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The pace of technological change means we have to look for emerging ways to improve even when everything is going well.
This module looks at how the cycle works in education, where changes in curriculum and better understanding of effective teaching and learning are powerful drivers of...
The decision to dedicate scarce time and resources changing digital technology and practice has to be rewarded by the greatest possible impact on teaching, learning outcomes and experience.
This module looks at the example of a single teacher and a subject team determining their innovation plan.
This module follows business tutor Alicja and her colleagues as they apply the innovation matrix and the SAMR model to find innovative ways to deal with the problems that emerged in the module Innovation and the need for change. It looks at the goals and issues that were identified when they...
Many problems can be examined and innovative solutions implemented by the creativity of individual teachers and teaching groups.
This module follows on from and extends the example and analysis introduced in Identifying the Need for Change and leads into Identifying and Assessing...
The goal and measure of successful innovation must always be that each individual teacher can work with their learners in new ways to achieve better outcomes.
This module looks at the part to be played by teachers in implementing such innovation and innovative practice.
This module looks at the range of innovation from individuals to whole organisations. It also looks at how to recognise the signs that it is time to change.
This module is part of a linked group with Innovation: 'Review process and practice' and 'Identifying and assessing...
Technology improves productivity through working with others, by accessing and engaging with ideas and in improving the administration of life activities. As a consequence, when done well, it provides more time to pursue higher, perhaps more pleasurable things in life and improved general wellbeing.
EdTech enables us to deliver scenarios online and bring them to life through the application of technologies such as Augmented Reality (AR), Virtual Reality (VR) role playing and games formats. This module looks at how to create authentic scenarios and apply them to effective learning.
Teachers can achieve better outcomes by imaginative re-use, recycling and repurposing of existing content – whether it be their own, their colleagues', or resources and materials found on the internet. It also looks at the role and importance of organisations in creating and promoting...
Playful learning refers to the use of games, toys and other elements of play to support learning.
It can be found in all sectors of education and has been with us ever since we moved away from Victorian methods of keeping quiet and copying from the chalkboard.
This module looks at ways we...
Active learning can deliver significant benefits in terms of improved learning outcomes and learner experience.
This module looks at the coordination of skills, resources, planning and organisation that is required to design successful active learning and empower teachers to deliver it.
Partnerships that bring teachers and learners together to develop digital skills can deliver real benefits to both groups.
This module looks at the practicalities of developing and sustaining such partnership. It pairs with and follows on from the module, Learner-led activity.
Active learning can make a measurable improvement to learning outcomes. It’s been shown to be more effective for all learners including SEND learners.
This module looks at the elements of successful active learning and the role that digital technology can play.
Digital technology and games has created the world’s largest leisure industry. This module explores how they apply to the delivery of learning activities. We look at their use to motivate and engage learners and identify areas where they might be particularly useful.
This pairs with the...
Using technology to enable and support learner-led activity is a good way to develop these skills in an engaging way. Allowing learners to direct some of their own learning can drive significant improvement in outcomes and engagement.
This module pairs with and precedes the module Staff and...
This module looks the characteristics of traditional and active learning spaces, both as concepts and as practical pedagogy. It looks at ways to deliver active learning within more restricted and lesser resourced contexts.
The module pairs with the Active learning: experience and outcomes...
There are a number of widely available tools to create Augmented Reality learning objects.
These enable you to put together creative and pedagogically effective learning resources that fully exploit the graphical capabilities of digital technology.
Virtual Reality (VR) is a wholly manufactured experience. Learners can use mobile devices, often worn (so as to respond to head movements), to see and interact with a visual depiction of a place, person or object.
The location of the learner is not material to the experience because it is...
Augmented Reality (AR) superimposes either graphics, visual presentations or text as an overlay on a given view, looked at through a mobile device like a smartphone or tablet.
Location is important for AR and where the device being used and what it is pointing at because AR is rooted in the...
Our online identities are the keys that unlock personal, social and commercial accounts and transactions.
They create portraits of ourselves that others can access and by which they will judge us - as friends, colleagues, and potential employees.
We explored the importance of a digital...
Each time we contribute to the web, in public spaces and in private spaces we share, we leave a trail for others to find.
