaching Enhancement

To study this module you will need the learning equivalent to the module listed or have passed this module

2018/9, Trimester 2, Online, Edinburgh Napier University
Occurrence: 001
Primary mode of delivery: Online
Location of delivery: SIGHTHILL
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Laurence Patterson
Module Organiser:

Learning, Teaching and Assessment (LTA) Approach:
Students will develop an understanding of key issues through exploring the theory and practice of ‘play’ in blended and online education, while studying and ‘playing’ online. Across this module, in the context of a game, they will be guided to critically explore the evolution of key digital tools and technologies that can supplement their online and blended learning and teaching experience (LO1). This is a practice-based module, and students will develop their understanding of how they might apply their learning to their own professional practice (LO2, LO3, LO5). Their reflective and written work will consider how they would approach digital literacy provision required in support of a new tool-set (LO4).

From the outset they will engage as player in groups and as individuals, in a structured online game, activity across Units ‘rewarding’ them with ‘points’, the aim, to continue to the next ‘level’, or Unit (LO1). Playing the game will provide the opportunity for formative assessment – defined in this context as required and non-contributory, but on which feedback is provided and will require engagement with individual as well as with collaborative tasks, enabling self, peer and module leader feedback. Students will participate in asynchronous discussion, and in doing, will explore a structured exploration of tools and concepts, as well as engage in discussion around the application of these in learning, teaching and assessment. They will be encouraged to keep an on-going reflective blog or online portfolio of their activity, discoveries and thoughts as they work through the game and towards completion of an individual project – this will support LO1.

Students will undertake activity in designing, implementing, and critically evaluating the use of a small intervention with one or more digital tools of their choice, finally presenting this intervention to the remainder of the cohort (LO5). This will be accompanied by a brief reflective summary of activity (LO

Formative Assessment:
1. Formatively, through engagement with and reflection on online game activities and subsequent feedback, students will demonstrate an understanding of the themes discussed in units. Across a series of online discussion forums, quizzes, links to relevant resources, and other digital artefacts and tools, students’ interactions will determine their movement through the module, prompting content release in Moodle. There will be opportunities for students to discover and to critically analyse examples of the technologies discussed, in case studies.

Summative Assessment:
2. Summatively, through individual project submission (presentation to group and a short accompanying reflective written piece). The elements of assessment taken into account here, together, are the enhancement of a course, workshop or learning activity, through an emerging digital technology (equivalent to 1500 words), the written critical reflection of this activity (2000 words), and the short virtual presentation of the activity to module participants (equivalent to 1500 words).

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Online Guided independent study 100
Online On-demand Webinar 50
Online Tutorial 50
Total Study Hours200
Expected Total Study Hours for Module200

Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Essay 100 1,2,3,4,5 14 HOURS= 0, WORDS= 5000
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Description of module content:

The module explores underpinning concepts relating to the successful adoption of new and innovative digital technologies and tools in blended and online education. In introducing a broad and adaptive range of ideas and case studies, it takes into consideration international, cultural and language diversity.
Principles of play - approaches and digital tools relating to motivations of play, including gamification, interactive artefacts, digital storytelling, ARGs and virtual worlds.
Principles of exploration and discovery – approaches and digital tools relating to motivations of exploration and discovery, including location-based apps, geo-guides and augmented reality.
Principles of digital reward – approaches and digital tools relating to motivators of reward, including digital badges, digital currency and incentive.
Principles of engagement – approaches and digital tools relating to motivators of engagement, including social media, MOOCs, open practice, crowd wisdom.
Principles of digital literacy – understanding of the knowledge, skills and behaviours required for engagement with digital tools and technologies.

Learning Outcomes for module:

Upon completion of this module you will be able to
LO1: Critically examine the evolution of innovative and inclusive technology, structures and emergent practices, and evidence reflective understanding of the module themes by movement through and completion of the game.
LO2: Articulate the principles, processes and concepts of adoption of new and innovative technologies and tools in blended and online education;
LO3: Distinguish between and critically evaluate a broad range of current and emerging technologies and online resources, appraising their potential for supporting and enhancing teaching and learning and assessment in the classroom and online;
LO4: Examine approaches to educational engagement with digital literacy, developing a literacy strategy which confidently accompanies the use of emergent technology in relation to a particular course context;
LO5: Develop, critically analyse and apply a digital intervention into professional practice.

Indicative References and Reading List - URL:
EDU11114 Emerging Digital Technologies for Blended and Online Education