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Created with Fabric.js 1.4.5 Learning on the govia ubiquitous technology,accessible web connectivity, &cellular & wireless networks.89% of high school students; &50% of 3rd to 5th gradershave access to internet-connectedsmartphones; between 50% and 60%have access to tablets or laptops (Riedel, 2014). TITLE 2016 Blended Learning Professional Development Goal-based learning Game-Based Learning Mobile Learning ImproveRetention &Outcomes Teachers as Coaches and Facilitators Pedagogical Strategies Top 10 Trends in Learning andInstructional Design for Increased Learning Time Any Class Structure Social Media Innovation and Creativity ActiveLearning Support Information& MediaLiteracy Info rmation Buzzway Info rmation Buzz-way Creators of Content; sharing &learning about topics of interest Gamification Personalized Learning & LearningSpaces Multiplayers; avatars Competing with other players Serious Gameswith authentic problems Gaming activities incorporated into a non-game learning environment; The substantial & effective design is the key to its success (Zichermann, 2013) 2016 Social learning and constructionof knowledge.Everday way of life for billions of users; e.g.Facebook 12 billion users74% of all internet users (Pew Research Center, 2014) Self-Management; Self-assessment; Reflection aboutKnowledge & Skills BYOD - Bring Your Own Device Distance Ed capabilities Promoting digital literacy Independent Learning, guided by personal opinion,peers, experts, teachers, family & facilitators.A constructivist approach to learning where students are learnersand creators (McClaskey, 2014) Wikis, blogs, discussion,video-conferencing ...and beyond Equipping teachers/facilitators with the KSAsfor incorporating of new strategies and ideas."New ideas are rendered meaningless if teachers ...aren't given the training in how to use them in the instructional setting" (Walsh, 2013);" in the supporting skills and techniquesis rare in teacher education and non-existent in the preparation of faculty" (Johnson, 2014). Support the changing roles of teacher to coach/facilitator;student to learner and creator Incorporating new tools, techniques & strategies Grounded inresearch &theory - Bandura, Vygotsky; Piaget (Culatta, 2013) Combining the best of both worlds to produce effective online learning& teaching platforms plus face to face guidance, coaching & feedback (Johnson et. al, 2013).Combines web2.0 tools and tried and tested traditional classroom strategies. BlendedLearning Targeted mostly at higher learning institutions. Brief, prerecorded video lectures or podcasts viewed at home; classroom time used for interactive activities:e.g. discussions, feedback, exercises,projects (Walsh, 2012) Collaborative Learning Brick and mortar;& internet-basedlearning 'Extends' time& stretchesresources Interactions include:Learner-teacher;Learner-Learner;Facilitator-facilitatorDesigner-Facilitator Communities of practice; Situated learning;computer assisted Web-based and classroom-basedstrategy that is largely overlooked and underused; the missing element in all learning structures. Strategies and a variety of benefits (Clifford, 2014) toinclude peer tutoring which doubles the impact of teachers as coaches & facilitators (Hines, 2014) &problem-based learning. Use of technology:Animated videos& cartoon presentations Incorporation of diversity into teaching & learning by embracing a multiplicity of solutions, intelligences, abilities, &approaches (Robinson 2006; 2010);May result in improvedcurriculum design & delivery of productand service (OECD, 2014). Flipped Classrooms Using games (gaming console