The modules Digital well-being for all (Part 1) and Digital well-being for all (Part 2) explored how this is done and how we might manage it for the best outcomes.
The non-profit Creative Commons (CC) organisation was set up to make it easy to share and use creative content online. Licensing is simple and free on the organisation’s website. This module looks at Creative Commons as a method of copyrighting work and the advantages for users and authors...
The internet is full of information and it’s not all accurate. This module looks at the different types of error to be found, from unintended to deliberately misleading and how to prepare learners to recognise and deal with them.
Netiquette is short for internet etiquette. A code of behaviour for communications on the web. It arose in the early years of the internet to address the difficulties fast emerging in online communications, from frustration and misunderstanding at one end of the spectrum, to unpleasantness and...
The government formally recognised digital skills as the third essential skill, together with English and Maths. This module looks at the framework and standards and considers how they might affect both ICT and other teaching staff.
Plagiarism is wholly unacceptable in an educational context. When carried out with the intention to pass the work of others off as your own it is fraudulent; when done without that intent it is lazy or negligent. This module looks at how to ensure that learners understand the boundary between...
The module explores the practical underpinnings of good attribution and referencing. It looks at how to develop and reinforce the judgement learners need in order to avoid plagiarism. This module pairs with Dealing with plagiarism.
This module looks at a systematic approach to assessing the reliability and validity of information that is likely to end up embedded in learning resources and teaching practice.
Many learners come into education with confidence in front of a computer that disguises a patchy skills profile that does not add up to digital literacy.This module looks at the difference between being tech-savvy and digitally literate and its implications for teaching and learning.
This module looks at the importance of respecting the intellectual property rights of others by role modelling behaviour and rethinking the way we approach teaching and assessment activities.
Copyright and other intellectual property rights set up legal restrictions on the conditions of use of publications, images, designs and any other works created by an identifiable author. This module looks at the implications of copyright for teaching and learning. It forms a pair with the module...
Developing independence in solving practical problems is an important life skill and essential for employment.
This module looks at how we can go beyond reliance on chance and build some of these events into the assignments, tasks and experiences we create, making a controlled space for...
The module Developing digital problem-solving skills looked at the way one teacher develops each learner’s independent problem-solving skills through a simulation of practical difficulties arising with the digital technologies they are using.
This module extends that exercise to...
Digital technologies don't always work as they should - one of the few areas in the controlled environment of education institutions where something failing to do what you expect can be quite normal.
Learners need to move from relying on teachers and technical support staff for solutions...
Tailoring content and delivery to meet an individual learner's needs rather than taking everyone through the same programme at the same pace is an accepted goal of education, promoted by government policy and examined at inspection.
Technology has allowed education to push back the...
The module looks at the use of technology to tailor content to meet the needs of a range of sensory, linguistic and cultural barriers.
This can lead to better learner retention and outcomes and greatly improved learner engagement and experience.
This module looks at the issue of reflecting and representing diversity through the lens of the Equality Act 2010's nine protected characteristics.
Digital technology enables us to create personalised pathways that provide a unique route to learning for all learners, particularly individuals who are less likely to benefit from mainstream options.
This module looks at the characteristics and features of personalised learning and the...
When we go online we build up, piece by piece, online identities that can have positive and negative outcomes for our well-being, our sense of self-worth and for our future prospects, all based on how others react and respond to our activity. Each time we contribute to the web, we add to an...
The diversity of learners extends to differences in their levels of digital skills, experience and confidence.
This module looks at ways to ensure that our teaching does not disadvantage those with existing low levels of digital skills.
Simulation refers to creating a model of an activity, environment or situation which reproduces the characteristics of real-life events and delivers authentic responses to the learner’s choices and actions. The consequences of error in decision-making, judgment, manual or cognitive skills...
Surveys show that over half of the people on the planet use social media platforms. Social media are embedded into work and daily life so being able to use them is an essential vocational and life skill.
Productivity software (office business applications) such as word processing, presentation software and spreadsheets are amongst the most common applications most of us encounter and use on a daily basis. Continual development of functionality has taken them beyond flat text production, number...
This module looks at how you can lead the collaborative creation of complex content covering a number of subject areas and involving several colleagues.
