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Barbara Lindsey

Arounder: France: Paris: View Alexandre III bridge - 0 views

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Barbara Lindsey

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

  • Research indicates that each of these media, when designed for education, fosters particular types of interactions that enable—and undercut—various learning styles.
    • Barbara Lindsey
       
      How much do we know about our students' learning styles? How do we know this?
  • Over the next decade, three complementary interfaces will shape how people learn
  • The familiar "world to the desktop." Provides access to distant experts and archives and enables collaborations, mentoring relationships, and virtual communities of practice. This interface is evolving through initiatives such as Internet2. "Alice in Wonderland" multiuser virtual environments (MUVEs). Participants' avatars (self-created digital characters) interact with computer-based agents and digital artifacts in virtual contexts. The initial stages of studies on shared virtual environments are characterized by advances in Internet games and work in virtual reality. Ubiquitous computing. Mobile wireless devices infuse virtual resources as we move through the real world. The early stages of "augmented reality" interfaces are characterized by research on the role of "smart objects" and "intelligent contexts" in learning and doing.
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  • This immersion in virtual environments and augmented realities shapes participants' learning styles beyond what using sophisticated computers and telecommunications has fostered thus far, with multiple implications for higher education.
  • Beyond actional and symbolic immersion, advances in interface technology are now creating virtual environments and augmented realities that induce a psychological sense of sensory and physical immersion.
  • The research on virtual reality Salzman and I conducted on frames of reference found that the exocentric and the egocentric FORs have different strengths for learning. Our studies established that learning ideally involves a "bicentric" perspective alternating between egocentric and exocentric FORs.
    • Barbara Lindsey
       
      Could we make the argument that this is one of the main goals of language programs?
  • But what is so special about the egocentric perspectives and situated learning now enabled by emerging media? After all, each of us lives with an egocentric perspective in the real world and has many opportunities for situated learning without using technology. One attribute that makes mediated immersion different and powerful is the ability to access information resources and psychosocial community distributed across distance and time, broadening and deepening experience. A second important attribute is the ability to create interactions and activities in mediated experience not possible in the real world, such as teleporting within a virtual environment, enabling a distant person to see a real-time image of your local environment, or interacting with a (simulated) chemical spill in a busy public setting. Both of these attributes are actualized in the Alice-in-Wonderland interface.
  • Notion of place is layered/blended/multiple; mobility and nomadicity prevalent among dispersed, fragmented, fluctuating habitats (for example, coffeehouses near campus)
  • Guided social constructivism and situated learning as major forms of pedagogy
  • he defining quality of a learning community is that there is a culture of learning, in which everyone is involved in a collective effort of understanding. There are four characteristics that such a culture must have: (1) diversity of expertise among its members, who are valued for their contributions and given support to develop, (2) a shared objective of continually advancing the collective knowledge and skills, (3) an emphasis on learning how to learn, and (4) mechanisms for sharing what is learned. If a learning community is presented with a problem, then the learning community can bring its collective knowledge to bear on the problem. It is not necessary that each member assimilate everything that the community knows, but each should know who within the community has relevant expertise to address any problem. This is a radical departure from the traditional view of schooling, with its emphasis on individual knowledge and performance, and the expectation that students will acquire the same body of knowledge at the same time.26
  • Peer-developed and peer-rated forms of assessment complement faculty grading, which is often based on individual accomplishment in a team performance context  Assessments provide formative feedback on instructional effectiveness
  • Multipurpose habitats—creating layered/blended/personalizable places rather than specialized locations (such as computer labs)
  • o the extent that some of these ideas about neomillennial learning styles are accurate, campuses that make strategic investments in physical plant, technical infrastructure, and professional development along the dimensions suggested will gain a considerable competitive advantage in both recruiting top students and teaching them effectively.
  • Net Generation learning styles stem primarily from the world-to-the-desktop interface; however, the growing prevalence of interfaces to virtual environments and augmented realities is beginning to foster so-called neomillennial learning styles in users of all ages.
    • Barbara Lindsey
       
      What is the timeline?
  • Immersion is the subjective impression that one is participating in a comprehensive, realistic experience.
  • Inducing a participant's symbolic immersion involves triggering powerful semantic associations via the content of an experience.
    • Barbara Lindsey
       
