Learning Sciences and Engineering Professional Master’s Program Ken Koedinger Vincent Aleven Albert Corbett Carolyn Rosé Justine Cassell Educational Goal Increase the amount of knowledge we export and our impact on the world by opening our leading-edge educational system to a new population of carefully selected students Target Students • Targeting individuals who plan to work in industry • toy companies, educational materials publishers, private and public k12 schools and universities, and educational testing companies • Diverse student backgrounds • May come in with a Bachelor’s degree or Master’s degree • Any of the following fields: computer science, information technologies, education, psychology, design or business Program Goals • Students will gain the knowledge, skills, and techniques to develop and evaluate programs in learning settings • Schools to workplaces, museums to computer-based environments • Formal, informal and non-traditional educational settings • Graduates of the program will take key positions in professional and academic settings • Corporations • private and public universities • Schools • Target careers: • Designers, developers, and evaluators of educational technologies and learning environments • Domain experts, learning technology policy-makers, or Chief Technology Officers Brief Curriculum Overview Flagship Courses • E-Learning Principles • Methods • Interaction Design Fundamentals • Programming User Interfaces User Centered Design Methodology Learning Sciences Theory LSE MS Computer Science Design Core Courses • • • • • • • • • E-Learning Principles Educational Goals, Instruction and Assessment Interaction Design Fundamentals Programming Usable Interfaces Methods Role of Technology in Learning in the 21st Century Software Structures for User Interfaces User Interface Lab Project I and II Brief Curriculum Overview • Professional Master’s program • 4 core areas: Learning Sciences Theories, Design, Methods, and Technology • 1 year in duration (or 2 year part-time option) 4 Elective Courses Graduates will be able to • Design, develop, and implement advanced educational solutions • Make use of state-of-the-art technologies and methods • artificial intelligence • machine learning • language technologies • intelligent tutoring systems • educational data mining • tangible interfaces Graduates will be able to • Understand how these technologies can be applied to engineer and implement innovative and effective educational solutions • Understand cognitive and social psychology principles relevant to research-informed instructional design • Understand the role of and have skills in using psychometric and educational data mining methods in evaluating and improving educational solutions Graduates will be able to • Create solutions that not only enhance learning, but are also desirable using instructional and interaction design skills • Be able to develop continual improvement programs that employ "in vivo" experiments and educational data mining to reliably identify best practices and opportunities for change Broader Impact of Program • Training students for careers in design, implementation, and evaluation of educational interventions based in learning science and design thinking. • Expanding our impact into industry as well as academic environments. • Building connections between CMU and educational technology companies that could potentially result in research collaborations. • Filling the industry need for educational professionals with training in advanced technology, cognitive, social, and learning sciences. • Giving students practical experience in the development of educational technology and courseware based on sound scientific principles and studies. Questions? Accepting Applications starting in Dec 2012