It follows on from two preceding modules:
- Creating content: adapting and editing.
- Creating content: combining and mixing.
Teaching and learning quality policies often refer to the importance of high-quality resources and content. But what does that mean and who should judge it?
This module looks at the issues involved in making these decisions.
This module shows you how to design learning resources from the outset to enable quick, easy and effective updating when the future brings significant change.
It follows on from the paired module Future Proofing content - what does it mean.
This module looks at how to deliver the best outcomes from systematic and professional searches for suitable resources.
This will include balancing the challenges of credibility, reliability, usability and suitability when assessing the worth of found resources and taking into account what...
Search engines will present you with online content for just about any subject, much of it free to use; presentations, videos, images, quizzes and more.
But often there is so much to choose from - where do you start?
This module looks at how you can make your searches for subject-specific...
This module looks at how to combine and mix existing resources to create more relevent content for learning.
It examines how this can be used to enhance the development of your pedagogical practice with EdTech.
It follows on from the module Creating content: adapting and editing.
Many public and private sector organisations' websites contain dedicated educational content around their particular area of interest, industry or product range. This module looks at the opportunities and benefits of using them in learning.
This module looks at how to overcome or find ways around some of the technical compatibility issues you can encounter when searching for resources on the web to use with learners.
This module looks at what is meant by future-proofing content, why it is necessary and why it is increasingly important.
The principles and practice of future-proofing content together with some simple techniques are examined in the paired module Principles and practice of future proofing...
The web is awash with sources of information and resources to support teaching and learning.
This module looks at ways to organise your search practice.
This module looks at adapting and editing existing learning materials, your own or resources you found online, for a different learning purpose.
Creating new resources from old can extend the life of learning materials and is a time-efficient approach to meeting the needs of different learners.
Immersive technologies such as Virtual Reality (VR) make a distinctive contribution to learning and to individual learners that cannot be replicated by any other media currently available to educators. What makes it special for educational content creators is its ability to fully immerse the user...
Video is a powerful tool for teaching, learning and assessment. High quality recording capability built into mobile devices make it easy to create, edit and apply video to everyday practice. The resulting footage can be uploaded, shared and accessed on a number of sites and platforms.
Animated images can provide a way into a complex idea, enliven content, engage attention, consolidate, reinforce and make learning memorable. It can reveal the impossible and invisible – the structure of an atom or how a virus attacks the body.
Remote working from home takes place beyond the reach of the reassuring formal structures and patterns of teaching and learning and the professional and social interaction with colleagues and learners that goes with it.
Wellbeing refers to our sense of self and our ability to live our lives as closely as possible to the way we want to. Digital wellbeing describes the contribution of technology to wellbeing and includes home working and remote learning, but there are potential risks to wellbeing in using technology.
This module is related to the Effective teaching and learning online module because supporting learning is a feature of effective TLA. With online learning, similar to learners in traditional content, support is needed to ensure learners can be successful.
It is difficult for teachers to maintain effective oversight of learning activity during remote online working. Records of learner logins can’t show if a learner was engaged in learning and making progress, or even physically present at a device.
Synchronous learning occurs when the teacher and learners are present in real time. Meeting face-to-face remains central to most statutory and higher education. Asynchronous learning allows learners to choose the time and place at which they learn. It depends on access to resources rather to a...
Using technology well in supporting remote learning can maintain most learning activity affected in closing the physical classroom. Some subjects, such as: joinery painting and hairdressing are harder to replace, especially, those that are lab or workshop based or programmes such as counselling...
Hashtags have become one of the most useful ways of finding and contributing to communities of practice.
This module looks at what they are, how to use them and some sector groups clustered around particular hashtags.
Digital note-taking tools exist to cover all of the situations when what you need is a platform for informal rough working: planning, preparing and structuring a task; making sketches and diagrams.
They are the digital equivalents of the back of an envelope or a blank sheet of paper, but they...
Intermittent and disrupted attendance of learners is an early warning sign of potential drop out or underachievement.
This module looks at the ways technology can help us to intervene early with effective solutions.
This module looks at why it's worth creating and delivering personalised learning pathways and how to make them work in practice.
