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Barbara Lindsey

Steve Hargadon: Web 2.0 Is the Future of Education - 0 views

  • The new Web, or Web 2.0, is a two-way medium, based on contribution, creation, and collaboration--often requiring only access to the Web and a browser.
  • when people ask me the answer to content overload, I tell them (counter-intuitively) that it is to produce more content. Because it is in the act of our becoming a creator that our relationship with content changes, and we become more engaged and more capable at the same time.
  • Imagine an electronic book that allows you to comment on a sentence, paragraph, or section of the book, and see the comments from other readers... to then actually be in an electronic dialog with those other readers. It's coming.
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  • There is no question that historical eras favor certain personalities and types, and the age of the collaborator is here or coming, depending on where you sit. The era of trusted authority (Time magazine, for instance, when I was young) is giving way to an era of transparent and collaborative scholarship (Wikipedia). The expert is giving way to the collaborator, since 1 + 1 truly equals 3 in this realm.
  • The combination of 1) an increased ability to work on specialized topics by gathering teams from around the globe, and 2) the diversity of those collaborators, should bring with it an incredible amount of innovation.
  • That anyone, anywhere in the world, can study using over the material from over 1800 open courses at MIT is astounding, and it's only the start.
  • I believe that the read/write Web, or what we are calling Web 2.0, will culturally, socially, intellectually, and politically have a greater impact than the advent of the printing press
  • a study that showed that one of the strongest determinants of success in higher education is the ability to form or participate in study groups. In the video of his lecture he makes the point that study groups using electronic methods have almost the exact same results as physical study groups. The conclusion is somewhat stunning--electronic collaborative study technologies = success? Maybe not that simple, but the real-life conclusions here may dramatically alter how we view the structure of our educational institutions. JSB says that we move from thinking of knowledge as a "substance" that we transfer from student to teacher, to a social view of learning. Not "I think, therefore I am," but "We participate, therefore we are." From "access to information" to "access to people" (I find this stunning). From "learning about" to "learning to be." His discussions of the "apprenticeship" model of learning and how it's naturally being manifested on the front lines of the Internet (Open Source Software) are not to be missed.
  • "differentiated instruction" a reality that both parents and students will demand.
  • sites that combined several Web 2.0 tools together created the phenomenon of "social networking."
  • From consuming to producing * From authority to transparency * From the expert to the facilitator * From the lecture to the hallway * From "access to information" to "access to people" * From "learning about" to "learning to be" * From passive to passionate learning * From presentation to participation * From publication to conversation * From formal schooling to lifelong learning * From supply-push to demand-pull
  • The Answer to Information Overload Is to Produce More Information.
  • Participate
  • Learn About Web 2.0. I
  • * Lurk.
  • Teach Content Production.
  • * Make Education a Public Discussion.
  • * Help Build the New Playbook.
  • We've spent the last ten years teaching students how to protect themselves from inappropriate content – now we have to teach them to create appropriate content. They may be "digital natives," but their knowledge is surface level, and they desperately need training in real thinking skills. More than any other generation, they live lives that are largely separated from the adults around them, talking and texting on cell phones, and connecting online.
  • Those of you with suggestions of other resources, please post comments linking to them
Barbara Lindsey

Video: Voices From the Front Lines of Online Learning - Wired Campus - The Chronicle of... - 0 views

  • As a first time student enrolled in an online course, I am dismayed by the total lack of the instructor's input. She merely feeds us the publisher's materials, has a teaching assistant grade the homework and pulls her tests from the publisher's test bank. I could teach this course, easily, myself.
  • There is no "teaching" or explanation, just self study. Silly things are graded like participation in discussions, and homework is often graded despite the fact the solutions manuals are all available online for students. Many online courses are taught by for-profit schools whose key motivation is to never fail students and to keep their tuition dollars flowing in. Even traditional schools' online courses are silly. The teacher has no way to know who is taking the exams. Exams are open book. Let's all start calling it the sham that it really is.
  • I have to say, from my experience as a student in an Ivy League school on the ground I had experiences like that. You can't judge an entire way of teaching and learning from these experiences.I have been teaching graduate school online since 1999. I engage actively with learners one on one, in small groups and in the class. I use meeting technologies as well as the Blackboard discussion. Learners work independently or collaboratively, depending on the assignment. I review and make detailed comments on their writing in assignments that require them to reasearch and draw on multiple scholarly sources. There is typically not one textbook, so "publisher's materials" or "open book exams" are non-existent. Even discussion assignments are submitted in full APA style and require references to the assigned and other scholarly readings. Higher order critical and creative thinking, original analysis, are required.
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  • When these learners complete the program, they have competencies relevant to 21c life-- they can communicate, collaborate, access and integrate information from diverse sources using electronic libraries. It is an exciting way to teach and learn and it is the wave of the future so we need to gain the skills needed to make these educational experiences consistently meaningful.
  • Working with online instruction requires different techniques. An instructor online cannot usually look at a student's face and see that she isn't grasping the point, for example, or when she has fallen asleep. I can see why instructors would miss this type of face-to-face communication; online feedback is both less immediate and in some cases more direct. But a lecture can be truly engaging or enormously incomprehensible even for the student who moves to the front row to try to understand it all. Online learning can also reap huge results or can suffer from another set of equally mind-numbing problems.
  • I have to agree with jsalmons and bghansel. It's not the fact that a school is online or on-ground that matters. It's the quality of the educator that matters. I, too, have gone to and taught in Ivy League schools and found them to be a mixed bag, just as I've found online schools to be a mixed bag.
  • Yes, softshellcrab, discussion questions are the backbone of online courses. Are you telling me they don't play a role in on-ground education? Are you telling me that only talking-head lectures educate? Is there something wrong with students doing self-studying? Haven't you seen lecture content in online courses? I'm puzzled as to why you think critical thinking, Socratic reasoning/questioning, and constructivism are bad or can't be done online, but can on-ground.
  • The most (Stress THE MOST)primary issue with distance education is the degree of affective education taught.
  • We can use SKYPE, WIMBA or other "video" based education, but what we lose is the subtle differences of students and their interactions with others that makes it difficult to determine their level of character (highest level of affect).
  • Bill Gates may think we will have less seated instruction in the future (see another Chronicle issue elsewhere), but the backlash against online will be in the form of those who cannot interact and thus not obtain jobs (except in the places where it wont matter because none have any affect in that place).The bottom line is that we are losing a major portion of our education system in a pure online education format. Until we recognize how to better teach affective education with online, and more importantly assess that type of education, we will have major issues not only in higher education, but also in industry/business.And this is an open invitation for Bill Gates to discuss this issue.
  • "Quality on-line teaching is harder than regular classroom teaching, but poor on-line teaching is easier than regular classroom teaching."
  • But can I make it more specific - "Quality on-line teaching is harder (taking more time, e.g.)than regular classroom teaching of the same quality (in achieving the same extent of satisfaction in students, e.g.)?"
  • However, no one has mentioned the preparation required for quality online instruction. Some building blocks of good online programs are high quality/targeted content, flexible tools for development and delivery, engaging and interactive design, attentive and responsive instructors during the class, self motivated learners, and as always outcomes-based curriculum.
Barbara Lindsey

