Resources
Online technologies, recently embraced by seminaries to respond to changing student needs and demographics, compel practitioners to ask questions about the content, methods, and desired outcomes of teaching/learning experiences. Indeed, as Delamarter and Brunner have pointed out in this journal (2005), many seminaries have turned to these strategies only to find that the issues are not technological; rather, they are pedagogical. This article discusses the insights generated by one such teaching experiment, a hybrid course on religious education for social justice. Through this educational experiment, the professor and students discovered that the format of the hybrid course proved to be an effective means by which to promote the praxis of social justice as well as develop some of the skills essential for effective ministry and education. The article begins with the rationale of the course design and content and continues with the perspectives of the students and instructor in reflection on the experiment. It concludes with some preliminary insights into the potential usefulness of hybrid learning for both peace and justice education as well as its value in the overall formation of educators and ministers.
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining how to integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information,additional resources and further examples. (From the Publisher)
A discussion about how instructors can host a hospitable online learning environment can address one of the fundamental philosophical and theological concerns frequently expressed about online learning – the loss of face-to-face interaction and, with it, the loss of community building (cf. Delamarter 2005, 138). This perceived link between physical presence and community creation, sometimes articulated, frequently assumed, often stands in the way of instructors, administrators, and even institutions fully embracing online learning. This article will argue that when one gives due attention to hospitality, the potential for building online community is greatly enhanced, and with it comes a more effective pedagogical strategy for deep learning. It will conclude with some general recommendations for employing hospitality for building online learning communities.
The exploration described is rooted in the projects of five participants in the 2004/05 Wabash Workshop for Pre-Tenure Theological Faculty (led by Toni Craven and assisted by Daisy Machado and Steve Delamarter). All the projects related technology and pedagogy. Javier Alanís (Lutheran Seminary Program in the Southwest) wanted to use images to help his students engage various concepts of the Trinity, being sensitive all the while to an educational context marked by all kinds of diversity. Russell Haitch (Bethany Theological Seminary) was brought into the world of online teaching and found himself trying to assess its potential from the standpoints of scripture, reason, experience, and a trinitarian theological-anthropology. Mark Vitalis Hoffman (Lutheran Theological Seminary at Gettysburg) wanted to help his students experience a fresh encounter with Jesus' parables and ended up in the esoteric field of video gaming theory (ludology) for help in conceiving an environment and process interactive enough to do justice to all of the possibilities. Arun Jones (Austin Seminary) wondered how he might use historical images of mission work in India to help his students experience some of the issues surrounding intercultural ministry. Brent A. Strawn (Candler School of Theology, Emory University) had some vexing and complex concepts relating to Old Testament introduction (the nature of the interactions between biblical narratives and ancient Near Eastern texts) that required new points of access in order to be able to capture the understanding and imagination of contemporary students in his setting. Over the course of the year together (one week in June 2004, a weekend in January 2005, and a week in June 2005), participants worked on their project as all of us in the workshop explored issues of teaching and learning.
Reformed Theological Seminary's Virtual Campus has successfully taught the biblical languages online since 1999. This article describes the theoretical principles that underlie the design and asynchronous delivery of online Greek and Hebrew to part-time adult distance students. The structure and administration of the courses is discussed, as well as how the students interact with their instructor and with the material. The fields of Adult Education, Learner Autonomy, and Distance Education suggest that online students must learn differently than traditional in-class students by being more responsible for their learning. Research also suggests that online instructors must teach differently, assuming a role more like a learning coach. Finally, the literature suggests that institutions must interact with distance students differently than traditional in-class students. The article concludes with a definition of "success" in these courses and description of the time commitment expected of faculty in these courses.
The challenge of learning to teach online leads a junior faculty person to achieve greater levels of teaching satisfaction and proficiency overall. For this professor transitioning an on-campus pastoral liturgy course to an online environment brings about serendipitous discoveries that allow him to do more than survive as a frustrated teacher. The transition creates a revolution in one professor's whole approach to teaching.
Face-to-face, hybrid, and online courses are part of the panoply of course options available to students and teachers in the twenty-first century. This essay tackles the promise of hybrid courses for enhancing student learning in seminary contexts. The author contends that the introduction of hybrid instruction prompts faculty to revisit questions about pedagogy and improves student learning.
Journal Issue. Full text is available online.
Information technology is bringing change to theological education. Computer-mediated instruction has been employed for teaching basic factual materials and for providing study resources. Information technology has been helpful as an instructional aid using the drill and practice format, but how can it promote learning in more complex areas of knowledge acquisition such as analysis, synthesis, and creative judgment? Gordon-Conwell Theological Seminary in Charlotte, N.C. developed an online course to teach Hebrew exegesis. A theory-driven pedagogy was employed that used a Web-based instructional design to promote asynchronous learning, collaborative projects, and peer review. This article presents the rationale and design for the class, a narrative of the class experience, and an evaluation of results. Outcomes of the class experience and suggestions for application of technology to other subject areas are included.
The questions raised by the integration of digital technologies into theology and pedagogy are broader than simple questions of how to use a particular tool. Instead, this integration raises cultural questions that require cultural interventions in response. Shweder's notion of "thinking through others" provides an evocative framework for envisioning more complex pedagogical responses. This essay is based on a presentation delivered to the first annual conference on Theology and Pedagogy in Cyberspace, held in Evanston, Illinois on 19–20 April 2001.