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.