      Felice's Utopian City
  • The capability of computer interfaces to foster psychological immersion enables technology-intensive educational experiences that draw on a powerful pedagogy: situated learning.
  • The major schools of thought cited are behaviorist theories of learning (presentational instruction), cognitivist theories of learning (tutoring and guided learning by doing), and situated theories of learning (mentoring and apprenticeships in communities of practice).
    • Barbara Lindsey
       
      What kinds of learning environments do you prefer and what kinds do you create for your students?
  • Situated learning requires authentic contexts, activities, and assessment coupled with guidance from expert modeling, mentoring, and "legitimate peripheral participation."8 As an example of legitimate peripheral participation, graduate students work within the laboratories of expert researchers, who model the practice of scholarship. These students interact with experts in research as well as with other members of the research team who understand the complex processes of scholarship to varying degrees. While in these laboratories, students gradually move from novice researchers to more advanced roles, with the skills and expectations for them evolving.
  • Potentially quite powerful, situated learning is much less used for instruction than behaviorist or cognitivist approaches. This is largely because creating tacit, relatively unstructured learning in complex real-world settings is difficult.
    • Barbara Lindsey
       
      Not too far in the future!
  • However, virtual environments and ubiquitous computing can draw on the power of situated learning by creating immersive, extended experiences with problems and contexts similar to the real world.9 In particular, MUVEs and real-world settings augmented with virtual information provide the capability to create problem-solving communities in which participants can gain knowledge and skills through interacting with other participants who have varied levels of skills, enabling legitimate peripheral participation driven by intrinsic sociocultural forces.
  • Situated learning is important in part because of the crucial issue of transfer. Transfer is defined as the application of knowledge learned in one situation to another situation and is demonstrated if instruction on a learning task leads to improved performance on a transfer task, typically a skilled performance in a real-world setting
    • Barbara Lindsey
       
      One of the most difficult skills to master.
  • Moreover, the evolution of an individual's or group's identity is an important type of learning for which simulated experiences situated in virtual environments or augmented realities are well suited. Reflecting on and refining an individual identity is often a significant issue for higher education students of all ages, and learning to evolve group and organizational identity is a crucial skill in enabling innovation and in adapting to shifting contexts.
  • Immersion is important in this process of identity exploration because virtual identity is unfettered by physical attributes such as gender, race, and disabilities.
    • Barbara Lindsey
       
      Don't agree with this. We come to any environment with our own baggage and we do not interact in a neutral social context.
  • Thanks to out-of-game trading of in-game items, Norrath, the virtual setting of the MMOG EverQuest, is the seventy-seventh largest economy in the real world, with a GNP per capita between that of Russia and Bulgaria. One platinum piece, the unit of currency in Norrath, trades on real world exchange markets higher than both the Yen and the Lira (Castronova, 2001).14
  • Multiple teams of students can access the MUVE simultaneously, each individual manipulating an avatar which is "sent back in time" to this virtual environment. Students must collaborate to share the data each team collects. Beyond textual conversation, students can project to each other "snapshots" of their current individual point of view (when someone has discovered an item of general interest) and also can "teleport" to join anyone on their team for joint investigation. Each time a team reenters the world, several months of time have passed in River City, so learners can track the dynamic evolution of local problems.
  • In our research on this educational MUVE based on situated learning, we are studying usability, student motivation, student learning, and classroom implementation issues. The results thus far are promising: All learners are highly motivated, including students typically unengaged in classroom settings. All students build fluency in distributed modes of communication and expression and value using multiple media because each empowers different types of communication, activities, experiences, and expressions. Even typically low-performing students can master complex inquiry skills and sophisticated content. Shifts in the pedagogy within the MUVE alter the pattern of student performance.
    • Barbara Lindsey
       
      Would like to see research on this.
  • Research shows that many participants value this functionality and choose to access the Web page after leaving the museum.
    • Barbara Lindsey
       
      More could be done with this.
  • Participants in these distributed simulations use location-aware handheld computers (with GPS technology), allowing users to physically move throughout a real-world location while collecting place-dependent simulated field data, interviewing virtual characters, and collaboratively investigating simulated scenarios.
    • Barbara Lindsey
       
      Much better
  • Initial research on Environmental Detectives and other AR-based educational simulations demonstrates that this type of immersive, situated learning can effectively engage students in critical thinking about authentic scenarios.
  • Students were most effective in learning and problem-solving when they collectively sought, sieved, and synthesized experiences rather than individually locating and absorbing information from some single best source.
    • Barbara Lindsey
       
