Sunday, August 8, 2010

Motivated to Learn


I am a geek and I have no fear when playing with new technology. Sometimes I get ahead of myself when trying to help others embrace a program or application because they do not feel like they can “be wrong” or that their actions might break the internet…seriously. I have led several workshops on a variety of topics and the common attitude is one of apprehension. Teachers are willing to learn novel ideas as long as the information is relevant to their goals both professionally and personally.

For instance, I had a group of about ten teachers and some office staff in training on Excel. The training was voluntary, but I still had participants that were not comfortable sending email attachments. I did not try to sustain their attention for more than three minutes at a time, because I knew that showing them the features were not as important as having them use the program and think of how to use it in the classroom. I gave them all some sample data to play with and acted more as a facilitator as I circulated the computer lab. Pretty soon, I could hear squeals of excitement (literally) from teachers as they discovered how Excel could make their work so much easier. Also, teaching technology conceptually helped them to understand which tool to select for which job, i.e. “Excel is not just for making class lists.”

Now, if I had sat them all in a conference room and read a presentation with screen shots, I do not think that I would have had the same outcome. Keller’s Model of Motivation is a good set of guidelines for helping learners adopt technology. I have used elements of the ARCS model without knowing that I was doing so! In reflection, it seems like common sense or good teaching practice that can sometimes be overlooked.
If you sustain the Attention of a learner by allowing them the opportunity to play with the tech more than you talk about it they will become more comfortable and less intimidated. Make the tech Relevant to their personal or professional goals by introducing tools that will make teaching easier. Explicitly demonstrate how the technology will help the learner achieve their goals.
Then, build the learner’s Confidence through small, achievable tasks, like adding color to a cell in Excel. Confidence can also be gained by having clear objectives about what the student should be able to do by the end of the training. Finally, in all of my training I have teachers do a follow up activity or visit their class to see how they are incorporating Excel into their class.
The Satisfaction component of Keller’s model seems elusive, but can be achieved through awarding points for professional development or as simple as a teacher saving time by using technology.

Thursday, August 5, 2010

Wednesday, July 28, 2010

Connectivism


To be honest, I had not really thought too deeply about how much technology, specifically the internet, has positively affected my life. I still have traditional networks for information, but computers have enabled me to learn about any topic that captures my attention. The way I used to learn before the internet was mainly through books and public television. Now, I use my critical thinking skills that I have developed throughout my life and various sources of credible information to construct knowledge. When I think about how my type of learning relates to connectivism I cannot help but draw a comparison to schema theory; in that I always accommodate new knowledge with something I have learned or makes sense to me. For instance, the other day I was reading about new research on the effects of observation and quantum behavior of particles and I had to use an analogy because the concept was new and complex. The conjecture was that a particle will behave differently if it is observed in the future—or the future influences the past. Aside from all of the jargon and mathematics, I read from a few more sources and likened this new information to having somebody from the future tell you that you are going to do something specific. Once you know your “destiny,” Your behavior changes. The very act of the new information (which rests on particles being able to travel in bidirectional timespace) changes one’s behavior: fascinating. Of course, this has only been observed on an atomic scale….but I digress.

The tool I most rely on is the internet, but I do not approach any information as fact unless it can be verified. I think this is an important consideration with connectivism, that teachers must monitor the sources of information to which their students have access until the students are able to discriminate between what is valid and what is purely conjecture. In addition to the internet, I tend to use books and journals for access to reliable information. No matter how geeky I get, it seems that the written word in a book or journal is nice to have as a reference just as much as having access to it on the net.

Sunday, July 11, 2010

The Motivation to Collaborate


Do people want to interact as part of a group? On a fundamental level (at least in a historical sense) people have learned that cooperation is sometimes necessary in order to achieve certain goals. Once you define said goals I believe it is necessary to understand a person's motivations for helping a collective group; e.g. is there coercion? what is the value of the individual in the sociocultural view? does the individual have a choice?

Rheingold suggests that there are certain reasons why someone would help or share with others that generally involve some reward or benefit for the individual; I agree with this statement. Whether it be survival or the chance to accumulate more wealth, individuals will work together not through a biological drive, but as a measure to receive reward,achieve recognition, or to avoid punishment. I think that this is especially prevalent in the shrinking world that has been created by the internet--the individual is being lost in the collective that is the World Wide Web. I would argue that collaboration in the sense of Wikipedia is an attempt for some to share their knowledge, but for others it is an attempt to be heard or recognized. Collaboration does not always produce positive results and it is imperative that interactions within the educational setting are appropriately monitored to ensure that positive and productive progress is being made towards predefined goals.