The Souls of the Machine: Clay Shirky's Internet Revolution - The Chronicle Review - Th... - 0 views

  • He argues that as Web sites become more social, they will threaten the existence of all kinds of businesses and organizations, which might find themselves unnecessary once people can organize on their own with free online tools. Who needs an academic association, for instance, if a Facebook page, blog, and Internet mailing list can enable professionals to stay connected without paying dues? Who needs a record label, when musicians can distribute songs and reach out to fans on their own?
  • "More people can communicate more things to more people than has ever been possible in the past, and the size and speed of this increase, from under one million participants to over one billion in a generation, makes the change unprecedented."
  • in his latest book, Cognitive Surplus: Creativity and Generosity in a Connected Age, scheduled to appear from Penguin Press this month. In it, he urges companies and consumers to stop clinging to old models and embrace what he characterizes as "As Much Chaos as We Can Stand" in adopting new Web technologies. He presses programmers and entrepreneurs to throw out old assumptions and try as many crazy, interactive Web toys as they can—to see what works, just as the students here do.
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  • He figures all of Wikipedia, his gold standard for group activity online, took about 100 million hours of thought to produce. So Americans could build 2,000 Wikipedia projects a year just by writing articles instead of watching television.
  • Those new activities—and he gives plenty of examples in the book of projects already under way—could center on charity, civic engagement, coping with diseases, and more.
  • He points out that in the several decades immediately following Gutenberg's first Bible, not much really changed in European information society. Much later, some world-changing ideas came along on how to use the printing press, like the Invisible College.
  • "The problem with alchemy wasn't that the alchemists had failed to turn lead into gold—no one could do that. The problem, rather, was that the alchemists had failed uninformatively."
  • "Even when working with the same tools, they were working in a far different, and better, culture of communication."
  • Today's open-source software and the hypersharing of social networks represent a new, better order. And we're only starting to see the impact of those inventions.
  • Essentially, says Danah Boyd, a researcher for Microsoft Research and a longtime friend, Shirky thinks Karl Marx got it wrong. While critics like Slee may read any online social participation as economic exploitation, Shirky argues that people are motivated by love, not money. She points to Wikipedia: "People contribute because they enjoy the process," she says. Or academe. "Are we doing it for the pay?" "There's a lot of labor of love. People like being a part of cultural production on every level."
  • Shirky got the job at NYU because of a talk he gave at a technology conference in the late 1990s, while he was working as a freelance computer programmer and Web designer. T
  • Drawn to the classroom, he approached Yale in 1995 about teaching a class there on online social groups. Though students there backed the idea, he says, a university committee turned him down. "They killed it because they said it doesn't really make sense to talk about community online because those people aren't really meeting each other," he says.
Barbara Lindsey

Openness as Catalyst for an Educational Reformation (EDUCAUSE Review) | EDUCAUSE - 0 views

  • Education is sharing. Education is about being open.
    • Barbara Lindsey
       
      What do you think about this?
  • The Internet now makes it possible for digital expressions of knowledge to have the same magical, nonrivalrous quality as knowledge itself.
  • Information technology is sometimes turned against itself and is made to conceal, restrict, withhold, and delete. For example, a course management system like Blackboard theoretically has the potential to greatly improve educators' capacity to share. Instead, many CMSs take the approach of hiding educational materials behind passwords and regularly deleting all student-contributed course content at the end of the term. If Facebook worked like Blackboard, every fifteen weeks it would delete all your friends, delete all your photographs, and unsubscribe you from all your groups. The conceal-restrict-withhold-delete strategy is not a way to build a thriving community of learning.
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  • Perhaps most important, what is our primary interest as educators: facilitating student learning or commercializing what we know? If our primary interest is facilitating student learning, then education is our field. If commercializing what we know is our primary interest, then we shouldn't be educators.
  • From my perspective, the only legitimate role for new media and technology in education is to increase our capacity to be generous with one another. Because the more open we are, the better education will be.
Barbara Lindsey

