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Barbara Lindsey

About « CrisisCommons - 0 views

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    CrisisCamp is a global network of hybrid barcamp/hackathon events which bring together people and communities who innovate crisis response and global development through technology tools, expertise and problem solving. Since 2009, CrisisCamp volunteers have created crisis response and learning events in over 10 countries with volunteers of all backgrounds who collaborate in an open environment to aggregate crisis data, develop prototype tools and train people on how to use technology tools and problem solving to aid in crisis response and global development.
Barbara Lindsey

O'Reilly Network: What Is Web 2.0 - 0 views

  • "folksonomy" (in contrast to taxonomy), a style of collaborative categorization of sites using freely chosen keywords, often referred to as tags. Tagging allows for the kind of multiple, overlapping associations that the brain itself uses, rather than rigid categories. In the canonical example, a Flickr photo of a puppy might be tagged both "puppy" and "cute"--allowing for retrieval along natural axes generated user activity.
    • Barbara Lindsey
       
      Key is flexibility for user-generated tags that are meaningful to them.
  • peer-production
  • RSS allows someone to link not just to a page, but to subscribe to it, with notification every time that page changes.
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  • RSS is now being used to push not just notices of new blog entries, but also all kinds of data updates, including stock quotes, weather data, and photo availability
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    O'Reilly definition of Web 2.0
Barbara Lindsey

Kenya Launches Africa's First National Open Data Initiative - 0 views

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    via @coolcateacher aka Vicki Davis
Barbara Lindsey

How to read a paper - 1 views

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    Provides steps on how to effectively read a research paper for maximum effect.
Barbara Lindsey

C. M. Rubin: The Global Search for Education: More Technology, Please! - 0 views

  • One of the best examples I have seen of the flex model was in Morgan Hill, California. This is a district south of San Jose where about a third of its students are Hispanic and I believe over a third of its students are on free-and-reduced price lunch. The school is called the Silicon Valley Flex Academy - Grades 6 through 12. As you walk into the school there are a couple of huge open spaces on either side where every student has his/her own office. In this space, each student has his/her own computer. The students are encouraged to decorate their own space with things they like (in the same way an adult might decorate an office at work). There are break out classrooms around the perimeter of the building. Here teachers are getting the data on how the kids are doing. Teachers can pull students into these break-out classrooms in very small groups. The teacher is then able to focus on a student's individual issues. The teacher's job is totally different in this arrangement. The fascinating thing was how much ownership the students have over their learning. They all knew exactly what was expected of them the entire year. They knew exactly how they were doing at any point. Their job was to learn the material. If they could get the work done during the school day there was no homework. So it was up to the individual students to make those decisions.
  • The teachers I spoke to explained that they had been trained to do lesson planning, lectures to large groups of students and classroom management -- none of which they were now doing. They explained that the adjustment was difficult. Training has not been built into the formal teacher training system for programs like this, and few are really thinking about it at the moment. Now, the teacher is still doing teaching or tutoring when pulling students out into small groups for project-based work, but instead of this being determined by a pacing guide, this is now being determined by where the students are in their learning. What was so interesting was that in this model, teachers were able to do the tutoring and value enrichment work that teachers really like to do but don't always get time to do in a classroom. One of the challenges the teachers mentioned was staying on top of scheduling. How do you keep track when you have students at different places in the curriculum? Those were tough decisions for teachers to make and they were, as you say, learning on the job.
  • When students own their learning, they feel responsible for it and motivated to do it. What they also appreciated was that the teacher was no longer there to "punish them" or "grade them down". Instead the teacher was there to help them reach their goal. This is much more of an environment built around success and motivation versus failure.
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  • I also think the assessment system that we have in place in schools is a problem for this learning system going forward. Assessment needs to be based on where each individual child started and then grew to and finally ended up in a particular year, versus a snapshot once a year view of an entire school.
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    fall 2012 syllabus
Barbara Lindsey