Tools for collaboration can be used effectively to support Constructivist learning and situated cognition provided that the interactions between members are facilitated by a knowledgeable person to model behaviors for students. Wikispaces, Glogster, and Google Docs are widely available and free tools that encourage active learning through collaboration. Members of a class or team can use the medium to create and share knowledge to solve problems while also providing feedback to each other, which is especially useful for building a sense of community that is not limited by time or location. An important aspect of online collaboration is that all of the material is dynamic and users can share videos or digital recordings and see a record of their progress. The instructor in this environment challenges students by asking questions, encouraging peer interaction, and providing appropriate tools for students to incorporate into their projects. Tools are important, but no matter how intuitive the technology a model needs to be in place for students to observe and reflect upon to build meaningful connections to the information that has been presented.

Wednesday, June 30, 2010

Constructive Discourse and Learning Theories

Open and honest debate is essential to scholarly inquiry. Though at times I wonder how some theories have become so widespread, I realize that knowledge acquisition is viewed differently based on historical context and the value placed on the individual. While Kerr and Kapp’s views most closely match my own it does not make them any more or less correct than the views of Downes. Behaviorism is not dead; in fact many components are integrated into educational technology and serve as a valuable method of instruction for all levels of student ability. Cognitivism provides a different and divergent way of explaining how we learn, but does not completely account for more complex processes like language acquisition and biology. In isolation, theory no matter how comprehensive, only serves to exclude other empirically-based points of view and stalls open dialogue that is crucial for deepening our understanding.

Perspective is a funny thing. The value we place on the individual in a learning context influences how we view education. Behaviorism was an important first step in developing our understanding and we do not want to abandon parts of the theories, nor do we want to blindly adopt theories of cognition without the understanding that certain tasks are best accomplished through rote learning and reinforcement. As our knowledge base increases and technology improves to a degree that we can develop our understanding of the multifaceted and complex relationship of the learner to the environment, we can better explain certain aspects of learning; however, a unified theory of learning would have to be comprised of parts of all schools of thought.

Regardless of the theory each has a place in the classroom; tools in your arsenal.

Tuesday, June 15, 2010

What does learning look like to you?


Questions about how individuals learn best reflect the time in which they were first asked. As technology evolves into ways that more accurately reflect the complexities of the human mind, we are better able to comprehend what constitutes real "learning." Behaviorists are concerned with measurable changes consistent with reinforcement, while Cognitivists rely on structured learning environments with a strong emphasis on biological systems of memory and recall. The most accurate, at least in the current day, are the Constructivists who believe that the student is central to instruction and that learning is an active process that requires input and feedback to develop proficiency. The purpose of educational technology is to develop tools and strategies to put theory into practice in practical ways.

The best analogy that I can use for Theories of Learning is the story of the Six Blind Men and an Elephant. Depending on where each person stands in relation to the elephant is how they interpret what the animal looks like. While no one person is able to completely describe the elephant, each accurately describes what he "sees" based on his schema. Whether or not they are correct individually is moot--what matters is that together they form a more or less complete picture based on a frame of reference. In isolation learning theories do little more than attempt to explain a phenomenon; however, when used in conjunction with effective pedagogy and technology form the palette from which the teacher can create knowledge. In the future we may completely change how we view learning based on improved technology...and that is alright, because it is how we develop our understanding based on our collective accumulation of knowledge and research.

Sunday, May 23, 2010

The Digital Divide


Living in a rural community provides many challenges as well as opportunities. In my county we have a high number of students with special needs (English language learners) and those who are economically disadvantaged. While there can be no strong argument against using technology, many of these students either do not have a computer at home or internet access. What use is having a vast number of resources on the internet if only half of our student population can access it from home? An informal survey of my students gave credence to the Digital Divide: out of my nearly seventy students, only about 20 had computers, while 10 had access to high speed internet. Conversely, each student in my class had either their own personal cell phone or had access to one in their home. Forget all of the high speed hardware heavy computers that are advertized, most users only need very basic devices to connect to the internet and perform every day productivity tasks. For our communities, and in a broader sense people who are disadvantaged throughout the world, our emphasis should be on providing access to mobile devices and wireless networks. I recently read about a program provided by UNESCO to bring literacy to women in Pakistan. The simplicity and low cost is what really struck me—a modest investment in a cell phone and SMS created an opportunity for a population that may not ever have the luxury of attending school.