Using Open Content To Drive Educational Change | FunnyMonkey - 0 views

  • The differences between open content and traditional textbooks only begin with the production and distribution of the text. When we look at the types of teaching, learning, and assessment that become more accessible when using open content, we can start to get a clearer picture of the pedagogical rationale that makes remixable and reusable content a better choice than a traditional textbook.
  • generally, when a text is being used within a course, the structure of the text creates the structure of the course.
  • The text becomes a point of reference for the ongoing work in the class.
    • Barbara Lindsey
       
      Is this necessarily a problem?
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  • most teachers who use a textbook deviate from it. Most teachers plan lessons and curriculum that go beyond where the text ends, or that address deficiencies in the text. These lessons and activities form a shadow text that help drive quality classrooms. Yet, within the world of the traditional textbook, these improvements or options never make it back into the textbook. Many of these innovative practices never get shared with colleagues in the same building.
    • Barbara Lindsey
       
      Interesting point!
Barbara Lindsey

10 Rules of Teaching in this Century -- Campus Technology - 0 views

  • the knowledge developed during the course does not pre-exist the course. Second, since the knowledge of the course does not exist before the course (because you and the students develop the knowledge during the course), your chief challenge is to manage the process of knowledge discovery.
  • Now, because learning resources and opportunities are infinite, make the move: Don’t just tell students the key knowledge in your field, but help them discover it through problem-based active learning. Change your curriculum from a list of what you will say to a list of essential problems (or questions) that students will address, with your guidance, throughout the semester.
  • It may well be better to re-state learning outcomes in terms of essential problems and the research associated with those essential problems, and build rubrics based on the problems within a problem-based learning structure.
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  • Move most assessment activity away from testing and toward evaluation of student evidence of learning.
  • In the new paradigm of active and varied learning, testing is less appropriate but assessing student evidence is more appropriate.
  • You, as a faculty member, must be as adept as your students in using Web-based applications, and there is no better way to learn the new breed of applications than to use them yourself for important professional purposes.
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    Talks about how we now can really walk the walk and have a learner-centered environment and the technologies nec. to support that.
Barbara Lindsey

Cell Phones in the (Language) Classroom: Recasting the Debate (EDUCAUSE Quarterly) | ED... - 0 views

  • My Google Voice number has served primarily as a messaging service students call (sometimes spontaneously during the instructional period, more often outside of the classroom) to record dialogues, poetry, even song, either individually or in pairs. These recordings are stored on Google servers, but can be downloaded and posted on course management pages (Moodle, Blackboard, Sakai, etc.) or podcasting, blogging, or social networking sites (I post particularly good recordings on my Spanish Facebook page). While I have yet to experiment with this particular feature, Google Voice can also be used for conference calling, and dialogues with groups of students can be recorded for later informal group or formal teacher evaluation.
    • Barbara Lindsey
       
      Do you see any issues with posting recordings on Facebook?
  • It is generally accepted that students work harder and become more engaged and invested in activities and assignments that might be publicly posted (on the Internet or otherwise). My own experience shows that students required to record speech of any kind in a computer laboratory setting spend considerable time preparing prior to recording. The very act of recording their voices — creating a permanent record of their speech — instilled a strong desire to perform well. In short, the act of recording increased students’ investment and engagement in the learning process.
    • Barbara Lindsey
       
      Do you find this to be true for your students as well? How about for you?
  • The access that I had to that student combined with the ease and speed of communication presented by Google Voice solved more than a pronunciation problem; it likely helped me head off a building class management issue by engaging that student on his terms outside of the classroom setting.
    • Barbara Lindsey
       
      Your thoughts?
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  • “I have a student who hasn’t done any homework this quarter, and out of the blue he sent me a goofy text message to my Google Voice number — completely unrelated to Spanish — something like “I hate this rain”— and, being the nerdy teacher, I texted him immediately back in Spanish: “No me gusta la lluvia tampoco.” One day later, he walks in for the first time with his homework and makes a big production about turning it in. I can’t help but feel that the personal connection of texting helped him remember — and actually want to do — the work for my class.”
  • While not all students will text back when I supply SMS feedback, those that do, like this one, tend to be looking for specifics and positive reinforcement. How is this additional engagement and interaction bad?
Barbara Lindsey

