Online/Blended Degree and Certificate Programs

Curriculum

 
The online M.A. in Educational Technology provides students with technical skills, problem-solving capabilities. and theoretical and practical knowledge about teaching and learning that includes:

  • Multimedia editing
  • Web design
  • Educational game design
  • Instructional design
  • Programming in Python, JavaScript, HTML5 and CSS
  • Data mining
  • Learning sciences
  • Theories of knowledge
  • Research methods

An array of electives and special topic courses enable you to gain exposure to the latest innovations in areas that may include:

  • Video games and learning
  • Social media
  • Mobile learning
  • Makerspace
  • Assistive technology
  • Educational video production

Credits required to graduate: 32


Program Structure

The online M.A. in Educational Technology is a 32-credit program that students can complete on a full-time or part-time basis. Full-time students typically enroll in 3–4 courses per semester, while part-time students typically enroll in 2–3 courses per semester. Most students complete the program in two years.


Online Learning Environment

All online M.A. in Educational Technology courses are delivered on the Moodle learning management system.

Students can view recorded lectures and complete related assignments and discussions largely on their own time. Students may, however, be expected to attend live video classes once per week.

Students typically devote 5 hours per class per week to coursework. Though the online format provides flexibility, most assignments must be completed on schedule.

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Online M.A. in Educational Technology Courses

This course explores how multimedia, texting, chat, status updates, and hypertext change the way we read and interpret texts. Students study various theories of literacy and how it changes with the introduction of digital technologies. Readings include selections on new media, new literacy, multiliteracies, multimedia cognition, and visual semantics.

In this course, students learn the foundations of instructional design and understand how to integrate technology in meaningful ways in K-12, higher education or other educational settings. Students also learn how to develop and assess learning plans that are aligned to technology standards and/or other learning outcomes.

This course provides an introduction to computer programming using an object-oriented language, such as JAVA or C++. Students also learn selection and repetition, arrays, procedures, functions, and polymorphism, as well as applications to simple problems.

In this course, students learn techniques of web programming to develop interactive, educational media. Using the Python programming language and web development technologies (HTML5, Javascript, CSS), students gain practice in the object-oriented programming and design of interactive software. For their final project, students will create their own educational website.

In this course, students are introduced to major critical views on technology, culture, society, and education. Students are also exposed to perspectives and ideologies such as Marxist, feminist, and posthumanism. These positions will help students analyze and contextualize the role of technology along sociotechnical, historical, political, pedagogical, and ethical lines.

From a foundation of computer networks and systems, this course expands to cover instructional technology infrastructure: file systems, users, wired and wireless networks, email, web servers, computer labs, and common educational software services. This course focuses on Free Software, where the source code is free to use, study, or modify.

Prerequisite: CSC 602

In this course, students investigate methods for determining if a given technology contributes to a stronger educational experience. Reviewing the body of research on educational technology, students will probe the merits of different methodologies. Students learn how to develop good research questions and choose methodologies to conduct their own investigations.

This course explores how digital media can best support learning. Working on semester-long projects, students learn about interaction and instructional design. In this hands-on-studio, develop and extend skills in multimedia authoring: digital images/audio/video, web design, HTML/CSS/Javascript, web programming. Students apply these skills to create original educational resources.

The integrative Masters Project is a tutorial arranged with a faculty member where students pursue topics of their interest in the form of integrative educational media development or research projects. Projects demonstrate mastery of instructional design tools and concepts in the form of original creative or scholarly work.

Note: Independent study form required

Elective Courses:

Choose any two or substitute with approved special topics course.

In this course, students study online learning in distance and blended classes, and in virtual schools in both higher education and K-12 settings. Looking at pedagogy, best practices, interactivity and student-centered design, this class considers the positive and negative potential of online learning in terms of universal accessibility, teacher development, economic sustainability.

Video games are one of the most successful entertainment forms among teenagers and adults alike. Their potential role in the classroom continues to be a subject of debate. This course introduces students to the key topics in the field, including game theory, design, genre and learning principles contained in games.

Most of the world connects to the Internet from mobile phones. Android tablets and iPads are filtering into schools and the hands of children. Students carry significant computing power in their pockets. This course considers how mobile computing forces us to reconsider the time and the place of learning.

Social media pervades our social life, with implications for education, business and beyond. This course examines the sociological and psychological impacts, benefits and risks of social media. Students explore social networking sites, (micro) blogs, video, and wikis; focusing on their use in classrooms to build community, develop literacy, and foster critical thinking.