As a current and future leader in educational technology, I can ensure equal access by making sound decisions about the types of technology we use in the classroom. Rather than purchase proprietary operating systems and expensive site licenses, we can opt for an open-source alternative. Grants may provide some resources, but must be approached cautiously as the long term cost may outweigh the short term benefits. Additionally, I can strongly advocate for the integration of mobile devices into our curriculum as both the functionality and price are ideal for students of all ages and grade levels. Part of this advocacy may include developing a curriculum for pilot program that uses mobile devices in a classroom setting.

The Digital Divide exists throughout the modern world and it is unrealistic to expect access to the internet and other resources will be equal; however, schools can make better use of their resources by developing technology plans that utilize the free open-source resources that are available and saving the bulk of their technology budgets to create programs to introduce mobile computing to students.

Wednesday, May 12, 2010

Red Queens?

The movie rental business is what could be referred to as a “Red Queen.” Competition to control the market share has produced myriad innovations, including: in home delivery, video on demand, streaming video, and hybrid models. For instance, I was required to view a movie for on of my courses and within one day I was able to obtain a copy, view it, and then mail it back to Netflix. The low comparative price and convenience of Netflix has made it one of the best innovations for home entertainment in the past few years. Additionally, many television shows are also available to be viewed and for a small price, less than a cable subscription, one can watch programs from HBO, Showtime, or Starz whenever they would like.

Video on demand is the next wave for the VHS, DVD, and Blu-Ray rhyme. As the popularity of mobile devices grows, so to does the need to develop the technology to make one’s media catalog portable as well. Even though free alternatives in the form of YouTube and Hulu among others are available, video on demand is of higher quality and has a larger selection of content. The vast storage capability of home computers and mobile devices makes the need to store data on a CD or DVD impractical.

I find myself watching movies that I would not otherwise go to see in the theater (or want to be seen renting at a video store), because of all the options available through Netflix and the internet. In a sense, Netflix and video on demand has rekindled my love of movies and with the ability to provide feedback, has recommended movies based on my preferences that I may not have seen otherwise. I see the next wave of technology along this vein as the competition becomes more intense as a service that allows users to watch movies the moment they are released in the theaters, effectively making movie going an experience rather than a necessity.

Thursday, April 29, 2010

Disruptive Tech: SL and its Potential as a Learning Medium


How do we reinvent the landscape of education? We limit ourselves as educators by relying on textbooks and other static technologies. To fully realize the learning power of collaboration and immersive environments educators at all levels can harness the disruptive technology inherent in Second Life (SL). Not only does SL enable a student to experience learning in exotic locales, it also provides a learning medium that is perfectly suited for connectivist pedagogy (Thomas, 2010). With a small investment of resources an interested educator could create a learning space for students throughout the world, thus opening their sphere of influence and developing cross-cultural exchanges.

Though not specifically created for education, SL is a world where individuals can effectively “live” beyond their physical self. Someone who has a disability that limits his or her movement in real life (IRL) can visit places in vivid detail that may otherwise be out of reach; or enable a person with hearing impairment to communicate without the need of an interpreter or any special applications. Artists and designers can create works of art and sell their wares in SL’s virtual economy. One can even have a job in SL and transfer their earnings IRL and make a decent living doing so. In the decade or so that SL has been in existence it has established a new frontier for virtual worlds and helped to create a place for Residents to shape in whatever way they choose (Linden Research, n.d.).

Second Life is not a perfect platform for education and much of its content is tailored towards adult audiences, though a separate “grid” exists for teens. Also, the educator who chooses to use SL has to have a fair amount of technical knowledge and SL is not nearly as stable as it needs to be for daily instructional events. Despite some of the drawbacks, SL is setting the standard for the way instructional design may look in the future and altering the way we think about developing the necessary skills for students to be successful in the Digital Age. SL still has a few years before it is outmoded by a more reliable platform combined with the functionality of realistic 3D technology.


References

Linden Research, Inc. (n.d.). About Linden Lab. Retrieved April 28, 2010 from, http://lindenlab.com/about

Thomas, H. (2010). Learning spaces, learning environments and the dis‘placement’ of learning. British Journal of Educational Technology, 41(3), 502-511. doi:10.1111/j.1467-8535.2009.00974.x.

Thursday, April 15, 2010

Rhyming and Sharing

I think back to the wonder of kindergarten show-and-tell and how sharing a new discovery not only made me feel proud, but also helped me to understand the world a little bit more. Sharing for me was more centralized and I could only reach a few other kids within my immediate sphere. Now, I could get on the phone and call someone (if I had their number) and talk about my new discovery, but it was hard for them to visualize its appeal without seeing it firsthand. As I got older, I was able to use a Polaroid camera to capture a picture and share it with my friends and mail it to some family members, which was handy even though it took a long time to get feedback. In the mid 1990s Technology began to advance to a degree that I could now email or text someone a message and receive a response in seconds, even while I lived in Germany. Asynchronously, I could visit a discussion board to ask or answer questions and receive a response from literally anyone in the world. I could chat with someone in real time about any topic that was of particular interest to me. After awhile, I could even take a picture, scan it, and then send it to anyone in the world—this revelation was amazing and enabled me to learn and share more with others than any other time in my life.