Tweeting the terror: How social media reacted to Mumbai - CNN.com - 0 views

  • One tweet from "Dupree" appeared to be coming from inside one of the hotels: "Mumbai terrorists are asking hotel reception for rooms of American citizens and holding them hostage on one floor." A group of Mumbai-based bloggers turned their Metroblog into a news wire service, while the blog MumbaiHelp offered to help users get through to their family and friends in the city, or to get information about them, and has had a number of successes. Flickr also proved a useful source of haunting images chronicling the aftermath of the attacks. Journalist Vinukumar Ranganathan's stream of photos were published by CNN and other major broadcasters. iReport.com: Are you there? Share your photos, videos and stories A Google Map showing the key locations and buildings with links to news stories and eyewitness accounts, and CNN's iReporters flooded the site with their videos and images of the terror attacks.
  • However, as is the case with such widespread dissemination of information, a vast number of the posts on Twitter amounted to unsubstantiated rumors and wild inaccuracies. For example, a rumor that the Indian government was asking tweeters to stop live updates to avoid compromising its security efforts was published and republished on the site.
  • As blogger Tim Mallon put it, "I started to see and (sic) ugly side to Twitter, far from being a crowd-sourced version of the news it was actually an incoherent, rumour-fueled mob operating in a mad echo chamber of tweets, re-tweets and re-re-tweets.
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  • What is clear that although Twitter remains a useful tool for mobilizing efforts and gaining eyewitness accounts during a disaster, the sourcing of most of the news cannot be trusted. A quick trawl through the enormous numbers of tweets showed that most were sourced from mainstream media. Someone tweets a news headline, their friends see it and retweet, prompting an endless circle of recycled information
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    Neha Viswanathan, a former regional editor for Southeast Asia and a volunteer at Global Voices, told CNN, "Even before I actually heard of it on the news I saw stuff about this on Twitter.
Barbara Lindsey

Free as in Freedom: The Power of Pull - John Seely Brown - 0 views

  • The 21st century has changed the game completely. The infrastructure is driven by the continual advances in computing, storage and bandwidth. There's no stability in sight.
  • In a world of increasingly rapid change, the half life of a given skill is constantly shrinking and the predictability of future needs is increasingly less certain. We're having to move from stocks to flows. This means we move from protecting knowledge assets to participating in knowledge flows. This means that our learning strategy moves to having a strong tacit component as against a hoarding mindset of stocking knowledge.
  • We're creating a lot of information everyday more in every two days than we did from the dawn of man to 2003.
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  • We need to rethink how we learn and deal with the tacit knowledge.
  • Dusty wanted to put Maui on the surfing map. Dusty found four peers in the same age group and decided to build a scheme of collaboration - the likes of which the world has never seen. Dusty was the first junior champion ever in Maui and came up with a new genre - aerial surfing
  • Here are some things they did in their learning community:They are willing to keep failing because they knew they could learn from failure.They collectively analysed each frame of videos of the best surfers across the world.The used video camera to capture and analyse their own moves. They deconstruct their own technique by watching each frame of their work on the beach.They pulled ideas from various sports - windsurfing, skateboarding, mountain biking, motorcross, etc. The cool stuff is they've taken ideas from different domains and applied them to their own domain. They've understood the idea of 'spikes', where they've travelled to the expertise hotspots for surfing across the world to learn their trade. Now they're a bit of a spike in themselves.
  • This is an example of deep collaborative learning with each other. They are people that are passionate about a trade and they chase extreme performance with a deep questing disposition. They learn themselves from the things that others are doing around them. They have a commitment to indwelling -- they soak up the world around them.
  • The second story JSB has is about WOW - The World of Warcraft. It's a massively multi-player online role-playing game (MMORPG). There's a reason we need to care. This is the first domain where we've discovered a place where we don't have diminishing returns, we have exponentially increasing returns. The sense of joint collective activity is pretty awesome as one of the TWU students pointed as well. The core of the game is really more the social life on the edge of the game. The edge is often called a knowledge economy. WOW is way too complicated to play without complex analysis tools and dashboards, but these dashboards are tailored to each player to measure their own performance and are a key to their mastery at the game. This is quite curious -- don't managers develop dashboards to look at their people? This is obviously a game changing way to self-reflect. The cool thing that goes is after action reviews -- this is very in tune with the Agile Retrospectives idea. This is an example of blending the tacit and the cognitive. This is collective indwelling and reflection. While they marinate and learn in a social context, they also reflect together when they're done, so they can learn from each other. This is the way grandmasters learn -- they practice with peers and then reflect on what they did. This is the way hackers practice their trade.
  • There's an incredibly rich knowledge economy around this game. On a typical night there are about 10-15000 new ideas coming up about the game. There are blizzard forums, databases, blogs, wikis, videos and what not. The way people absorb all of this is that guilds (player teams) self-organise into being a knowledge refining community to work together, curate content and then collectively learn amongst themselves. This is the idea of a personal learning network (PLN) IMO.
Barbara Lindsey

Information overload, the early years - The Boston Globe - 0 views

  • Complaints about information overload, usually couched in terms of the overabundance of books, have a long history — reaching back to Ecclesiastes 12:12 (“of making books there is no end,” probably from the 4th or 3d century BC). The ancient moralist Seneca complained that “the abundance of books is distraction” in the 1st century AD, and there have been other info-booms from time to time — the building of the Library of Alexandria in the 3d century BC, or the development of newspapers starting in the 18th century.
  • around 1500, humanist scholars began to bemoan new problems: Printers in search of profit, they complained, rushed to print manuscripts without attention to the quality of the text, and the sheer mass of new books was distracting readers from the focus on the ancient authors most worthy of attention.
  • To confront this new challenge, printers, scholars, and compilers began to develop novel ways to manage all these texts — tools that listed, sorted under subject headings, summarized, and selected from all those books that no one person could master. Note-taking was one solution, which the humanist pedagogues advocated alongside their teaching of ancient rhetoric. But not everyone followed their advice to take notes from everything they read throughout their lives, and for those who didn’t, new kinds of reference books offered a ready-made version — collections of best bits that could be consulted using sophisticated indexes and tables of contents.
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Barbara Lindsey

