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Developing AI Literacy Across the Curriculum: A Guide for Programs and Faculty
The rapid integration of AI into professional practice across disciplines makes AI literacy increasingly crucial, not just for technology-focused fields but for all areas of study. Even faculty who are skeptical of AI's value need to consider how it's transforming their disciplines. For example, scientific fields are seeing AI adoption in literature reviews, experimental design, and data analysis. In the humanities, AI tools are already being used for textual analysis, translation, and content creation. Creative disciplines must grapple with AI's impact on artistic production and copyright. Professional programs face increasing pressure from employers who expect graduates to understand AI applications in their field.
Fostering Deep Learning and Motivation in the AI Era
As generative artificial intelligence (genAI) reshapes the educational landscape, faculty must rethink traditional assessment strategies to maintain academic integrity and real-world relevance. This piece explores strategies for creating effective assessments in an AI-mediated world, focusing on two key areas: collaborative activities that develop essential human skills, and formative assessments that emphasize personal growth and deep learning. These approaches not only address concerns about AI misuse but also prepare students for future workplaces where human capabilities will complement AI tools.
Engagement Series: Introduction
There are many components to consider when developing an online course; a key framework to inform course development is student engagement. The Glossary of Education Reform defines student engagement as “the degree of attention, curiosity, interest, optimism, and passion that students show when they are learning or being taught, which extends to the level of motivation they have to learn and progress in their education” (Great Schools Partnership, 2016, para. 1). Developing and evaluating course content through the lens of engagement can help instructors create an environment that is conducive to learning and mastery of course outcomes.
10 Key Considerations for Online Course Development
Designing and delivering effective online courses requires careful consideration of numerous factors. As a result, it can be difficult to determine where to begin in the process, particularly for course developers and instructors who are new to online learning. This piece presents a curated list of resources aligned with 10 key considerations applicable across academic disciplines and degree programs.
Quizzes for the Multimodal Course
From trivia games to final exams, quizzing tools have a variety of uses for learning as well as assessment. Exams and quizzes have a particularly plentiful range of possibilities in a multimodal or hybrid course, where they can be administered synchronously or asynchronously. Research suggests that the presentation of a tool influences student behavior in response to the tool. When comparing two student discussion boards, one an ungraded discussion and one a graded replacement for a final exam, Cheng et al. (2013) found that students displayed more knowledge on the graded board but more evidence of learning on the ungraded board. The students who participated in the study were more likely to grapple with new ideas when the stakes were low but more eager to showcase topics they were confident about when their responses would have a greater impact on their grades. When considering quizzing tools, we recommend allowing your course goals to guide your usage.
Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).