– John Carpenter
MEd with a concentration in Educational Technology Management
It’s working through the problem and reaching the solution that counts. But doing it with style? That’s what makes it fun. At TU, you can expand your teaching skills by learning management systems, web-based apps, game-based learning and the use of multimedia and technology for better efficiency in instruction.
Graduate Program Tabs
This program will prepare students to provide leadership for transforming education at all levels through the use and implementation of technology. When technology is applied educational learning processes, student learning is improved and accelerated. This program will prepare students to plan, manage, train, and integrate technology into educational settings. Graduates completing this program will be able to find positions in schools and other educational organizations implementing the adoption of technology and digital media to fulfill the educational objectives of the organization.
Educational Technology Management Concentration 8 hours
- EDU586 Instructional Design Principles
- EDU591 Learning Management Systems
- EDU605 Game Based Learning and Analytics
- EDU619 Challenges in the Use of Technology in Education
- EDU625 Functions of Web Based Apps in Education
- EDU637 Legal and Regulatory Issues in the Use of Educational Technologies
MEd Core Curriculum 14 hours
- EDU532 Diversity In Education
- EDU536 Philosophy of Education
- EDU547 Technology for Educators
- EDU552 Educational Leadership
- EDU572 World History of Education
- EDU611 Psychology of Learning
- EDU615 Ethical & Legal Issues in Education
RESEARCH Total 4 hours
- EDU541/510 Educational Research
- EDU680 Capstone Seminar
Total MEd 30 hours
This is a sample course sequence to illustrate course offerings for this major. Consult the official Academic Bulletin for detailed registration and advising information.
Online - Offered in two 7-week terms per semester starting in January, March, May, July, August and October
Instructional Design Principles (EDU586) - This course covers the process of instruction through the analysis of learning needs and systematic development of learning materials. The course covers how technology and multimedia can be used as tools to enhance instruction and to enhance the assessment of the learning process.
Learning Management Systems (EDU591) - Educators must successfully add to current curriculum by using learning management systems, with the goal of teaching students not only curriculum content, but also how to use technology to complete tasks necessary to the skills of all future employees. This course reviews the student perspective in learning, using learning managements systems inside and outside the classroom, using learning managements systems for students with special abilities and/or disabilities and using learning management systems for total online learning within both educational organizations and in educational arms of other organizations.
Game Based Learning and Analytics (EDU605) - Digital game-based learning (DGBL) is an instructional method that incorporates educational content and learning principles into digital games. The student will learn to identify the components of quality digital games, integration of DGBL with other types of learning curriculum, designing DGBL, and using DGBL with special needs learners. Challenges in the Use of Technology in Education (EDU619) - This course discusses and analyzes the challenges facing educators in implementing technological advancements in technology In order to increase efficiency and efficacy in learning. Perspectives of educational challenges from the student, teacher, facilitator and administrator are covered.
Functions of Web Based Apps in Education (EDU625) - This course guides educators in transforming curriculum and courses through using web sources and applications. The course covers construction of curriculum delivery using apps. Both open web source apps and open source materials through app delivery are covered. The course will cover newly developed apps that can be used to support educational objectives.