Dr. Tae - Building A New Culture Of Teaching And Learning on Vimeo - 0 views

shared by Barbara Lindsey on 02 Dec 10 - Cached
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    Almost 28 minutes long and has some bad language but very engaging
Barbara Lindsey

Comparing Social Networking to Online Communities | Common Craft - Explanations In Plai... - 0 views

    • Barbara Lindsey
       
      Important aspect of social networking
  • In most traditional online communities, members have profiles that may display a picture, location, recent posts and membership tenure at most. These profiles can provide valuable context to the community, but they are often peripheral to the discussions and remain somewhat hidden.
  • In contrast, social networking communities have elevated the user profile to become more like a user homepage that displays a very rich and contextual set of information. The member home pages are not peripheral to the discussions or a subset of the community; they are at the very core of the system.
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  • In traditional online communities, discussion is the center of the interaction and identity building. Members create relationships (and their own community identities) based on information they post in online discussions
  • identities can be built based on the display of the member’s choices of memberships in forums and connections to other people (among other things) on their home page.
  • Relationships in traditional communities are rarely made explicit.
  • Social networking, on the other hand, enables individual members to share explicit relationships with people and forums. Members use their home pages as rich representations of their preferences- which enable them to express their identity through explicitly shared forum membership and connections to other members.
  • Often, traditional online communities are managed so that new forums are built within a specific structure
  • An example of bucketed forums may be Technology-->Internet-->Online Communities-->Moderation Techniques-->Dealing with Spammers.
  • In social networking, the creation of new forums is done in a more emergent way and within a flatter hierarchy. A single member is free to create a new forum without placing it into a preset hierarchy.
  • New forums are a child of the whole system instead of being a child of a more general branch of the system. As new forums gain membership/popularity, they have equal opportunity to gain visibility in the system, similar to the weblog community.
  • Traditional discussion-based communities use discussion and/or organizations of discussions as the primary form of navigation. Members
  • Traditional discussion-based communities use discussion and/or organizations of discussions as the primary form of navigation.
  • The connections are held together by explicit relationships (people links) and interests (forum links) and do not depend on discussion content.
Barbara Lindsey

Toolbox or Trap? Course Management Systems and Pedagogy (EDUCAUSE Quarterly) | EDUCAUSE... - 0 views

  • Campuses have adopted these programs on a wide scale, yet few studies have looked at how the design and use of a CMS affects pedagogy, and instructors rarely discuss how a CMS affects their teaching.
    • Barbara Lindsey
       
      Discuss in class.
  • Decisions about which learning software to use on campus are often made by campus technologists and administrators rather than faculty.
    • Barbara Lindsey
       
      Not surprisingly, this also is the case at UCONN.
  • The construction of the course syllabus, a natural beginning point for most instructors, is a good example of how the software imposes limitations. When they first enter a CMS, new instructors see the default buttons of the course menu, which are based on type rather than purpose: Announcements, Course Content, Discussion, even Syllabus.
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  • The default organization of the CMS forces them to think in terms of content types instead, breaking the natural structure of the semester.
  • In addition to a counterintuitive organizational scheme, integrated commercial systems have a built-in pedagogy, evident in the easiest-to-use, most accessible features. The focus on presentation (written documents to read), complemented by basic "discussion" input from students, is based on traditional lecture, review, and test pedagogy. This orientation is very different from the development of knowledge through a constructivist, learner-centered, or inquiry-based approach, which a number of faculty use successfully in the classroom.
  • But at the novice level, the system simply does not encourage such customization. To be able to modify the CMS to employ alternative teaching methods, instructors must have a well-developed sense of what is possible in the online environment before approaching the course design process—a perspective many do not have when they first start teaching online. When presented with a list of options, most people typically choose one option rather than question the list itself.
  • Most faculty do not use the web either extensively or intensively in their own work, and those who aren't "into technology" will quickly find themselves overwhelmed by a CMS.
  • Even after several years of working with a CMS, faculty requests for help tend to focus on what the technology can do rather than how their teaching and learning goals can be achieved.
    • Barbara Lindsey
       
      Important distinction.
  • An instructor seeking an easy way to post word-processed documents, enter grades, receive papers and assignments through a digital dropbox, and run a traditional threaded discussion board will tend to show great satisfaction with using a CMS.4 Those who tax the system more, and use the most complex features, show lower levels of satisfaction. In addition, after spending months creating material and quizzes in a proprietary system, faculty rightly panic at the idea of "moving everything" to another system. The big systems simply do not allow for easy export, and no one wants to do all that work over again. It is much easier to simply declare satisfaction with things the way they are.
  • There are, of course, alternatives to these hampering systems, and you don't have to be a programmer or Internet expert to use them.
  • Web 2.0 applications that encourage social construction of knowledge (Wikispaces, BubbleShare, Ning) are freely available and may provide more creative instructors with better options than any LMS currently available. Such programs make possible the creation of one's own mini-CMS, cobbled together out of programs that fit with the instructor's methodology. In these cases, pedagogy comes first—the tools can be used to build the courses we want to teach.
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    Discuss this in class
Barbara Lindsey