Do You Speak "Academia"? » Edurati Review - 0 views

  • the opening main clause, “Education is an all-encompassing institution,” makes little sense, and the rest of the sentence fails to clarify its meaning. The use of “each and every” is redundant; if each continent and culture, then, by default, it is every continent and culture. After the semicolon, good verbs become weak adjectives: functional and organizational. The entire paragraph could be restructured as an easily understood sentence: In every society, schools organize, function, and operate similarly.
  • Why pick on paragraphs pulled from their contexts? If you read (or try to read) educational journals, you’ll find that these examples are not isolated. They illustrate the “academic style” characterizing such periodicals. These periodicals, their supporters argue, provide the link between research and classroom practice. But the poor communication—the academic writing—requires the reader to add steps to the usually efficient cognition of comprehension. The reader is forced to pause and ask, “What does that mean in plain English?” It’s not that different from reading text in a second language, one in which the reader may be knowledgeable but not proficient.
  • This same gap often exists between students and their textbooks.
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  • This issue is so prevalent that some experts recommend we teach students “academic language.”
  • This additional distance between the writer and reader decreases the likelihood that the journals will actually be read. And if the journals are not read by teachers, the research will be slow to influence educational practice, if it does at all.
  • We are spending time, effort, and sometimes money on research doomed to remain idle because it’s not communicated well. The poor writing prevents worthwhile application.
  • If understanding depends on translating the language, students who struggle with this prerequisite may lack the motivation or inertia to think beyond, or even through, the interpretation. We’re making understanding more difficult—a seeming antithesis to our role as educators.
  • Why can’t “academic” journals and textbooks utilize common principles of good writing. Why do we insist on communication complexity when our goals would be better served by simple clarity?
  • Status? Are we insisting on “academic writing” because it separates journals from the “rags” intended for the masses or textbooks from the unlearned? If so, our goal must be to maintain some perceived elite readership—a readership probably not teaching or sitting in our classrooms.
  • Do we think that our research and subject matter is complicated, therefore our communicating should also be complex? This is so contrary to logic and sound teaching that it’s an oxymoron.
  • A complex topic requires simple writing, especially when the reader likely lacks the author’s background knowledge and experience. This is almost always the case when a researcher seeks to address individuals who were not part of the research team or involved in similar research themselves, or when experts in a field seek to articulate concepts for students.
  • Medina presents ideas simply and in ways known to foster learning. As the brain engages in elaboration, it overlays new data with known experiences, making connections that help construct understanding. Medina relates a new, complex topic to a familiar childhood activity—origami (even though he is not writing for children). By giving us a reference point for understanding DNA, he equips us with the tools needed to construct understanding. Isn’t this what we should be striving for, both in our textbooks and our journals?
Barbara Lindsey

Presentation Zen Bento Box - dr. jude rathburn's posterous - 0 views

  • Take an hour to show Garr's award winning Presentation Zen video (included in the bento box) so that people can see the principles in action before trying to design their own presentations. 
  • since viewers are not familiar with the approach, I found it is helpful to take some time to discuss each element.
  • rovide risk-free (i.e. low stakes) opportunities for learners to practice various elements of the Presentation Zen approach, share the results and provide peer reviews.
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  • In my senior level strategic management seminar I asked people to break up into groups of three and then distributed a Fortune article about a local firm so that we would all be working with the same course-related content.  I gave them class time to read the article and also provided an organizing framework to help them focus on the main themes regarding the company's business strategy.  I also printed out a blank storyboard using the 3-slide handout feature in MSPowerPoint and distributed a few copies to each group.  Their task was to come to some consensus about the most interesting aspect of the company's strategy and identify the one central point that they wanted to get across in their 2-3 minute presentation.  The only other constraints were that they had to include one slide that highlighted some data that supported their central point and they had to create their storyboard and script in analog form before they opened their laptops. 
  • I asked each group to create a narrated presentation using either Keynote or PowerPoint, which they then uploaded to a discussion forum in our web-based course management system.  Each student also reviewed at least one other group's presentation, providing feedback on content, as well as the application of the Presentation Zen approach.  I provided feedback in the forum as well, commenting on the presentations themselves and the peer reviews.  Everyone who participated got full credit, which is why I referred to the practice presentation and peer review as a risk-free or low stakes activity.
  • Provide an example of a presentation that used the Presentation Zen approach, along with the storyboard and script
  • It also opens the door for viewers to give me feedback on the effectiveness of the design decisions I made and offer suggestions on how to improve my presentation.  I have found that opening up the conversation and giving students permission to review my work helps to strengthen our connection and improves my practice at the same time.  It also helps me demonstrate that it takes time and practice to implement the PZ approach - we are all a work in progress!
  • My final tip, at least for now, is to give people plenty of opportunities to practice using the Presentation Zen approach and give and receive feedback.  My students decided they wanted to create at least four presentations throughout the course to demonstrate their understanding of course concepts and their ability to apply those concepts to real world examples. 
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    Talks about using Garr Reynold's Presentation Zen approach to designing presentations and how he structures his students' (and his) learning experiences in using this approach.
Barbara Lindsey

