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Barbara Lindsey

Open Learning Initiative - 0 views

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    Carnegie Mellon Open Learning Initiative
Barbara Lindsey

2010 Horizon Report » Executive Summary - 0 views

  • The annual Horizon Report describes the continuing work of the New Media Consortium’s Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years.
  • six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years.
  • In the seven years that the Horizon Project has been underway, more than 400 leaders in the fields of business, industry, technology, and education have contributed to this long-running primary research effort. They have drawn on a comprehensive body of published resources, current research and practice, their own considerable expertise, and the expertise of the NMC and ELI communities to identify technologies and practices that are beginning to appear on campuses or are likely to be adopted in the next few years.
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  • Each topic is introduced with an overview that describes what it is, followed by a discussion of the particular relevance of the topic to education, creativity, or research. Examples of how the technology is being, or could be applied to those activities are given. Finally, each section closes with an annotated list of suggested readings and additional examples that expand on the discussion in the report and a link to the tagged resources collected during the research process
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    The annual Horizon Report describes the continuing work of the New Media Consortium's Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years.
Barbara Lindsey

FRONTLINE: digital nation: henry jenkins response to mark bauerlein | PBS - 0 views

  • let me say another word or two about our friend, the student who thinks he can read Romeo and Juliet in 10 minutes. It seems to me that he has a lot in common with educational policy makers who think that the experience of reading the book can be reduced to a small number of items on a standardized test. Both have an instrumental understanding of reading and learning which sees learning as a product and has not respect for the process of really engaging deeply with the literary experience. In many ways, the student's attitude is a byproduct of the current structure of education as much as it is a byproduct of the instant gratification promised by digital culture. As someone who has been involved in the last year with a project which seeks to model ways we can teach Moby-Dick in contemporary schools, I can tell you the resistance we've gotten from some teachers comes at both levels. Yes, some teachers don't think their students have the attention span to deal with a novel of this length and complexity but many more simply say that they don't think they have time to teach a novel of such richness if they are going to stay on track and review all of the content they are supposed to cover under the new national standards. Both push back against a depth of experience and the student may simply trying to act efficiently to give the teachers what they want on the test. As someone who loves literature, both sides of this equation break my heart.
  • what the gamers are doing in the Korean Bong is better described as intense concentration, entering a state of flow, rather than multitasking per se. A growing body of work has stressed the kinds of active problem solving which surrounds the play of certain kinds of games, the collaboration which occurs through certain forms of participatory culture, etc. as other ways of engaging with the online world. To me, there's something reductive about continuing to return to issues of multitasking when depicting Katie Salen's game school for example. Katie's approach is not about turning students lose on the computer; it is about teaching them to look at the world as a complex system and developing skills as designers. In my White Paper for MacArthur, I identify multitasking as a skill -- but I don't mean by this what young people think they are doing when they talk about multitasking. I mean the ability to manage attention -- sometimes concentrating on a single text or problem, sometimes scanning the environment to form a hazier understanding of the bigger picture, much as a driver needs to keep their eyes on the road in front of them but also needs to scan the rear view mirror. I think schools have a role to play in helping young people sharpen their understanding of which mode of engagement is appropriate for different tasks and contexts.
  • The goal shouldn't be to decide if computers are good or bad. Our goal should be to identify what a more constructive relationship to this technology might look like and to insure that those skills and practices get transmitted to a broader segment of the population.
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  • I also think that they should report the diverse range of cultural practices which emerged from the Digital Youth team's large scale ethnography of teen's on-line lives and the kinds of practices which seem to support robust informal learning outside the classroom. Unfortunately, this research ended up on the cutting room floor. Some of it is on the web. None of it is in the program.
Barbara Lindsey

Weblogg-ed » Continuing the Educon Conversation - 0 views

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    Will Richardson posts educon list of big questions regarding schools and learning today and asks everyone to chime in.
Chenwen Hong

Planning for Neomillennial Learning Styles: Implications for Investments in Technology ... - 0 views

shared by Chenwen Hong on 30 Apr 10 - Cached
  • One major advantage of egocentric perspectives is that they enable participants' actional immersion and motivation more strongly than exocentric FORs, which are better suited for dispassionate observer roles.
    • Chenwen Hong
       
      Can we say teaching through gaming is proving an egocentric FOR to course content?
    • Chenwen Hong
       
      I think teaching through gaming is proving an egocentric FOR to course content.
  • While the content of these games and activities often does not lead to knowledge useful in the real world, rich types of learning and identity formation do take place in these environments, fostering neomillennial learning styles based on characteristics of immersive mediated interaction.
    • Chenwen Hong
       
      Therefore, if we are to integrating gaming into the course, the content and activities then will have meanings and can be made useful in the real world.
  • Virtual identity unfettered by physical attributes such as gender, race, disabilities
    • Chenwen Hong
       
      I have doubts on this "unfettered" virtual identity, which has been mentioned earlier in this article. If avatars are created in terms of how we defines identities in real world, how come those physical attributes will disappear?
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  • Multitasking among disparate experiences and information sources
    • Chenwen Hong
       
      Is this not proved to be less efficient and result in less successul acedmic performances?
  • These virtual worlds are persistent social and material worlds, loosely structured by open-ended (fantasy) narratives, where players are largely free to do as they please—slay ogres, siege castles, barter goods in town, or shake the fruit out of trees
    • Chenwen Hong
       
      While it is easy to confuse virtual life with real life, do we instructors play a role of teaching them to tell their differences as we are blending their real life into the virtual world in teaching? Or is there such a role?
Barbara Lindsey

udtechtoolkit - home - 0 views

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    Web 2.0 tools with universal design for learning approach
Barbara Lindsey

TeachPaperless: This is Our Classroom - 0 views

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    Thanks to Silvia Tolisano. Collaborative learning environnment
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