Cider Session: Community of Inquiry

We invite you to the September CIDER session, the first session of our tenth anniversary season and the launch of a special ten-part Community of Inquiry Webinar Series. This free, online session will feature Drs. Marti Cleveland-Innes, D. Randy Garrison, and Norman Vaughan.

Title: Introduction to the Community of Inquiry Webinar Series
This session will provide an overview of the webinar series and the Community of Inquiry framework. An advance reading for this session is available at our website:

When: Wednesday, September 17, 2014 – 11am to 12noon Mountain Time (Canada)
Where: Online through Adobe Connect at:

The CIDER Community of Inquiry Webinar Series will include monthly sessions running from September 2014 to June 2015. These sessions will feature presentations by leading researchers on the CoI framework and its application to blended, distance, and online learning. The Community of Inquiry website at will act as a companion site for the series and includes a wealth of background materials and further readings.

Registration is not required; all are welcome. For more information on CIDER and our monthly Sessions, please visit our new website:

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Layering a Presentation

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Video: A Glance Back at Charles A. Wedemeyer

A Glance Back at Charles A. Wedemeyer from Pongid, LLC on Vimeo.

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CALL FOR CHAPTER PROPOSALS – Handbook of Research on Gaming Trends in P-12 Education

Proposal Submission Deadline: August 30, 2014
Handbook of Research on Gaming Trends in P-12 Education
A book edited by Dr. Donna Russell (University of Missouri, USA) and Dr. James Laffey (University of Missouri, USA)

The term gaming has radically changed in the last few years as technologies that are mobile, multi-media, interactive, and collaborative have become more advanced and sophisticated. The process of gaming holds promise for advancing learning in P-12 education if designed and developed with educational goals and standards. Gaming in P-12 Education has the potential to develop advanced knowledge and skills required by the learners while providing a transformative educational experience for both learners and teachers. In order to understand the potential of games in P-12 education this book will bring together experts in multiple fields to develop a new understanding of the trends of gaming in education.

Objective of the Book
This book will provide a holistic discussion including multiple perspectives on the potential of gaming in P-12 education. As a result it will provide a definitive guide for educators, researchers and game designers on the future of gaming. The Handbook is designed in strands that will bring together experts’ and practitioners’ voices on gaming in education. The result is that the Handbook of Research on Gaming Trends in P-12 Education will be a definitive guide to how virtual immersive learning environments, gaming, is or will become a transformative aspect of P-12 education.

Target Audience

The target audience of this book will be composed of educators, researchers, parents, and game developers interested in engaging in a holistic dialog on the future game-based immersive virtual learning environments in P-12 education.

Recommended topics include, but are not limited to, the following:
There would be four strands (chapter groupings) that focus on gaming related issues. Each strand will include chapters focusing on concepts and practice.

1. Research on gaming:
• The research strand will include essays on related philosophies of immersive learning including constructivism,
• cultural historical activity theory
• telepresence,
• the evaluation of learning in immersive learning environments,
• the evaluation of holistic learning environments.
• Research on sociocultural learning theory
• Research on immersive learning environments design
• Research on gaming

2. Pedagogical Concepts and Related Practice
The chapters on pedagogical trends will identify the pedagogical aspects of learning in games including
• problem-based learning,
• collaborative learning environments,
• immersive learning environments
• pedagogical issues relevant to gaming
• simulation-based learning
• research of learning in constructivist models e.g. problem-based learning, inquiry-based learning, project-based learning, simulations and case-based learning,
• practioners’ experiences designing, evaluating, and implementing problem-based learning, simulations, or games as immersive learning environments e.g. educators or game designers.

3. Discipline Cases
These chapters will include conceptual chapters as well as research that describe current implementation or future trends in immersive learning environment in P-12 education. These chapters will focus on practical issues including lessons learned and future implications of these cases.

These chapters may include
• cases of virtual and real-world simulations
• cases of real-world and virtual immersive learning.
• research of current game-based programs
• Lessons learned integrating games in P-12 learning environments.
• Educational game design, development and implementation.
• cases of games designed to develop social awareness or advanced content knowledge.

4. Gaming Trends
These chapters will be descriptive cases of new games or gaming related technologies. These chapters will focus on highly innovative new aspects that are being developed or in planning.
These chapters may describe
• learning analytics for understanding and evaluating learning games,
• new or future applications, products, mobile learning, interactive and multimedia components
• trends in delivery systems and/or learning managements systems in games
• innovative interactive components such as motion sensors or haptic devices
• innovative design features or devices such as mobile learning environments
• game design and relevant innovation
position papers on trends in innovation
• conceptual chapters on the potential of virtual immersive learning environments, games, in education

Submission Procedure
Researchers and practitioners are invited to submit on or before August 30, 2014, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified on or before September 30, 2014 about the status of their proposals and sent chapter guidelines.

Full chapters are expected to be submitted by December 30,2014. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project. All proposals should be submitted through the “Propose a Chapter” link at the bottom of this page.
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the Information Science Reference (formerly Idea Group Reference), Medical Information Science Reference, Business Science Reference, and Engineering Science Reference imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2015.
Important Dates

August 30, 2014: Proposal Submission Deadline
September 30, 2014: Notification of Acceptance
December 30, 2014: Full Chapter Submission
February 28, 2015: Review Results Returned?
March 30, 2015: Revised Chapters Due?
April 30, 2015: Final Chapter Submission
Please submit your proposals for chapters for Handbook of Research on Gaming Trends in P-12 Education using the IGI Global website:
Propose a Chapter link:

Inquiries can be forwarded to
Faculty, School of Information Science and Learning Technologies
Dr. Donna Russell

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If you record it, will they watch it?

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Free webinar — Building a Research Agenda using Design-Based Research (DBR)

July 24 at 12:00 pm (EST) — 45 minutes

Building a Research Agenda using Design-Based Research (DBR)

Dr. Susan McKenney and Dr. Thomas Reeves


Abstract and Presenters:

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Recording from “Improving Student Retention in Online Courses” webinar

Improving Student Retention in Online Learning
Thursday, May 15, 2014 – 12:08pm

Online learning continues to grow and make up a larger percentage of enrollments in higher education. However, over the years, institutions often report higher attrition rates for online courses than traditional face-to-face courses. As enrollments in online courses increase and online learning becomes a larger part of institutions’ long-term planning, faculty and administrators are confronted with finding ways to improve retention in online courses and online programs. In this free webinar presented by Academic Partnerships, Patrick Lowenthal discusses the literature on attrition in online learning as well as various strategies used to improve student retention in online learning.
View the video below, or use the link under the video window to download the video file. You can download the accompanying slide deck by clicking here.

Read more:

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PLUTO Institute

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Improving Retention in Online Courses

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Call for PAPERS: Online teacher professional development

Meridian is issuing a call for submissions for publication in 2014, especially manuscripts that focus on Online Teacher Professional Development (oTPD). This area of teacher training has received some attention since the publication of Online Professional Development for Teachers: Emerging Models and Methods (2006), edited by Chris Dede, but almost ten years on, the research area is far from saturated. Meridian would like to join in the discussion. Manuscripts may investigate participant experiences, effect on participant learning, effect on student learning, program design, cost effectiveness, etc.
Apart from this special call, manuscripts that aid Meridian in its overall goal of promoting knowledge of K-16 educational technology are welcome and accepted.

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