      How does this 'fit' learning goals and teaching styles in our program?
  • Rheingold's forecasts draw on lifestyles seen at present among young people who are high-end users of new media
  • Rather than having core identities defined through a primarily local set of roles and relationships, people would express varied aspects of their multifaceted identities through alternate extended experiences in distributed virtual environments and augmented realities.
    • Barbara Lindsey
       
      How is this different from current experiences for individuals working within/across different social groups and boundaries?
  • one-third of U.S. households now have broadband access to the Internet. In the past three years, 14 million U.S. families have linked their computers with wireless home networks. Some 55 percent of Americans now carry cell phones
  • Mitchell's forecasts25 are similar to Rheingold's in many respects. He too envisions largely tribal lifestyles distributed across dispersed, fragmented, fluctuating habitats: electronic nomads wandering among virtual campfires. People's senses and physical agency are extended outward and into the intangible, at considerable cost to individual privacy. Individual identity is continuously reformed via an ever-shifting series of networking with others and with tools. People express themselves through nonlinear, associational webs of representations rather than linear "stories" and co-design services rather than selecting a precustomized variant from a menu of possibilities.
  • More and more, though, people of all ages will have lifestyles involving frequent immersion in both virtual and augmented reality. How might distributed, immersive media be designed specifically for education, and what neomillennial learning styles might they induce?
  • Mediated immersion creates distributed learning communities, which have different strengths and limits than location-bound learning communities confined to classroom settings and centered on the teacher and archival materials.27
  • Neomillenial Versus Millennial Learning Styles
  • Emphasis is placed on implications for strategic investments in physical plant, technology infrastructure, and professional development.
  • such as textbooks linked to course ratings by students)
  • Mirroring": Immersive virtual environments provide replicas of distant physical settings
  • Middleware, interoperability, open content, and open source
  • Finding information Sequential assimilation of linear information stream
  • Student products generally tests or papers Grading centers on individual performance
  • These ideas are admittedly speculative rather than based on detailed evidence and are presented to stimulate reaction and dialogue about these trends.
  • f we accept much of the analysis above
    • Barbara Lindsey
       
      But have they made the case for its educational value?
  • students of all ages with increasingly neomillennial learning styles will be drawn to colleges and universities that have these capabilities. Four implications for investments in professional development also are apparent. Faculty will increasingly need capabilities in:
  • Some of these shifts are controversial for many faculty; all involve "unlearning" almost unconscious beliefs, assumptions, and values about the nature of teaching, learning, and the academy. Professional development that requires unlearning necessitates high levels of emotional/social support in addition to mastering the intellectual/technical dimensions involved. The ideal form for this type of professional development is distributed learning communities so that the learning process is consistent with the knowledge and culture to be acquired. In other words, faculty must themselves experience mediated immersion and develop neomillennial learning styles to continue teaching effectively as the nature of students alters.
  • Differences among individuals are greater than dissimilarities between groups, so students in any age cohort will present a mixture of neomillennial, millennial, and traditional learning styles
  • The technologies discussed are emerging rather than mature, so their final form and influences on users are not fully understood. A substantial number of faculty and administrators will likely dismiss and resist some of the ideas and recommendations presented here.
Barbara Lindsey

SpeEdChange: Considering Universal Design - 0 views

  • UDL means many things, depending on which group of researchers and advocates you are speaking to, but the general idea is to create learning environment which can be individually adapted to learner needs. In other words, the environment adapts rather than forcing the learner to.
  • educational institutions, content delivery systems, assessment systems, and ICT should be flexible enough to meet the diverse needs of the learner population.
  • And school ends in graduate school with them telling you that you are making your citations wrong - not that they can't tell where you got your information from, you're just not conforming absolutely to whichever nonsensical citation system your particular department has chosen to embrace."
    • Barbara Lindsey
       
      Do you see any problems with either conforming to or not conforming to an agreed upon citation system? What is Socol's argument here? Is this a good example for his argument? 
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  • A decade ago the Centre for Applied Special Technology (CAST) proposed 3 principles that could be applied to the curriculum and set an agenda for inclusion, as follows:1. Provide multiple representations of content.2. Provide multiple options for expression and control.3. Provide multiple options for engagement and motivation.and these remain essential, but I want to add a fourth which must apply to them all:4. That these representations and options be available to all students on the basis of understood needs and/or informed preference, without the need for diagnosis.
    • Barbara Lindsey
       