It follows on from the Personalised learning pathways module.
A fundamental requirement for effective learning is to understand and be understood.
Inadequate language skills are a barrier at each stage of the learning journey.
This module looks at the ways technology can transform the learning experience and outcomes for ESOL learners and those who...
The culture that we grow up and live in can influence the way we prefer to communicate.
This module looks at how we can draw on this rich diversity to improve the learning experience for all.
Adopting digital technologies to collaborate and share practice beyond your own institution will enable you to:
- find out what colleagues in other organisation's in the sector are doing in their teaching.
- share, adapt and adopt good practice and learning objects and resources more...
Digital technologies have a particular value in their ability to be shared over distance and then viewed and worked on at different times.
This allows content and resources to be adapted, improved, questioned, have examples added, have gaps and other incompletions filled, and so on, completed...
Homework traditionally follows classwork: a teacher introduces the subject matter then homework reinforces the learning.
Now that facts and information are just a quick search away, learners need to know more than ever how to evaluate, understand and apply information.
This module is the first of a pair, with the New forms and formats for Blended Learning module following on.
This module looks at how changes in pedagogical thinking and our understanding of learning give the opportunity to renew the way we use technology in face-to-face learning.
A useful definition of Blended Learning is the “combination of face-to-face learning and dynamic digital activities and content that facilitate anytime/anyplace learning.” (Jisc, 2017).
This module follows on from the New forms and formats for face-to-face learning module and looks...
Knowing how to choose the right tool or app for a task is a key skill for life and work. It requires more than understanding the broad purpose and technical capabilities of tools and packages. It calls on a learner’s ability to analyse a problem, plan an activity, monitor progress and...
A Virtual Learning Environment (VLE) attempts to replicate in an online space everything learners might want to do and what a tutor might want to share as part of a programme of study. Learners are 'enrolled' to the course area. It contains a library, assignment and announcements areas....
Rather than faithfully represent an online version of a standard course, Virtual Learning Environments (VLEs) enable you to add extra features and offer learners:
- flexibility in engaging with learning material,
- an opportunity to repeat a learning activity for reinforcement, and
Producing effective online learning activities takes time, effort and creativity.
This module looks at the process of creating learning resources with the intention that they are shareable resources; making them available to others, driving the concept of collaborative creation in your own...
This module looks at the practical issues of how to build synchronous online learning into a balanced programme of online and face-to-face learning.
It examines the challenges of real-time online activity (technical, social and personal) and things you can do to ensure that learner experience...
Synchronised working uses technology to deliver learning normally done in a classroom or workshop, without having to be physically present in the room.
Learners can observe and take notes, but also engage with the teacher and fellow students.
All the benefits of working together,...
This module examines how we currently use the data available to us, how we might find ways to develop it further to improve teaching and learning and what the emerging field of learning analytics might contribute.
Formative assessment is a core part of instruction. It delivers challenge, embeds knowledge and enables learners to measure their own progress and needs; it is a natural candidate for delivery through technology.
Confidence in your digital practice comes from success: success in improving your teaching and learning rather than being good with gadgets.
This requires the capacity for personal critical reflection and a means to share what you did with colleagues, at your workplace and in wider...
We all have a preferred set of tools, apps and software that we use for teaching and learning. Making sure you know how to use this to the best of its ability is the first step to effective teaching and learning with technology.
Then, it’s time to extend your range. There are countless...
The best basis for improving practice is evidence from research. This often just confirms our own experience.
This module looks at metacognitive strategies and considers how technology might support their introduction into learning.
This module looks at ways to deal with technical problems that emerge while teaching.
Technical problems can happen at awkward moments in a session. There are some quick and simple ways to try to resolve them, but if these don’t work then teachers can turn the situation into pedagogical...
The embedding of digital technology across all forms of subject-assessment creates opportunities for developing learners’ transferable skills over and above vocational expertise that is at the core of their learning programmes.
This module looks at how you can make transferable skills...
Peer assessment happens when learners find inspiration and insight in the ideas, suggestions, criticisms, contributions and thoughts of other learners, relative to their own contributions. As a result, learners can refine actions, comments and contributions to make their own learning and work...
