Digital media and information technologies have changed the skills and competencies necessary for full participation in increasingly complex 21st Century life and workplace environments. To fully prepare K-12 students for these emerging realities, teachers need to engage their students in technology- and media-rich learning environments that provide experiences for building competencies in new digital literacy practices. This program will prepare participants to teach their students the 21st Century literacies and skills to succeed in the digital age. In this program students will explore and create a range of digital media (educational software, curriculum materials, gaming, mobile computing, social networks, digital stories) and reflect on their applications to educational issues in different disciplines and core content areas.

The program is designed to allow educators in a variety of learning environments to become leaders and mentors in the use of digital media and technology to promote 21st Century literacies and skills. Professionals who would benefit from this M.Ed. include classroom teachers, teacher leaders, higher education faculty, library and media specialists, reading and writing specialists, special education professionals, school administrators, adult literacy, community education, teacher professional development providers,  instructional designers, education policy makers, entrepreneurs interested in developing educational products or services and individuals seeking to build school community partnerships.

This program will prepare participants for:

  • Enacting educational change;
  • Designing multimedia environments for learning;
  • Engaging learners with student-centered digital age learning tools such as game-based learning, one-to-one computing, mobile technologies, and social networking sites;
  • Expanding pedagogical knowledge of literacy development as it pertains to new media;
  • Developing the skills, knowledge, ethical frameworks, and ¬†self-confidence needed for full participation in contemporary culture.

Program Outcomes

  • Investigate learning problems, and design and implement solutions with digital technologies through the use and development of new literacies;
  • Apply learning and curriculum theories to design, implement, and assess materials and resources that create meaningful and motivating learning environments;
  • Develop a broadened understanding of what it means to be literate in the digital age;
  • Leverage existing youth literacy practices to support academic success;
  • Make connections between school and community needs and resources;
  • Participate in a change process and provide leadership in helping members of professional teaching/learning communities adopt new technologies or practices.