      To what extent have you experienced this in the courses you've taken? Would offering this to your students be helpful to them? Would it change the way you assess? Would this change the way a course is taught? How a program is structured? Do you see any problems with this?
  • This is not just privileging one media form over another, this is elevating the "how" over the "what" to an extreme extent. It not only humiliates those labelled with "disabilities," it refuses to accommodate the very legitimate choices of all students. Choices which might significantly improve the comfort, attention capabilities, and learning opportunities for that 60%-65% who currently fall far behind, and might even help those already doing well to achieve their full potential.
  • Under UDL content would be fully flexible in delivery.
  • UDL should really go further - especially in recognizing that not all students benefit from following the same path to skills and knowledge. Any system which applies the same pedagogy to all students is clearly not a universal design (in my mind it is not even moral). Insisting on everyone using the same textbook, or doing the exact same assignments, or following the same schedule - those are all industrial practices which are based in the belief that students are a raw material which can be shaped by repeated stampings. Any claims to some kind of rational meritocracy within that "same requirements" argument are simply a mask for the essential anti-humaness of the system.
    • Barbara Lindsey
       
      Would love to hear your thought on this assertion by Socol. If you agree with what he says, how would/could you structure the courses you teach? How could the courses you are taking as a student change? Would that help you? Could these courses then attract more diverse students? What would the learning look like? The assessments?
  • "Create something," he told us, "which demonstrates your in-depth knowledge of at least one critical moment in that century."
    • Barbara Lindsey
       
      How would you design an assessment around this?
  • I am not imparting malice to their position, simply suggesting that there is little incentive - emotionally, psychologically, or economically - for them to change.
    • Barbara Lindsey
       
      Do you think this is true?
  • I think that teacher training institutions should be required to have at least a third of their teaching and research faculty consist of individuals who have special needs, or who needed alternative educations, or who simply did badly in school.
Barbara Lindsey

The Tempered Radical: New Opportunities to Connect and Create. . . - 1 views

  • Our students will buy and sell from countries across the world and work for international companies. They will manage employees from other cultures, work with people from different continents in joint ventures and solve global problems such as AIDS and avian flu together.
    • Barbara Lindsey
       
      As language educators, if we don't make use of thes networked environments we are guilty of malfeasance.
  • But what I've grown to realize is that very few people have really embraced the changing nature of a tomorrow that remains poorly defined. We know that the Internet today is far more powerful than ever before---and have heard about companies that are capitalizing on these changes---but we haven't figured out what that means for us. We're jazzed to have access to information and geeked by interactive content providers, but our digital experiences remain somewhat self-centered.
  • the new National Educational Technology Standards for Students being developed by the International Society for Technology in Education. These standards reflect an increased need to teach children how to use the Internet in new and different ways. Perhaps the most challenging---and important standard---for educators to embrace will this one:Communication and Collaboration: Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: A. Interact, collaborate and publish with peers, experts or others employing a variety of digital environments and media. B. Communicate information and ideas effectively to multiple audiences using a variety of media and formats. C. Develop cultural understanding and global awareness by engaging with learners of other cultures. D. Contribute to project teams to produce original works or solve problems.Does that sound like the digital work being done in your classroom, school, district or state?!
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  • Together with the Center for International Understanding, North Carolina in the World is developing partnerships based on digital collaboration between schools in North Carolina and nations ranging from China to Mexico. Teachers and students in partnering schools are learning to use Web 2.0 tools like web-conferencing and wikis to connect kids across continents. Not only do these efforts help to build a general knowledge of other countries in our children, they are providing concrete opportunities to use technology in new ways.
Barbara Lindsey

Teaching Style, Not Computers, Appears To Be Biggest Factor In Classroom Distraction | ... - 0 views

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    Fall 2012 syllabus
Barbara Lindsey

7 steps for advancing your higher ed career | Education Dive - 0 views

  • "The best advice I can offer is this: Know and understand the difference between 'teaching' and 'learning.' If your focus and passion is on 'learning' you have a future in the classroom. If your focus is on 'teaching' then stay out of the classroom and look to management or administration." - Tim Klassen, Director of Ontario College Quality Assurance Service
    • Barbara Lindsey
       