My School, Meet MySpace: Social Networking at School | Edutopia - 0 views

  • Months before the newly hired teachers at Philadelphia's Science Leadership Academy (SLA) started their jobs, they began the consuming work of creating the high school of their dreams -- without meeting face to face. They articulated a vision, planned curriculum, designed assessment rubrics, debated discipline policies, and even hammered out daily schedules using the sort of networking tools -- messaging, file swapping, idea sharing, and blogging -- kids love on sites such as MySpace.
  • hen, weeks before the first day of school, the incoming students jumped onboard -- or, more precisely, onto the Science Leadership Academy Web site -- to meet, talk with their teachers, and share their hopes for their education. So began a conversation that still perks along 24/7 in SLA classrooms and cyberspace. It's a bold experiment to redefine learning spaces, the roles and relationships of teachers and students, and the mission of the modern high school.
  • When I hear people say it's our job to create the twenty-first-century workforce, it scares the hell out of me," says Chris Lehmann, SLA's founding principal. "Our job is to create twenty-first-century citizens. We need workers, yes, but we also need scholars, activists, parents -- compassionate, engaged people. We're not reinventing schools to create a new version of a trade school. We're reinventing schools to help kids be adaptable in a world that is changing at a blinding rate."
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  • It's the spirit of science rather than hardcore curriculum that permeates SLA. "In science education, inquiry-based learning is the foothold," Lehmann says. "We asked, 'What does it mean to build a school where everything is based on the core values of science: inquiry, research, collaboration, presentation, and reflection?'"
  • It means the first-year curriculum is built around essential questions: Who am I? What influences my identity? How do I interact with my world? In addition to science, math, and engineering, core courses include African American history, Spanish, English, and a basic how-to class in technology that also covers Internet safety and the ethical use of information and software. Classes focus less on facts to be memorized and more on skills and knowledge for students to master independently and incorporate into their lives. Students rarely take tests; they write reflections and do "culminating" projects. Learning doesn't merely cross disciplines -- it shatters outdated departmental divisions. Recently, for instance, kids studied atomic weights in biochemistry (itself a homegrown interdisciplinary course), did mole calculations in algebra, and created Dalton models (diagrams that illustrate molecular structures) in art.
  • This is Dewey for the digital age, old-fashioned progressive education with a technological twist.
  • computers and networking are central to learning at, and shaping the culture of, SLA. "
  • he zest to experiment -- and the determination to use technology to run a school not better, but altogether differently -- began with Lehmann and the teachers last spring when they planned SLA online. Their use of Moodle, an open source course-management system, proved so easy and inspired such productive collaboration that Lehmann adopted it as the school's platform. It's rare to see a dog-eared textbook or pad of paper at SLA; everybody works on iBooks. Students do research on the Internet, post assignments on class Moodle sites, and share information through forums, chat, bookmarks, and new software they seem to discover every day.
  • Teachers continue to use Moodle to plan, dream, and learn, to log attendance and student performance, and to talk about everything -- from the student who shows up each morning without a winter coat to cool new software for tagging research sources. There's also a schoolwide forum called SLA Talk, a combination bulletin board, assembly, PA system, and rap session.
  • Web technology, of course, can do more than get people talking with those they see every day; people can communicate with anyone anywhere. Students at SLA are learning how to use social-networking tools to forge intellectual connections.
  • In October, Lehmann noticed that students were sorting themselves by race in the lunchroom and some clubs. He felt disturbed and started a passionate thread on self-segregation.
  • "Having the conversation changed the way kids looked at themselves," he says.
  • "What I like best about this school is the sense of community," says student Hannah Feldman. "You're not just here to learn, even though you do learn a lot. It's more like a second home."
  • As part of the study of memoirs, for example, Alexa Dunn's English class read Funny in Farsi, Firoozeh Dumas's account of growing up Iranian in the United States -- yes, the students do read books -- and talked with the author in California via Skype. The students also wrote their own memoirs and uploaded them to SLA's network for the teacher and class to read and edit. Then, digital arts teacher Marcie Hull showed the students GarageBand, which they used to turn their memoirs into podcasts. These they posted on the education social-networking site EduSpaces (formerly Elgg); they also posted blogs about the memoirs.
Barbara Lindsey

Major New Study Shatter Stereotypes About Teens and Video Games - MacArthur Foundation - 0 views

  • gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • 99% of boys say they are gamers and 94% of girls report that they play games.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
  • ...15 more annotations...
  • 76% of gaming teens play games with others at least some of the time. 82% play games alone at least occasionally, though 71% of this group also plays games with others. 65% of gaming teens play with others in the same room.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • 12-14 year olds are equally as likely to play Mature and Adults Only rated games as their 15-17 year old counterparts.
  • “Gaming is a ubiquitous part of life for both boys and girls. For most teens, gaming runs the spectrum from blow-‘em-up mayhem to building communities; from cute-and-simple to complex; from brief private sessions to hours’ long interactions with masses of others.”
  • A focus of the survey was the relationship between gaming and civic experiences among teens. The goal was to test concerns that gaming might be prompting teens to withdraw from their communities. It turns out there is clear evidence that gaming is not just an entertaining diversion for many teens; gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • Moreover, the survey indicates that youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others are to go online to get information about current events, to try to persuade others how to vote in an election, to say they are committed to civic participation, and to raise money for charity.
  • Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • The study also found that these civic gaming experiences occurred equally among all kinds of game players regardless of family income, race, and ethnicity. These data stand in contrast to teens’ experiences in schools and others community situations, where white and higher-income youth typically have more opportunities for civic development.
  • “This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  • virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • “Games that simulate aspects of civic and political life may well promote civic skills and civic engagement. Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  •  
    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
Barbara Lindsey