Now technology has advanced to the degree where we can share anything, from the banal to the revolutionary in split seconds and added to the world collective memory. Facebook, YouTube, and Twitter are simple tools that have provided a platform from which to connect with one another and communicate.

The recurring rhyme in technology that I connect most with is tools to share with others. From smart phones to 3-D video conferencing systems, we are constantly improving on how we share and collaborate with each other. As Kelly (2007) foresees an interconnected web that shares all information with any end user, I see a level of sharing that is unprecedented in scale. Regardless of the type of information, whether personal of commercial, the notion of separate countries will begin to dissolve and a renewed global community will emerge.

Reference
Kelly, K. (2007, December). The next 5,000 days of the Web [Speech]. Speech delivered at the EG 2007 Conference, Los Angeles. Retrieved from http://www.ted.com/index.php/talks/kevin_kelly_on_the_next_5_000_days_of_the_web.html

Thursday, April 1, 2010

The Internet or An Amalgam of the Past


Long before Advanced Research Projects Agency Network (ARPANET), the internet, or even the telephone a technology emerged that would revolutionize communication. The technology which clustered from the telephone and telegraph: the fax machine. A fax machine used existing telephone lines to transmit data constructed from a scanned document to a receiver which in turn created a copy or facsimile of the document. The telephone allowed people to verbally communicate over vast distances and the fax machine added the ability to share written documents or pictures. Fax machines were not without their limitations and eventually, after the advent of the computer, a method for sharing computerized documents as well as other forms of information was developed.

Fax Machine
Enhances: Communication
Obsoletes: Telegraph
Retrieves: Document sharing and collaboration
Reverses: a system that allows for sharing video

ARPANET was developed to allow multiple users to network computers and share information. What began as a military program (like many great innovations), slowly grew into a technology that revolutionized communication. ARPANET allowed for the quick access of research and data which enabled scientists to collaborate and arguably promulgated more thorough scientific inquiry. However, to be used as a tool to grow commerce and develop a global community, ARPANET needed to evolve into something that anyone could use to share and access information.

ARPANET
Enhances: Communication/collaboration
Obsoletes: University libraries
Rekindles: Collaborative inquiry, research, and experimentation
Reverses: a user-friendly, less cumbersome system for networking computers

The internet is the culmination of technologies that have been developed since the printing press. The average person through unrestricted access to the internet can obtain and share nearly any kind of information in real time. From the collected works of Aristotle to Lolcats, the internet is an emerged technology that has both promoted the sharing of knowledge and created a record for future posterity. Eventually, the internet will be replaced by a more reliable and less “cluttered” version that connects users to information without the aid of a computer.

Internet
Enhances: Communication/collaboration
Obsoletes: Telephone, television, fax machine
Rekindles: Exploration and knowledge generation
Reverses: a more reliable system that connects people without computers

After reflecting on these three tetrads, I can see that the current internet has only been possible by the development of many technologies dating back centuries. Chains and clusters can be drawn from innovations that I had not thought of before analyzing the precursors to the internet.

Thursday, March 18, 2010

Emerged Tech: Document Cameras and Scanners


Document cameras with LCD projectors (doc cams) are the bridge to getting veteran teacher technophobes to integrate technology into the classroom. By replacing the overhead projector of yore, the document camera upgrades the teacher’s ability to share materials without having to make copies on transparencies. Doc cams have a full compliment of functions that render the overhead obsolete, including the ability to zoom in or capture images. Universities are embracing the document camera as an essential part of meeting the needs of student technophiles (Gray & Erb, 2009). Additionally, using a document camera is not as intimidating to the new adopter as an interactive whiteboard due to its relatively simple set up and improved portability. Initially, cost was a limiting factor for document cameras, though as the technology improves and as competition for market share increases, prices are reaching levels comparable to the older illumination projectors.


Many models of document cameras are available, including those that include a projection system. The doc cam is a perfect compliment to the LCD or other display and can even be linked to a web cam for distance learning programs. Though the display for the doc cam may change to include flat-panel systems in classrooms as noted by Thornburg (2009), the ability to capture real time video and text makes the doc cam an invaluable tool in the 21st century classroom. The elements that will enable the doc cam to completely outmode the overhead projector are: increased portability, decreased cost of maintenance, and efforts by schools to minimize waste. Though the overall technology will continue to improve, the concept of the document camera will become an established innovation within the next few years.