      My favorite piece of advice
Barbara Lindsey

A Self-Appointed Teacher Runs a One-Man 'Academy' on YouTube - Technology - The Chronic... - 0 views

  • Watching his videos highlights how little the Web has changed higher education. Many online courses at traditional colleges simply replicate the in-person model—often in ways that are not as effective. And what happens in most classrooms varies little from 50 years ago (or more). Which is why Mr. Khan's videos come as a surprise, with their informal style, bite-sized units, and simple but effective use of multimedia.
  • Mr. Khan has a vision of turning his Web site into a kind of charter school for middle- and high-school students, by adding self-paced quizzes and ways for the site to certify that students have watched certain videos and passed related tests. "This could be the DNA for a physical school where students spend 20 percent of their day watching videos and doing self-paced exercises and the rest of the day building robots or painting pictures or composing music or whatever," he said.
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    "Watching his videos highlights how little the Web has changed higher education. Many online courses at traditional colleges simply replicate the in-person model-often in ways that are not as effective. And what happens in most classrooms varies little from 50 years ago (or more). Which is why Mr. Khan's videos come as a surprise, with their informal style, bite-sized units, and simple but effective use of multimedia."
Barbara Lindsey

Scholar 2.0: Public Intellectualism Meets the Open Web - 1 views

  • for the most part, knowledge created by academics is placed mostly in outlets that can be accessed only by “the knowledge elite.”
  • I have become so used to publishing directly to the Web that I felt shackled by the constraints of the print medium.
  • open access and peer-review are NOT mutually exclusive
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  • you write something really important, sign over your rights to a for-profit publisher and then that publisher charges YOUR university (and potentially other subscribers; individual or organizational) a fee to carry that journal. In other words, you are giving your knowledge to a company so they can sell it back to your university
  • Hypertext is the (not so) new endnote/footnote.
  • Most print journals STILL cannot handle color graphics. With incredible advances in data visualization technology, there must be a move to publishing to the Web directly.
  • As a result of her use of various forms of social media, Ravitch has (amazingly) positioned herself as the leading voice of the counter-narrative to the dominant educational policy agenda.
  • motivated by sharing with others, a blog allows scholars to disseminate content and express opinions to larger audiences than more traditional outlets. Second, needing room for creativity and self-reflection, the blog is a tool for practicing writing and for keeping up-to-date and remembering; it is a space to house early articulations of one’s ideas. Finally, valuing connections, the participants used their blogs for interacting and creating relationships with others.
  • A recent post about charter schools on Dr. Baker's blog includes 25 comments which, together, comprise a great argument between Bruce, Stuart Buck and Kevin Welner. That conversation happened "in public," not at some exclusive conference or behind some paywall. How can you read that conversation and not recognize the value of blogs as spaces for scholarly communication?
  • there is a real need for content-area experts who can serve as curators.
  • One could certainly argue that content curation is not a new kind of authorship. Editing books or journals is about content curation and has traditionally "counted" as authorship for tenure and promotion purposes. However, at the risk of sounding repetitive, our tools for content creation are new.
  • Social bookmarking tools are also incredibly simple to use and ideal for curating content. Diigo and Delicious are the two most widely adopted free social bookmarking services. Users can "bookmark" sites, aggregate them using tags, and then share their collections publicly.
  • unlike content curation in a print medium, that collection is dynamic (I can add or delete at any time) and interactive (visitors can comment on any of the items in the collection and start a conversation of sorts). I believe this to be a truly modern and increasingly important form of scholarly activity. 
  • There are other forms of modern scholarly activity that are well-worth considering, including webinars and podcasting.
  • Gideon Burton, Assistant Professor of English at Brigham Young University, who writes: I don't want to be complicit in sustaining a knowledge economy that rewards its participants when they invest in burying and restricting knowledge. This is why Open Access is more than a new model for scholarly publishing, it is the only ethical move available to scholars who take their own work seriously enough to believe its value lies in how well it engages many publics and not just a few peers (para. 7).
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    For BWCT 2011 syllabus
Barbara Lindsey