Second Life: Do You Need One? (Part 4) : July 2007 : THE Journal - 0 views

    • Barbara Lindsey
       
      This is a fascinating insight that should be investigated further.
  • Digital learners then typically end up in extremely diverse networks, further expanding their cultural experience in the digital world.  Digital learners are also constantly faced with challenges to their established real world social norms and ask some very tough questions about those real world dividers.  Many traditional visitors remain in those topic-centered social groups, which typically consist of people of common interest and backgrounds, providing them less immersion into the diversity of the digital environment.
    • Barbara Lindsey
       
      This is a fascinating insight that should be investigated further.
  • Most traditional educator-visitors soon ask how they can find the space inworld to create a "classroom."  The result is typically a walled building, with ceilings, desks and chairs, and a lectern at the front next to a PowerPoint screen.  Digital visitors may also request space for a "classroom," but it is more likely to end up being a platform floating in the sky, with clouds instead of chairs, and digital media streamed onto the side of a giant bubble floating in the middle of the space.
  • ...4 more annotations...
  • this point represents a key distinction between the traditional and digital person.  While the traditional educator approaches the virtual world to learn how it can be used in education, the digital educator approaches the environment asking how this experience can change the entire practice of teaching and learning.  One seeks to perhaps adapt their current practices to fit a new environment, while the other looks to completely transform what they do based upon the opportunity provided in the virtual world.
    • Barbara Lindsey
       
      Key distinction in most technology-enhanced learning environments.
    • Barbara Lindsey
       
      key distinction in much adaptation/adoption of technology-enhanced learning environments.
  • traditional educators seek a structure to their inworld activities, while digital learners self define a process to reach the outcome they have decided upon. 
  • digital gamers are familiar with self-investigation to determine what is needed to "win the mission" and seek only resources and support.
Barbara Lindsey

Dr. Mashup; or, Why Educators Should Learn to Stop Worrying and Love the Remix | EDUCAU... - 0 views

  • A classroom portal that presents automatically updated syndicated resources from the campus library, news sources, student events, weblogs, and podcasts and that was built quickly using free tools.
  • Increasingly, it's not just works of art that are appropriated and remixed but the functionalities of online applications as well.
  • mashups involve the reuse, or remixing, of works of art, of content, and/or of data for purposes that usually were not intended or even imagined by the original creators.
  • ...31 more annotations...
  • hat, exactly, constitutes a valid, original work? What are the implications for how we assess and reward creativity? Can a college or university tap the same sources of innovative talent and energy as Google or Flickr? What are the risks of permitting or opening up to this activity?
    • Barbara Lindsey
       
