Studying at the University of Verona

Here you can find information on the organisational aspects of the Programme, lecture timetables, learning activities and useful contact details for your time at the University, from enrolment to graduation.

The Study Plan includes all modules, teaching and learning activities that each student will need to undertake during their time at the University.
Please select your Study Plan based on your enrollment year.

CURRICULUM TIPO:

2° Year   activated in the A.Y. 2016/2017

ModulesCreditsTAFSSD
A course to be chosen among the following
A course to be chosen among the following
A course to be chosen among the following

3° Year   activated in the A.Y. 2017/2018

ModulesCreditsTAFSSD
A course to be chosen among the following
activated in the A.Y. 2016/2017
ModulesCreditsTAFSSD
A course to be chosen among the following
A course to be chosen among the following
A course to be chosen among the following
activated in the A.Y. 2017/2018
ModulesCreditsTAFSSD
A course to be chosen among the following
Modules Credits TAF SSD
Between the years: 1°- 2°- 3°

Legend | Type of training activity (TTA)

TAF (Type of Educational Activity) All courses and activities are classified into different types of educational activities, indicated by a letter.




S Placements in companies, public or private institutions and professional associations

Teaching code

4S02405

Credits

6

Language

Italian

Scientific Disciplinary Sector (SSD)

INF/01 - INFORMATICS

Period

Sem. IIA dal Feb 27, 2017 al Apr 22, 2017.

Learning outcomes

At the end of the activity participants will be able to:
learn the main theoretical foundations of computer science;
list the purely conceptual aspects of the discipline that are reflected and application value and practice in technology and multimedia component;
use specific cloud environments and tools;
plan, organize and implement coherent and consistent educational projects, Teaching, inspired by the techniques of Instructional Design and principles of Multimedia Learning.

Program

- The main theoretical foundations of information technology.
- The hardware and software components.
- The Office automation applications.
- The multimedia technologies and digital formats.
- Internet, www, web 2.0 and 3.0.
- The information and multimedia technologies to strengthen the teaching / learning process.
- The techniques of Instrucional Design and the principles of Multimedia Learning for teaching.
- Cloud computing and web based applications for multimedia educational projects.
- The social and cooperative learning environments.
- The LMS platforms, e-learning, mobile learning, the LIM, Learning objects and apps.

During the lectures will be given space to laboratory activities aimed at exploring cloud environments and experiment tools to support teaching, so that the students can develop skills aimed at planning and implementation of multimedia educational projects.

REFERENCES TO REVIEW
- G.B. Ronsivalle, S. Paper, M. Orlando, ".get the Education Technology Guide. Computer and Multimedia for educators and training professionals," Maggs Publisher, 2013. ISBN: 8838777905.
- Slides of the lessons, the teacher notes and any additional resources that will be available in the virtual classroom of the course.

Reference texts
Author Title Publishing house Year ISBN Notes
Gaetano Bruno Ronsivalle, Simona Carta, Marisa Orlando .GET Guida all’Education Technology Informatica e multimedialità per educatori, docenti e professionisti della formazione Maggioli Editore 2013 8838777905

Examination Methods

During the first lesson we will be explained two paths, one for attending students, the other for non-attending students, and each student must declare in that case their choice. However, if the number of attending students exceeds the number of places available in the laboratory, for all it will be provided for the path 2 only.

ROUTE 1 - FOR ATTENDING - 12 LESSONS TOTAL
During the first 4 lessons will be presented content, different cloud environments and methods of design of digital artifacts.
8 of the following lessons:
• 4 lessons will take place in the classroom, they will address the expected content and space will be given to the digital product design activities;
• 4 lessons will take place in the laboratory; each participant during each of these classes, will have to produce and load in the platform design card and a digital artifact, produced with a specific environment and with certain content as will be explained by the teacher at the beginning of the lesson.
For each piece of digital artifact it will be given a maximum score of 8 points. The final grade will be the sum of the votes allocated to the 4 digital artifacts produced and uploaded during the 4 laboratory classes where this is provided. In the event of a total score above 30 points, it will be given praise.
During each meeting we will be made to the present appeal and signature collection (even during the first lesson). maximum allowed absences: 3 lessons of which only 1 between the 4 provided in the laboratory (with preclusion, in this case, the digital delivery of the artefact). In case of higher usage of absence it will be necessary to support the test exam scheduled for PATH 2.

ROUTE 2 - FOR NOT ATTENDING
The assessment will be done through a written test structured.
Who pass the written test, to improve their marks and / or get the praise, it will be given the opportunity of an interview on a volume to be chosen from:
H. Jenkins (2013), Culture and participatory digital skills, Guerini Studio, Varese
Antinucci F. (2001), Computer for a child. Play, learn, create, Editori Laterza, Roma-Bari
Ferri P. (2011), Digital Natives, Bruno Mondadori, Milano-Torino

The ability to improve the grade, in front of a minimum total rating of 18/30, will be given also to the path students 1.

Students with disabilities or specific learning disorders (SLD), who intend to request the adaptation of the exam, must follow the instructions given HERE