References

Gray, K., & Erb, R.. (2009). College technology 'catching up' with students. Retrieved March 18, 2010 from, http://www.usatoday.com/news/education/2009-10-05-college-technology_N.htm

Thornburg, D. D. (2009). Current trends in educational technology. Lake Barrington, IL: Thornburg Center for Space Exploration.

Monday, March 15, 2010

Reflection: 1950s through the 1970s in Education (original post 2/21/10)

Please view my reflection and post any comments you may have. Thank you

Abstract

Social change is necessary to promote innovation and a holistic view of educational technology. Beginning in the 1950s, educational technology developed three main paradigms that would not have been possible if segregation was allowed to continue. Three decades are examined to show how each strand of society has influenced educational technology and created the diverse learning environments of the modern classroom.

Reflection: How Social Change Affects Educational Technology

Changes in education and technology occur more rapidly in the 21st century than in decades past, though most innovations are reflections of previous discoveries. In the years since the 1950s both politics and the view of the individual have shaped educational technology in a multitude of ways. The most crucial decades for developing modern educational practice occurred in the years between 1950 and 1980. Each of these decades will be examined to provide insight as to how each strand in Toffler’s Wave Theory (Toffler, 1980) has affected the development of educational technology.

Crux of Change

The 1950s introduced many new ways of viewing the individual and his or her process of learning. Building upon previous theories of visual instruction, and its subsequent decline, psychologists began developing new ways to understand how to develop desired behaviors. Prior to this decade, education was largely a passive activity for the majority of American students, which is evidenced by the popularity of behaviorism and the departure from Dewey’s progressive ideas (Saettler, 2004). Educators and policy makers were not unified in a way that promoted open and constructive dialogue and large portions of the population were still segregated by race or exceptionality. Because of the focus on passive learning and the lack of equality in education, this time could be viewed as an infancy period for instructional technology. However, with the advent of computers technology began to surge forward and usher in the Information Age.

Civil rights were important to creating social change, especially in the South. Promulgated by a new public understanding of the contributions of minority Americans in WWII and legislation that legitimized the role of each member of society, the American public began to come together as a more cohesive whole. Even after Brown v. Board of Education segregation and racism were common in school settings, but due to the collective will and determination of a brave few both education and equality began to improve. Technological developments and the rise of the Soviet Union created both the platform and motivation to further the sciences and the will to move forward as a union.


Moving Forward

As American society began to better understand the worth of individuals and the importance of a just society, psychologists and scholars began to look at the human mind in different ways. No longer was the individual a passive participant in learning; in play were important cognitive processes that were beginning to be understood due to the development of computer models (Saettler, 2004). No longer were educators and researchers purely dedicated to behaviorist principles and a new paradigm began to emerge with the aid the introduction of Piaget’s research on cognitive development to the American research community.
The break from behaviorism was based primarily on the introduction of learning models that promoted the idea of memory and decision making based on a multitude of non-environmental factors. Two divergent models of education presented how the delivery of curricula should be approached: Bruner’s model that promoted the teacher as central to the delivery of curricula and the behaviorist model that promoted a “teacher-proof” model of instructional design (Graham, 2005; Saettler, 2004). As a result of this rivalry between the role of the teacher and the value of the curriculum, research on methods of instruction and cognition began to flourish (Saettler, 2004). New models of memory and learning began to take shape and the “complacency” model of public schooling from the previous decades was coming to an end with the passage of a landmark educational reform on the heels of the Civil Rights Act of 1964. The Elementary and Secondary Education Act (ESEA) promoted equitable education by providing federal funding for low-income schools and those that served high numbers of minority students. Arguably one of the most important and significant pieces of federal legislation, ESEA provided the impetus and funding to ensure the desegregation and equal education of all students.

