Subject
ICT in education
| 1. | Course Title |
ICT in education ICT in education |
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| 2. | Code | F18L2S051 | ||||||||||||
| 3. | Study Programme | Computer education | ||||||||||||
| 4. | Organizer of the study programme (unit, institute, department or division) | Faculty of Computer Science and Engineering | ||||||||||||
| 5. | Degree level (first, second, third cycle) | First Cycle | ||||||||||||
| 6. | Academic year / semester | 4 / Summer | ||||||||||||
| 7. | Number of ECTS credits | 6 | ||||||||||||
| 8. | Teacher | — | ||||||||||||
| 9. | Prerequisites for enrolling in the course | IT learning systems | ||||||||||||
| 10. | Objectives of the course programme (competences) | By studying the basic concepts of e-learning, m-learning, e-learning 2.0, an examination of challenges in introducing ICT into education worldwide, and current examples of ICT adoption in education in developed and developing countries, students will gain a broader and more comprehensive perspective on the topic. Through examples of applications of video games, massive open online courses, remote and virtual laboratories, virtual classrooms, students will become familiar with the possibilities of using ICT to support education and with the contemporary educational principles used in the technology-supported learning process. Through hands-on work, students will become familiar with and develop computational thinking skills. | ||||||||||||
| 11. | Course content | Program content: Basic concepts of e-learning, m-learning, e-learning 2.0. Review of challenges in introducing ICT in education worldwide, current examples of ICT implementation in education in developed and developing countries. Video games, massive open online courses, remote and virtual laboratories, virtual classrooms, social networks, and multimedia in education. Introduction to computational thinking. Using abstractions and pattern recognition to represent problems in new and different ways. Logical organization and analysis of data. Decomposition of problems into smaller parts. Tackling the problem using programming thinking techniques, such as iteration, symbolic representation, and logical operations. Online and offline tools for developing computational thinking. Computational thinking in educational digital games. Implementation of solutions in a visual programming language. | ||||||||||||
| 12. | Learning methods | Lectures using presentations, interactive lectures, exercises (using equipment and software packages), teamwork, case studies, guest lecturers, independent preparation and defense of a project assignment and a seminar paper. | ||||||||||||
| 13. | Total available time | 6 ECTS x 30 hours = 180 hours | ||||||||||||
| 14. | Distribution of available time | 30 + 45 + 15 + 15 + 75 = 180 hours | ||||||||||||
| 15. | Forms of teaching activities |
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| 16. | Other forms of activities |
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| 17. | Assessment method |
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| 18. | Grading criteria (points / grade) |
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| 19. | Requirement for obtaining a signature and taking the final exam | Activities 15.2 and 16.1 have been completed. | ||||||||||||
| 20. | Language of instruction | Macedonian and English | ||||||||||||
| 21. | Method for monitoring the quality of teaching | internal evaluation and survey mechanism | ||||||||||||
| 22. | Literature |
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