An e-portfolio is an online repository, belonging to and managed by the owner. It's a personal technology rather than shared, like a Virtual Learning Environment (VLE).
It contains artefacts added by the owner that are curated, arranged and presented, either in their own right or as...
Polling tools have stretched far beyond their original function of carrying out surveys and reporting results.
Anyone who bought goods or services online will have encountered them; they underpin user satisfaction reporting across the board in the burgeoning online retail market, from...
This module looks at how to improve the elements of an organisation's digital technology strategy that relate to accessibility and its significance for bringing about change in teaching and learning practice.
Legislation for accessibility changed in a very positive way with The Public Sector Bodies (Websites and Mobile Applications) (No. 2) Accessibility Regulations (2018). This module looks at how to stay on the right side of these regulations.
This module considers how issues of equitable access to digital technologies can have an impact on the quality of learning and how this may be redressed.
This module follows on from the module Creating inclusive content: Principles. It shows how the principles from Creating inclusive content: Principles can be applied to create resources that are good for all users.
This module looks at an individual's digital context based on personal access to the appropriate technology, their awareness of it, and the digital skills to make use of them.
This module looks at improving learner engagement by rethinking the use of technologies within the classroom.
It examines the possibilities for involving learners actively in sessions, embedded in a carefully structured approach to teaching face-to-face through technology.
This module explores the notion of face-to-face learning in a physical space such as a classroom and the place of technology in emerging pedagogy.
It describes a framework for considering the activities and intended outcomes of face-to-face interaction.
This module looks at a broad classification of learning disabilities and the forms of technology that are best suited to overcome the associated challenges to learning.
This module explores the use of spoken text through devices such as e-readers and eBooks to overcome barriers to learning for a range of learners, not only those with a sight impairment.
This module explores the range of accessibility assistance, from common mainstream software, apps and tools, through to the specialist or bespoke technology for complex individual needs, and its implications for teaching and learning practice.
This module looks at using technology to support the learning activities of SLDD learners who are working towards living independently.
A recorded teaching session can provide real opportunities for improving your teaching practice, especially if you share it with colleagues in a quality circle or improvement group where you all watch each other's recordings to review and reflect upon them.
This module looks at some of...
An increasingly important definition views learning as a change in long-term memory. Theories of effective teaching and learning focus on enabling the progressive acquisition of knowledge by learners.
This module looks at Barak Rosenshine’s widely used Principles of Instruction. They...
Technology makes meaningful personalisation a practical reality.
Assistive technology, with materials and resources designed for accessibility and inclusion provides the essential foundations to support learners with a disability or learning disadvantage.
This module looks at the ways in...
Written text remains the most common way of providing feedback to learners on their outcomes and performance in assessment.
Many digital tools are now available for creating and delivering written feedback in different formats and media, annotating, overwriting, converting speech to text,...
Computer-based tests and digital media are widely used in formative assessment.
This module looks at their use for enhancing low stakes summative assessment activities, where the goal is to test and confirm that a learner has completed a block of work, and for programmes such as NVQ, where...
Using videos, structured sets of annotated still images and sound recordings can be a great way to provide feedback.
This is particularly true when the work you are assessing is an event or performance of a task: when you want to know how well an apprentice changed a washer, not how well they...
Technology-based assessment has become increasingly sophisticated in the design of tests. This is through automating the collection, and the immediacy of the presentation, of the results.
Taking photos, making videos and creating sound recordings is easy work for anyone with access to a smartphone or tablet.
Once captured, image, video and audio files can be easily uploaded and stored online, edited, mixed with other evidence, shared for assessment and annotated for feedback....
This module looks at the impact on teaching strategy of learners who bring their own devices. This has implications for users of assistive technology and for those learners who prefer to work on their own devices.
This module shows some principles of good practice for creating content that meets the needs of learners with a disability or learning disadvantage.
Feedback response times are a critical lever for improving learner engagement and success. This module looks at how technology can support improved assessment and feedback methodologies and interventions, to lower turnaround time.
Quizzes have long been recognised as a useful method to test learners' knowledge and check their understanding, but they offer more than that.
Their effectiveness lies in their ability to be accessed when learners want to check learning and can be repeated as often as leaners want,...