Approaches to Using the Updated Rubric
Quality Implementation in Crisis and Improvisation
This conference was originally planned to be held in New York City, but we all find ourselves in a very different place and state of mind today. As the QM East conference winds down, this part of the program will open up a space to reflect on what the Covid-19 emergency measures have meant for quality initiatives across institutions (for better, for worse, and as yet to be seen!). How has this time of remote instruction shifted your thinking about the QM Rubric? Are some elements more important than others during a time of crisis? What tools have you used to communicate quality standards (QM checklist) and what have you decided is not as important? We'll present our own timeline for shifting from remote instruction back to digital learning and compare notes from this historic moment.
Learning Objectives:
Discuss how universities have tried to balance effectiveness with the short-term demands for remote
Reflect on how the current situation shifts your thinking about elements on the QM Higher Ed Rubric.
List some possible medium-term goals that would benefit distance education in your setting.
Intended Audience: Role
Instructional Designers
Intended Audience: Knowledge Level
Experienced with QM
New to QM
Gigi Dillon, Senior Instructional Designer, UNC Chapel Hill
Gigi Dillon is the Senior Instructional Designer at the Office of Digital and Lifelong Learning at UNC-Chapel Hill. She has been working with learning design and educational technology since 2005. Her current interests focus on: quality measures for online learning, curriculum and program design, and social-emotional experiences in the digital learning ecosystem.
Paul Wolff, Instructional Design Manager, UNC Chapel Hill
Paul is a highly motivated educator and a lifelong learner. Paul holds a BA in History, an MA in Teaching, and an MS in Information Science, all from UNC-Chapel Hill. He recently earned an Ed.D. with a focus in Educational Technology from the University of Florida. Paul’s research interests include gamification, game-based learning, and distance education.