Schools starting to allow use of digital devices - 0 views

  • "We want them to start modeling what they're going to see when they get out of here," said Lee, who envisions someday replacing students' print planners with online calendars. Most of all, he wants to cultivate what he calls good digital citizenship.
  • Drawing inspiration from fake Twitter accounts that parody celebrities or historical figures, Haines has had his students tweet as characters from George Orwell's "Animal Farm."
  • There is little data on how many school districts across the country have policies allowing the use of cellphones and other digital devices in class. A 2009 U.S. Department of Education survey shows only 4 percent of public-school teachers say a handheld device is available in the classroom every day.
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  • "Everybody in the technology end of schools are talking about not so much loosening the reins as opening the opportunities for students," she said. "That's the world they live in - not in a classroom, in rows, with books in front of them."
  • "All the conversation, even at the grad-school level, is 'Put away your phones,' " said Sree Sreenivasan, a professor of digital media at Columbia University. "If I was a teacher, and as a parent, I would be concerned. Forty kids, all pulling out their cellphones - that's a total recipe for disaster."
  • "If you stopped and waited for every unknown to be solved, you'd never get anything done," he said.
  • "If a student is cheating, it's the same punishment as if they were using handwritten notes to cheat. If a student is using a cellphone to make threats, it's the same punishment as if they were making verbal threats," Ross said. "Cellphones didn't invent any of (those) things."
  • forcing students to pretend their phones don't exist when they enter school creates an "unrealistic environment" for children.
Barbara Lindsey

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

  • In many ways, our key methods of coping with overload haven’t changed since the 16th century: We still need to select, summarize, and sort, and ultimately need human judgment and attention to guide the process.
  • Early modern compilers were driven by this enthusiasm, even beyond their hopes for acquiring reputation or financial gain. Today, we see the same impulse in the proliferation of cooperative information sharing on the Internet, such as the many designers and programmers sharing new ways to visualize and efficiently use huge quantities of data. In democratizing our ability to contribute to a universal encyclopedia of experience and information, the Internet has shown just how widespread that long-running ambition remains today.
  • Overload has long been fueled by our own enthusiasm — the enthusiasm for accumulating and sharing knowledge and information, and also for experimenting with new forms of organizing and presenting it.
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    Final page of article
Barbara Lindsey

American Express - Hong Kong - Personal Information Collection Statement - 0 views

  • When you give us information about you we are collecting it in order to review your application for products and services this applies to both existing and potentially new customers. We will use information for operation of your account, provision of products and services and for marketing purposes. Please note that if you do not provide the information required in the mandatory fields we may be unable to process your request. Security
  • In all other cases we will not disclose customer information unless we have previously informed the customer, have been authorized by the customer, or are required to do so by law or other regulatory authority. In particular, when a court order or subpoena requires us to disclose information, we notify the customer promptly to provide an opportunity to exercise his or her legal rights. The only exceptions to this policy are when court order or law prohibits us from notifying the customer, or in cases in which fraud and/or criminal activity is suspected. Further, we will not use medical information for marketing purposes or to provide credit.
  • Please do keep in mind that if you take advantage of an offer from an American Express business partner and become their customer, they may independently wish to send offers to you. In this case, you will need to inform them separately if you do not wish to receive future offers from them.
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  • We do share information about you within the American Express Group of Companies so we can provide you with products and services and bring you information about other American Express products and services. All American Express Companies comply with The American Express Privacy Principles.  
Barbara Lindsey