      Good discussion point
  • Remix is the reworking or adaptation of an existing work. The remix may be subtle, or it may completely redefine how the work comes across. It may add elements from other works, but generally efforts are focused on creating an alternate version of the original. A mashup, on the other hand, involves the combination of two or more works that may be very different from one another. In this article, I will apply these terms both to content remixes and mashups, which originated as a music form but now could describe the mixing of any number of digital media sources, and to data mashups, which combine the data and functionalities of two or more Web applications.
  • Harper's article "The Ecstasy of Influence," the novelist Jonathan Lethem imaginatively reviews the history of appropriation and recasts it as essential to the act of creation.3
  • Lethem's article is a must-read for anyone with an interest in the history of ideas, creativity, and intellectual property. It brilliantly synthesizes multiple disciplines and perspectives into a wonderfully readable and compelling argument. It is also, as the subtitle of his article acknowledges, "a plagiarism." Virtually every passage is a direct lift from another source, as the author explains in his "Key," which gives the source for every line he "stole, warped, and cobbled together." (He also revised "nearly every sentence" at least slightly.) Lethem's ideas noted in the paragraph above were appropriated from Siva Vaidhyanathan, Craig Baldwin, Richard Posner, and George L. Dillon.
  • Reading Walter Benjamin's highly influential 1936 essay "The Work of Art in the Age of Mechanical Reproduction,"4 it's clear that the profound effects of reproductive technology were obvious at that time. As Gould argued in 1964 (influenced by theorists such as Marshall McLuhan5), changes in how art is produced, distributed, and consumed in the electronic age have deep effects on the character of the art itself.
  • Yet the technology developments of the past century have clearly corresponded with a new attitude toward the "aura" associated with a work of invention and with more aggressive attitudes toward appropriation. It's no mere coincidence that the rise of modernist genres using collage techniques and more fragmented structures accompanied the emergence of photography and audio recording.
  • Educational technologists may wonder if "remix" or "content mashup" are just hipper-sounding versions of the learning objects vision that has absorbed so much energy from so many talented people—with mostly disappointing results.
  • The question is, why should a culture of remix take hold when the learning object economy never did?
  • when most learning object repositories were floundering, resource-sharing services such as del.icio.us and Flickr were enjoying phenomenal growth, with their user communities eagerly contributing heaps of useful metadata via simple folksonomy-oriented tagging systems.
  • the standards/practices relationship implicit in the learning objects model has been reversed. With only the noblest of intentions, proponents of learning objects (and I was one of them) went at the problem of promoting reuse by establishing an arduous and complex set of interoperability standards and then working to persuade others to adopt those standards. Educators were asked to take on complex and ill-defined tasks in exchange for an uncertain payoff. Not surprisingly, almost all of them passed.
  • Discoverable Resources
  • Educators might justifiably argue that their materials are more authoritative, reliable, and instructionally sound than those found on the wider Web, but those materials are effectively rendered invisible and inaccessible if they are locked inside course management systems.
  • It's a dirty but open secret that many courses in private environments use copyrighted third-party materials in a way that pushes the limits of fair use—third-party IP is a big reason why many courses cannot easily be made open.
  • The potential payoff for using open and discoverable resources, open and transparent licensing, and open and remixable formats is huge: more reuse means that more dynamic content is being produced more economically, even if the reuse happens only within an organization. And when remixing happens in a social context on the open web, people learn from each other's process.
  • Part of making a resource reusable involves making the right choices for file formats.
  • To facilitate the remixing of materials, educators may want to consider making the source files that were used to create a piece of multimedia available along with the finished result.
  • In addition to choosing the right file format and perhaps offering the original sources, another issue to consider when publishing content online is the critical question: "Is there an RSS feed available?" If so, conversion tools such as Feed2JS (http://www.feed2JS.org) allow for the republication of RSS-ified content in any HTML Web environment, including a course management system, simply by copying and pasting a few lines of JavaScript code. When an original source syndicated with RSS is updated, that update is automatically rendered anywhere it has been republished.
  • Jack Schofield
  • Guardian Unlimited
  • "An API provides an interface and a set of rules that make it much easier to extract data from a website. It's a bit like a record company releasing the vocals, guitars and drums as separate tracks, so you would not have to use digital processing to extract the parts you wanted."1
  • What's new about mashed-up application development? In a sense, the factors that have promoted this approach are the same ones that have changed so much else about Web culture in recent years. Essential hardware and software has gotten more powerful and for the most part cheaper, while access to high-speed connectivity and the enhanced quality of online applications like Google Docs have improved to the point that Tim O'Reilly and others can talk of "the emergent Internet operating system."15 The growth of user-centered technologies such as blogs have fostered a DIY ("do it yourself") culture that increasingly sees online interaction as something that can be personalized and adapted on the individual level. As described earlier, light syndication and service models such as RSS have made it easier and faster than ever to create simple integrations of diverse media types. David Berlind, executive editor of ZDNet, explains: "With mashups, fewer technical skills are needed to become a developer than ever. Not only that, the simplest ones can be done in 10 or 15 minutes. Before, you had to be a pretty decent code jockey with languages like C++ or Visual Basic to turn your creativity into innovation. With mashups, much the same way blogging systems put Web publishing into the hands of millions of ordinary non-technical people, the barrier to developing applications and turning creativity into innovation is so low that there's a vacuum into which an entire new class of developers will be sucked."16
  • The ability to "clone" other users' mashups is especially exciting: a newcomer does not need to spend time learning how to structure the data flows but can simply copy an existing framework that looks useful and then make minor modifications to customize the result.19
    • Barbara Lindsey
       
      This is the idea behind the MIT repository--remixing content to suit local needs.
  • As with content remixing, open access to materials is not just a matter of some charitable impulse to share knowledge with the world; it is a core requirement for participating in some of the most exciting and innovative activity on the Web.
  • "My Maps" functionality
  • For those still wondering what the value proposition is for offering an open API, Google's development process offers a compelling example of the potential rewards.
    • Barbara Lindsey
       
      Wikinomics
  • Elsewhere, it is difficult to point to significant activity suggesting that the mashup ethos is taking hold in academia the way it is on the wider Web.
  • Yet for the most part, the notion of the data mashup and the required openness is not even a consideration in discussions of technology strategy in higher educational institutions. "Data integration" across campus systems is something that is handled by highly skilled professionals at highly skilled prices.
  • Revealing how a more adventurous and inclusive online development strategy might look on campus, Raymond Yee recently posted a comprehensive proposal for his university (UC Berkeley), in which he outlined a "technology platform" not unlike the one employed by Amazon.com (http://aws.amazon.com/)—resources and access that would be invaluable for the institution's programmers as well as for outside interests to build complementary services.
  • All too often, college and university administrators react to this type of innovation with suspicion and outright hostility rather than cooperation.
  • those of us in higher education who observe the successful practices in the wider Web world have an obligation to consider and discuss how we might apply these lessons in our own contexts. We might ask if the content we presently lock down could be made public with a license specifying reasonable terms for reuse. When choosing a content management system, we might consider how well it supports RSS syndication. In an excellent article in the March/April 2007 issue of EDUCAUSE Review, Joanne Berg, Lori Berquam, and Kathy Christoph listed a number of campus activities that could benefit from engaging social networking technologies.26
  • What might happen if we allow our campus innovators to integrate their practices in these areas in the same way that social networking application developers are already integrating theirs? What is the mission-critical data we cannot expose, and what can we expose with minimal risk? And if the notion of making data public seems too radical a step, can APIs be exposed to selected audiences, such as on-campus developers or consortia partners?
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