Towards the Design of a Learning Sciences Master’s Program

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Transcript Towards the Design of a Learning Sciences Master’s Program

Learning Sciences and Engineering
Professional Master’s Program
Ken Koedinger
Vincent Aleven
Albert Corbett
Carolyn Rosé
Justine Cassell
Educational Goal
Increase the amount of knowledge we export
and our impact on the world
by opening our leading-edge educational system
to a new population of carefully selected
students
Target Students
• Targeting individuals who plan to work in industry
• toy companies, educational materials publishers,
private and public k12 schools and universities,
and educational testing companies
• Diverse student backgrounds
• May come in with a Bachelor’s degree or
Master’s degree
• Any of the following fields: computer science,
information technologies, education, psychology,
design or business
Program Goals
• Students will gain the knowledge, skills, and techniques to develop
and evaluate programs in learning settings
• Schools to workplaces, museums to computer-based environments
• Formal, informal and non-traditional educational settings
• Graduates of the program will take key positions in professional and
academic settings
• Corporations
• private and public universities
• Schools
• Target careers:
• Designers, developers, and evaluators of educational technologies
and learning environments
• Domain experts, learning technology policy-makers, or Chief
Technology Officers
Brief Curriculum Overview
Flagship Courses
• E-Learning
Principles
• Methods
• Interaction Design
Fundamentals
• Programming User
Interfaces
User
Centered
Design
Methodology
Learning
Sciences
Theory
LSE MS
Computer
Science
Design
Core Courses
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E-Learning Principles
Educational Goals, Instruction and Assessment
Interaction Design Fundamentals
Programming Usable Interfaces
Methods
Role of Technology in Learning in the 21st Century
Software Structures for User Interfaces
User Interface Lab
Project I and II
Brief Curriculum Overview
• Professional Master’s program
• 4 core areas: Learning Sciences Theories, Design,
Methods, and Technology
• 1 year in duration (or 2 year part-time option)
4 Elective Courses
Graduates will be able to
• Design, develop, and implement advanced educational
solutions
• Make use of state-of-the-art technologies and methods
• artificial intelligence
• machine learning
• language technologies
• intelligent tutoring systems
• educational data mining
• tangible interfaces
Graduates will be able to
• Understand how these technologies can be applied to
engineer and implement innovative and effective
educational solutions
• Understand cognitive and social psychology principles
relevant to research-informed instructional design
• Understand the role of and have skills in using
psychometric and educational data mining methods in
evaluating and improving educational solutions
Graduates will be able to
• Create solutions that not only enhance learning, but are
also desirable using instructional and interaction design
skills
• Be able to develop continual improvement programs
that employ "in vivo" experiments and educational data
mining to reliably identify best practices and
opportunities for change
Broader Impact of Program
• Training students for careers in design, implementation, and
evaluation of educational interventions based in learning
science and design thinking.
• Expanding our impact into industry as well as academic
environments.
• Building connections between CMU and educational
technology companies that could potentially result in research
collaborations.
• Filling the industry need for educational professionals with
training in advanced technology, cognitive, social, and learning
sciences.
• Giving students practical experience in the development of
educational technology and courseware based on sound
scientific principles and studies.
Questions?
Accepting Applications starting in Dec 2012