Mobile Learning Environments (EDUCAUSE Quarterly) | EDUCAUSE - 0 views

  • There are now more than 4.6 billion mobile phones in the world, according to the International Telecommunication Union (ITU)'s February 2010 press release. This means that mobile has taken the place of FM radio as the most ubiquitous communications technology on the planet.1
  • Mobile Phone Network model Centralized Peer-to-peer Content customization Uniform Personalized to context Information distribution Just-in-case Just-in-time Role of audience Consumer Equal p
  • articipant Reliability qualifier Authority Social capital Governance Institutional Relational
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  • I've seen that the introduction of new technology can provide a reason to rethink a course from the ground up and reassess its core educational goals. Often the greatest educational benefits seem to come from this process, not just the technology that encouraged it.
  • It might be safe to say that each time a new medium appears, no matter how different it is from the last, the normal reaction of first adopters is to use it as a new package for existing content.
  • I've seen that the introduction of new technology can provide a reason to rethink a course from the ground up and reassess its core educational goals.
  • It can be easy to forget that we human beings are more than brains connected to an apparatus that moves us around in space. Instead, we belong to communities, we live in neighborhoods, we have local culture and events. Inquiry into these real things led to many of the fields we now call science, literature, mathematics, and history. Why then do we isolate instruction in those fields to a classroom, instead of deriving instruction from the environment from which these subjects originated?
  • place-based learning.2 One such example, Dow Day, is a mobile documentary that relives the student protests of 1967 in Madison, Wisconsin, against the Dow Chemical Company. In this activity, location-aware handheld devices add an augmented layer of history to a walk through the campus, placing the student in the role of a news reporter. By monitoring the device's GPS, Dow Day creates the illusion of additional characters standing in physical space and facilitates simulated conversations with these historical entities. In addition, when players walk to predefined media locations, they trigger video footage showing the physical scene from 40 years ago, effectively superimposing the marchers and police onto the current landscape (see Figure 2).
  • Situated theories of cognition claim that knowing and doing are inherently linked.4
  • One such example is a mobile game called Mentira, produced at the University of New Mexico. The game is designed to teach an introductory college Spanish course in ways that are contextually sound for language learning. In the first unit, students play a mystery game on handheld devices in class, taking on a role and a goal within a story told completely in Spanish. In the second part, the class moves outside to a local Spanish-speaking neighborhood where they continue the story while interacting with physical and virtual Spanish speakers in real places (see Figure 3).
  • With Mentira, students learn Spanish outside the classroom through narrative and interaction with members of a Spanish-speaking neighborhood, re-situating language in practice.
  • Identifying the disconnect, a small team from the Animal Science and the Academic Technology departments at UW–Madison are working on a prototype for hobbyist birdwatchers. WeBIRD aims to crowdsource ornithology research by providing a tool for hobbyist practitioners. A birder will record the audio of a bird heard out in the field and have the system identify the species while logging the sighting's location, current weather, time of day, and date to a central database. This data can then be used for anything from formal research of migration patterns over time to individual questions such as, "Where am I most likely to see a cardinal this time of year?" The potential for location-aware, casual gaming structures such as birder achievement badges and leader boards are also being investigated in order to provide additional social play motives for participation.
  • Learning happens anywhere someone has questions and the means to explore answers. As ubiquitous access to information continues to shift toward personal mobile devices, more and more of the learning that takes place may be happening outside of the classroom and in the context of a backyard conversation, a walk through campus, or a Taquería in New Mexico.
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.
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  • 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.”
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    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
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