2006000267.5 ECTSEnglishMaster
Learning in a digital world
Faculteit—
NiveauMaster
Studiejaar2026-2027
Beschrijving
Course goals
- Explore a specific topic related to learning in a digital world, prepare a class session, and facilitate discussions that contribute to an in-depth understanding of current theories and theoretical debates.
- Explain and critically evaluate foundational theories and concepts related to learning in a digital world (e.g., self-regulated learning, adaptive instruction, and artificial intelligence), both orally and in writing;
- Analyze and evaluate research literature by applying theoretical concepts to assess the quality, methodology, and implications of studies on digital learning environments;
- Design and justify learning strategies or interventions informed by theoretical frameworks and empirical evidence, addressing challenges and opportunities in digital learning contexts.
- Design a practice-oriented research proposal aimed to address real-world challenges and opportunities within educational settings related to learning in a digital world.
Students will demonstrate the acquisition of those skills through active participation in the in-class discussions, via the student presentations during the meetings, and in the assignment.
Content
At the start of the course, students will collaboratively select topics for the class sessions from a provided list. Together with the lecturers, students will prepare the sessions, define the preparatory activities, and lead the in-class discussions. Relevant topics that may be addressed in this course are:
- Generative Artificial Intelligence: Exploring the use of AI tools and their implications for learning and instruction.
- Self-Regulated Learning: Explore the importance of self-regulated learning for student learning in digital learning environments.
- Adaptive Teaching: How teachers monitor learners’ progress and adapt their instruction to individual needs.
- Adaptive Instructional Systems: How software systems monitor learners and dynamically adapt instruction to their needs.
- Interaction and Adaptivity in Educational Games: Exploring the role of games in providing personalized learning experiences.
- Game-Based Learning and Game Design: Using game elements to enhance learning experiences or designing games for educational purposes.
- Equity, Diversity, and Inclusion in Online Learning: Addressing accessibility and fairness in digital learning environments.
- Fake News and Media Literacy: Examining how learners evaluate and navigate information in a digital world.
- Blended Learning and Flipping the Classroom: Combining online and face-to-face learning, and rethinking instructional strategies to maximize in-class time for active learning.
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