Standing Still, then Surging

The previous two decades created many opportunities for Americans and provided educational equity in many ways due in part to the efforts of the Civil Rights movement. Universities were providing teachers with the best instructional practices and methodology than at any other time in the 20th century and the public was eager to compete in a growing world economy (Graham, 2005; Toffler, 1980). The election of Nixon in 1968 considerably slowed the efforts of the previous decade and several decisions by the Supreme Court slowed the advancement of equal education (Graham, 2005).
During the 1970s, the public became aware of previous failures to integrate schools and provide equal accessibility to students with special needs. Previous models of learning and instruction were directed towards the “normal” cognitive development of students and as such did not explicitly prescribe interventions to enable a special needs student the chance to succeed. After Nixon left office legislation that promoted an awareness of the unique needs of students was enacted and by 1978 all schools were required to provide free and fair education to all students, regardless of disability (Graham, 2005).
Two seminal books were published emerged that created a paradigm shift for education. Vygotsky and Bruner promoted a view of the individual as a part of a larger learning environment where the roles and interactions of others shape learning and behavior (Pajares, 2004; Vygotsky, 1978). The departure from Skinner and Piaget’s views of the individual further promoted and fueled research to further differentiate learning for all students. As technology promoted a view of the world that far exceeded that of previous years, Americans became cognizant of the need to be leaders in the world not only as a military and economic superpower, but also as the center of innovation for the world. At the end of the 1970s America had three major learning paradigms in place at nearly fully desegregated schools with two major educational initiatives in place; however, schools were not yet established and the next decade would consist of both scathing reports of the educational system and a rush for accountability.

Conclusion
Educational technology is not the sum of previous advances; rather, it is a product of innovation and reflection. The speed at which educational technology can be developed and implemented is dependent upon the willingness of the policymakers and the view of the individual learner. Prior to the 1960s learners were seen as passive receptacles of knowledge, then as universities became more connected and initiatives such as the Education Resources Information Center, ideas about cognition and normal stages of development began to influence instruction; as too did cooperative learning and constructivism.
Without the need for innovation and the support of the academic community social change will not occur. The Cold War and race to put an American on the moon brought about innovations that would not have been possible without technological advances and the combined efforts of a united system. Though some momentum was lost in the late 1960s, the continued development of educational technology has influenced modern instructional design and the establishment of fair and appropriate education would not have been possible without equal protection under the law.

References

Graham, P.A. (2005). Schooling America: How the public schools met the nation’s changing needs. New York: Oxford University Press, Inc.

Pajares, F. (2004). Albert Bandura: Biographical sketch. Retrieved February 18, 2010, from http://des.emory.edu/mfp/bandurabio.html

Saettler, P. (2004). The evolution of American educational technology. Greenwich, CT: Information Age Publishing.

Toffler, A. (1980). The third wave. New York: Bantam Books

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. (M. Cole, et al., Eds.). Cambridge, MA: Harvard University Press.

A Fourth Wave....(are you sure?) (original post 12/20/09)

Toffler described the changes or waves that have occurred throughout history. Prior to identifying a new wave, one must understand that our current worldview may cause even the noblest of scholars to oversimplify what Toffler identified as a Wave. Even though it may appear that we have entered a Fourth Wave, much of our advances in the past decades are consistent with those of the Third Wave which were first posited by Toffler in 1980. Despite the digital revolution and the advent of the internet, we are too mired in a dependence on exhaustible fuels and ideological conflicts to truly warrant a departure from the Third Wave. Granted, communication is arguably at its highest level and individuals are able to access and share information about any topic from the most sensitive to the absolutely banal; however, conflicts between the Second Wave and Third have not completely subsided.

The Fourth Wave, once it is truly formed, will include the development of clean and sustainable fuels which completely replace fossil fuels, a focus on a knowledge-based economic model, and a wider view of tolerance based on humanistic rather than dogmatic ideology.

A basic time line of the First Strand follows: A Fourth Wave?


Reference
Toffler, A. (1980). The third wave. New York: Bantam Books.

Video Reflection (original post 11/25/09)

Overall, I enjoyed doing the research for my project. I found that my critical thinking was developed by analyzing the scores of websites and articles to decide which were most credible and also to identify the trends for educational games in the future. What I find most interesting about my project is the inclusion of low technology games. While conducting my research I found that many studies included board games and that learning gains were substantial with relatively little software. In short, I expected to extol the virtues of software-based games and instead found the value of including the tried and true games of the past.

Even though my project was not flashy, I feel that I effectively conveyed the purpose of my presentation in a way that both scholars and educators could understand. The references I used were included to allow interested persons to find information to support the inclusion of games into their curriculum or develop future research models with a few solid articles. I intentionally created this project to use outside of class and so the value of my video extends beyond and will allow me to share with others to promote gaming in a meaningful way in the lives of students.

