Unit TECNOLOGIES OF EDUCATION

Course
Sciences of education
Study-unit Code
GP004289
Curriculum
Educatore dei servizi educativi per l'lnfanzia
Teacher
Roberto Orazi
Teachers
  • Roberto Orazi
Hours
  • 36 ore - Roberto Orazi
CFU
6
Course Regulation
Coorte 2023
Offered
2023/24
Learning activities
Base
Area
Discipline pedagogiche e metodologico-didattiche
Academic discipline
M-PED/03
Type of study-unit
Obbligatorio (Required)
Type of learning activities
Attività formativa monodisciplinare
Language of instruction
Italians
Contents
1. Introduction to educational technologies
2. Digital tools for learning
3. Educational design with technologies
4. Emerging technologies in education
5. Evaluation and feedback with the use of technologies
6. Scratch - educational programming language.
Reference texts
1. Pier Cesare Rivoltella, Pier Giuseppe Rossi, (2019), Tecnologie per l'educazione, Milano: Pearson.
2. Roberto Orazi, Il ruolo delle TIC nella progettazione ed erogazione dei corsi on-line: il caso azienda, Perugia: Morlacchi editore.
3. Boscaini M., (2019), Imparare a programmare con Scratch. Il manuale per programmatori dai 9 anni in su, Milano: Apogeo.
4. Material by the teacher
Educational objectives
1. Understand the fundamental principles of educational technologies:
- Know the basic concepts of educational technologies.
- Understand the role and importance of technologies in education and learning.
- Recognize current and future trends in technologies in education.
2. Use digital tools for learning:
- Use e-learning platforms and learning management systems (LMS) to create and manage online courses.
- Leverage digital content creation tools to develop interactive learning materials.
- Collaborate online using appropriate digital tools.
3. Designing technology-based learning activities:
- Apply instructional design principles for the effective use of technologies in education.
- Create engaging and effective digital learning materials.
- Design interactive e-learning activities that encourage students' active learning.
4. Explore emerging technologies in education:
- Understand the application of artificial intelligence (AI), virtual reality (VR) and augmented reality (AR) in education.
- Use data analytics to make informed decisions about student learning.
5. Promoting Inclusion and Equity with Educational Technologies:
- Use technologies to support the learning of students with disabilities or special needs.
- Adapt digital learning materials to ensure accessibility for all learners.
- Develop personalized learning strategies using appropriate technologies.
6. Assessing learning and providing feedback with the use of technologies:
- Use online assessment tools to monitor student learning.
- Provide digital feedback and promote student self-assessment.
- Use data analytics to evaluate the effectiveness of digital learning activities and materials.
7. Develop professional skills for integrating technologies:
- Participate in training and professional development opportunities to acquire skills in the use of educational technologies.
- Collaborate with other students and participate in online learning communities to share knowledge and experiences.
- Integrating technologies into everyday teaching in an effective and relevant way.
Prerequisites
No prerequisites needed
Teaching methods
The course will be organized as follows:
1. Lectures in the classroom on topics, issues and problems relating to all topics of the course.
2. Practical exercises on educational software and programming.
Other information
Location:
Florenzi palace, Department of Philosophy, Human and Social Sciences and Education
Timetable:
For the timetable of lessons see http://www.fissuf.unipg.it
Learning verification modality
In case a student intends to anticipate his/her exam in a year preceding the one it is scheduled in his/her curriculum, it is recommended to anticipate as well the attendance of the lessons and to schedule the exam in the first useful session after the lessons have been concluded.
The exam includes an oral which consists of a discussion-interview on the topics covered during the course and deepened on the recommended texts. The test serves to ascertain the level of knowledge and understanding, as well as synthesis, achieved by the student. Furthermore, this interview will allow to verify the student's ability to communicate what has been acquired with method, properties of language and exposure. The duration of the exam varies according to the progress of the test itself.
The program is identical for attending and non-attending students.
For information on support services for students with disabilities, visit the page http://www.unipg.it/disabilita-e-dsa
Extended program
1. Introduction to Educational Technologies:
- Basic concepts of educational technologies.
- Role of technologies in education and learning.
- Current and future trends of technologies in education.
2. Digital tools for learning:
- E-learning platforms.
- Learning Management Systems (LMS)
- Digital content creation tools (presentations, videos, podcasts, etc.)
- Tools for online collaboration.
3. Instructional design with technologies:
- Principles of instructional design for the effective use of technologies.
- Creation of digital educational materials.
- Design of interactive e-learning activities.
4. Emerging Technologies in Education:
- Artificial Intelligence (AI) and machine learning.
- Virtual reality (VR) and augmented reality (AR).
- Data analysis in learning.
5. Evaluation and feedback with the use of technologies:
- Online assessment tools.
- Digital feedback and self-assessment.
- Data analysis for learning monitoring.
6. Scratch - Educational Programming Language:
- Algorithms and diagramming.
- Introduction to the Scratch language.
- Hands-on activity for learning programming principles.
Obiettivi Agenda 2030 per lo sviluppo sostenibile
The 2030 Agenda includes several goals that promote the use of educational technologies to improve access to quality education.
Goal 4.4: Ensure inclusive, equitable and quality education and lifelong learning opportunities for all young people and adults. Emphasize the importance of providing lifelong learning opportunities, which can be supported by educational technologies.
Objective 4.a: Build and improve physical facilities, laboratories and learning resources to ensure quality education and promote learning. Educational technologies can play an important role in enhancing learning resources through online platforms, interactive tools and digital learning materials.
Goal 4.b: Significantly increase the number of young people and adults who have relevant, inclusive and quality skills for employment, decent work and entrepreneurship. Educational technologies can provide opportunities for training and developing employment-relevant skills through online courses, digital learning programs, and open educational resources.

This goal promotes educational technology transfer and technical support to developing countries to improve access to quality education.
These goals highlight the importance of educational technologies in achieving the 2030 Agenda by providing inclusive learning opportunities, improving access to quality education and developing skills relevant to work and employment. Educational technologies play a crucial role in supporting the implementation of these goals and promoting equal access to education globally.
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