Video Presentation (original post 11/16/09)

link to video presentation

Video Presentation Annotated References

Barbour, M., Rieber, L. Thomas, G., & Rauscher, D. (2009). Homemade PowerPoint games: A constructionist alternative to webquests. TechTrends, 53(5), 44-59. Involving students in the instructional process in a deep and meaningful way is essential for learning. The authors of this study examine a constructivist approach to games as a learning tool for students. The article outlines ways teachers can engage students in developing games using PowerPoint and how to use open-source and collaboration to share created presentation games. The technological pedagogical content knowledge (TPCK) framework is used to show how presentation games are used to address the three types of knowledge, e.g. technology, pedagogy, and content. Additionally, the article contains valuable resources to promote the use of student-created content, such as the WWILD Team Community Page (http://it.coe.uga.edu/wwild/). The article is included in the references to further promote constructionist learning approaches and games into the instructional process.

Brag, L. (2007). Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma. Mathematics Education Journal, 19(1), 29-44. How a student views a learning approach is an important element to consider when incorporating games into the classroom. Students in grades five and six participated in the mixed-method study on attitudes towards educational games. Interestingly, the author found that students generally had negative attitudes towards the value of using games to help understand mathematics when surveyed; however, qualitative interviews revealed the opposite to be true. The research study is included because an important fact is illustrated: students and teachers need to understand the purpose and reasons for incorporating games into instruction. If either the teacher or the student does not value games as a learning tool then negative attitudes or possibly a decrease in performance could result. Also, surveys may not be the best way to gauge a young student’s feelings and instead a qualitative interview should be used whenever possible.

Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not?. British Journal of Educational Technology, 38(2), 249-259. An interesting aspect of using games in the classroom is the ability to incorporate social skills and cooperative learning strategies. The study included students in grade five in a study of Teams-Games-Tournaments (TGT) and student attitudes towards math. The Attitudes Towards Maths Inventory (ATMI) was modified and used to measure each participants feelings about math before and after the treatment. Students were divided into one of three groups: competitive, cooperative, or a control and the results were compared using various statistical tests. The authors conclude that cooperative learning and games provided the best environment to improve student attitudes and performance in mathematics. The research study is included to support the inclusion of games into math instruction using research proven best practices.

Lavin-Mera, P., Torrente, J., Moreno-Ger, P., Vallejo, J. A. , & Fernández-Manjón, B. (2009). Mobile game development for multiple devices in education. International Journal of Emerging Technologies in Learning, 4(2), 19-26.The least utilized device for electronic learning is the cell phone. Due to the popularity of mobile devices, developing learning tools that are specific or adaptable to portable platforms is an area that must be explored. The authors of the study weigh the benefits of developing games and applications based on constructivist theories while providing justification for future projects. One interesting component of the article is the combination of a desktop platform and mobile devices, which would be especially useful in helping students connect school learning with the outside world. The justification for including this article in the references is that technology is not only a valid instructional tool, but also educational games can be used in a variety of formats. One limitation of current initiatives is the wide range of operating systems and hardware capabilities of mobile devices which may inhibit universal applications.

Muñoz Rosario, R.A. & Windmeyer, G.R. (2009). An exploratory review of design principles in constructivist gaming learning environments. Journal of Information Systems Education, 20(3), 289-300.The authors of the study discuss the key design components that are necessary to creating engaging and meaningful educational games. Five Massively Multiplayer Online Games (MMORG) and two educational games were examined based on their incorporation of the twelve design principles of the Constructivist Learning Gaming Environment. The qualitative design focused on popular MMORG’s to show the level to which each game adhered to the design principles and as a justification for further inquiry. The study is included to outline the crucial components needed to create a valuable and comprehensive educational game.

Scholz, M., Niesch, H., Steffen, O., Ernst, B., Loeffler, M., Witruk, E., et al. (2008). Impact of chess training on mathematics performance and concentration ability of children with learning disabilities. International Journal of Special Education, 23(3), 138-148. Games that utilizes the latest software and design principles are not necessary to promote learning gains. Children with learning disabilities and an IQ between 70 and 85 participated in the research study to determine if chess instruction significantly improved mathematic ability. Participants in the quantitative study received weekly one hour chess lessons over the course of one academic year. In addition to the experimental group, a control group was used for comparison. The results of the study indicate that students may improve basic computational skills and counting by receiving chess lessons. The authors conclude that the positive results will enable research into a larger sample group and students without learning disabilities. The study is included in the review to illustrate that high levels of technology are not required to incorporate educational games into the curriculum.

References

Anderson, T. (Ed.). (2008). The theory and practice of online learning (2nd ed.). Edmonton, AB: Athabasca University Press.

Barbour, M., Rieber, L. Thomas, G., & Rauscher, D. (2009). Homemade PowerPoint games: A constructionist alternative to webquests. TechTrends, 53(5), 44-59.

Brag, L. (2007). Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma. Mathematics Education Journal, 19(1), 29-44.

Crawford, C. (1996). The art of computer game design. Retrieved November 1, 2009 from, http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html#TOC

Demski, J. (2009). Learning to speak math. T.H.E. Journal, 36(8), 18-22.

Gobet, F., De Voogt, A.J., & Retschitzki, J. (2004). Moves in mind: The psychology of board games (pp. 3-4). New York: Psychology Press.

Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not?. British Journal of Educational Technology, 38(2), 249-259.

Lavin-Mera, P., Torrente, J., Moreno-Ger, P., Vallejo, J. A. , &

Fernández-Manjón, B. (2009). Mobile game development for multiple devices in education. International Journal of Emerging Technologies in Learning, 4(2), 19-26.

Muñoz Rosario, R.A. & Windmeyer, G.R. (2009). An exploratory review of design principles in constructivist gaming learning environments. Journal of Information Systems Education, 20(3), 289-300.

Rand, D., Weiss, P. L., & Katz, N. (2009). Training multitasking in a virtual supermarket: A novel intervention after stroke. The American Journal of Occupational Therapy, 63(5), 535-548.

Schiffer, A. (2006). A heuristic taxonomy of computer games. Retrieved November 1, 2009 from, http://www.ferzkopp.net/joomla/content/view/77/15/

Scholz, M., Niesch, H., Steffen, O., Ernst, B., Loeffler, M., Witruk, E., et al. (2008). Impact of chess training on mathematics performance and concentration ability of children with learning disabilities. International Journal of Special Education, 23(3), 138-148.







Static V. Dynamic Technologies (original post 11/08/09)

The greatest value of instruction technology is the level of interactivity with the learner. Current technologies that involve the learner in both evaluation and synthesis of the material will provide the greatest cognitive benefit. Of all the tools available, the most abused is video. One-way video is just as passive a medium as text and the inclusion of video in the distance learning classroom does not constitute best practices. In my observation and experience, blogs are one of the last untapped tools for collaborating and creating knowledge within a community. Because blogs allow users to post ideas and then seek feedback from others, they are an invaluable tool for both developing social networks and creating a knowledge base within a community.

I do not currently teach any DE courses, though I am confident that the information I have learned will enable me to develop and facilitate online learning to incorporate dynamic media and sound constructivist approaches to my teaching methodology. I also understand that even the best website or podcast can be completely passive for the learner. Part of the challenge is to use media that compliments the instructional material and challenges the learner to synthesize knowledge and provide an evaluation of the content in an open communication forum.

Course designers and teachers alike must be careful when adopting new technologies as they may fall into the old pedagogy trap. The sage on the stage can translate into any medium and even the best graphics and sound cannot undo bad delivery. Learner-centrism is key to distance learning and as the research becomes more comprehensive I believe that F2F classrooms will adopt a more constructivist approach and utilize dynamic technology and practice.

Assessing Collaborative Efforts (original post 10/14/09)

Each student should be assessed only on his or her contribution to the group project. Roles need to be assigned and specific rubrics constructed to assess the student’s mastery of the learning objective. Under no circumstances should a student receive a group grade on a project, as the failure of a student to complete work should not determine another student’s score. Aside from a group project, each student needs to have the minimum accepted criteria for participation in online discussions and postings.

Some Guidelines for Collaboration

· The quality of the posting needs to be monitored by the instructor and a grade associated with a rubric.

· Because some students have differing levels of skills, the rubric gives specific guidelines and allows some flexibility for the student.

· Rubrics need to be posted for the student to review prior to the assignment.

· Instructors need to be active, timely, and clear with their feedback. If an issue arises with a student’s lack of understanding, the instructor can contact them privately.

I can personally connect with the student who does not want to collaborate on a group project. For whatever reason, a student may be reluctant or refuse to complete a group project. To address the student’s concerns I would first allow students to select their own members of the group. By doing this, I would give some control to the reluctant student which may help to mitigate some of his or her concerns. Secondly, teams would not be assigned randomly—I cannot emphasize this enough! Teams or learning communities should be constructed using meaningful and consistent criteria. At the beginning of the course I would have students complete a survey to identify their needs and work behaviors. After which I would create groups that partner like minded students which could reduce some of the conflicts normally associated with random groups.

For learning communities the instructor needs to communicate the specific requirements and expectations for all students. Once the expectations are outlined in the syllabus the learner has the choice to either complete the requirements of the learning community or not. The instructor monitors interactions within the learning community and guides discussion if the information being discussed is incorrect—otherwise, the instructor is a moderator with an active presence.

Reference

Durrington, V., Berryhill, A., & Swafford, J. (2006). Strategies for enhancing student interactivity in an online environment. College Teaching, 54(1), 190-193.