ACTFL Guidelines 2012 - 0 views

  • The Guidelines are not based on any particular theory, pedagogical method, or educational curriculum. They neither describe how an individual learns a language nor prescribe how an individual should learn a language, and they should not be used for such purposes. They are an instrument for the evaluation of functional language abilityfunctional language abilityA language user's ability to accomplish real world communicative tasks such as handling a simple social transaction or resolving a situation with a complication..
  • what individuals can do with language in terms of speaking, writing, listening, and reading in real-world situations in a spontaneous and non-rehearsed context.
  • These Guidelines present the levels of proficiency as ranges, and describe what an individual can and cannot do with language at each level, regardless of where, when, or how the language was acquired.
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  • five major levels of proficiencyproficiencyOne's functional language ability.: Distinguished, Superior, Advanced, Intermediate, and Novice.
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

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

Convenience, Communications, and Control: How Students Use Technology | Resources | EDU... - 0 views

  • They are characterized as preferring teamwork, experiential activities, and the use of technology
  • Doing is more important than knowing, and learning is accomplished through trial and error as opposed to a logical and rule-based approach.2 Similarly, Paul Hagner found that these students not only possess the skills necessary to use these new communication forms, but there is an ever increasing expectation on their part that these new communication paths be used
  • Much of the work to date, while interesting and compelling, is intuitive and largely based on qualitative data and observation.
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  • There is an inexorable trend among college students to universal ownership, mobility, and access to technology.
  • Students were asked about the applications they used on their electronic devices. They reported that they use technology first for educational purposes, followed by communication.
    • Barbara Lindsey
       
      All self-reported. Would have been powerful if could have actually tracked a representative sample and compared actual use with reported use.
  • presentation software was driven primarily by the requirements of the students' major and the curriculum.
  • Communications and entertainment are very much related to gender and age.
  • From student interviews, a picture emerged of student technology use driven by the demands of the major and the classes that students take. Seniors reported spending more time overall on a computer than do freshmen, and they reported greater use of a computer at a place of employment. Seniors spent more hours on the computer each week in support of their educational activities and also more time on more advanced applications—spreadsheets, presentations, and graphics.
  • Confirming what parents suspect, students with the lowest grade point averages (GPAs) spend significantly more time playing computer games; students with the highest GPAs spend more hours weekly using the computer in support of classroom activities. At the University of Minnesota, Crookston, students spent the most hours on the computer in support of classroom activities. This likely reflects the deliberate design of the curriculum to use a laptop extensively. In summary, the curriculum's technology requirements are major motivators for students to learn to use specialized software.
  • The interviews indicated that students are skilled with basic office suite applications but tend to know just enough technology functionality to accomplish their work; they have less in-depth application knowledge or problem solving skills.
  • According to McEuen, student technology skills can be likened to writing skills: Students come to college knowing how to write, but they are not developed writers. The analogy holds true for information technology, and McEuen suggested that colleges and universities approach information technology in the same way they approach writing.6
  • he major requires the development of higher-level skill sets with particular applications.
    • Barbara Lindsey
       
      Not really quantitative--self-reported data back by selected qualitative interviews
  • The comparative literature on student IT skill self-assessment suggests that students overrate their skills; freshmen overrate their skills more than seniors, and men overrate their skills more than women.7 Our data supports these conclusions. Judy Doherty, director of the Student Technologies Resource Group at Colgate University, remarked on student skill assessment, "Students state in their job applications that they are good if not very good, but when tested their skills are average to poor, and they need a lot of training."8
  • Mary Jane Smetanka of the Minneapolis–St. Paul Star Tribune reported that some students are so conditioned by punch-a-button problem solving on computers that they approach problems with a scattershot impulsiveness instead of methodically working them through. In turn, this leads to problem-solving difficulties.
  • We expected to find that the Net Generation student prefers classes that use technology. What we found instead is a bell curve with a preference for a moderate use of technology in the classroom (see Figure 1).
    • Barbara Lindsey
       
      More information needs to be given to find out why--may be tool and method not engaging.
  • It is not surprising that if technology is used well by the instructor, students will come to appreciate its benefits.
  • A student's major was also an important predictor of preferences for technology in the classroom (see Table 3), with engineering students having the highest preference for technology in the classroom (67.8 percent), followed by business students (64.3 percent).
  • Humanities 7.7% 47.9% 40.2
  • he highest scores were given to improved communications, followed by factors related to the management of classroom activities. Lower impact activities had to do with comprehension of classroom materials (complex concepts).
  • I spend more time engaged in course activities in those courses that require me to use technology.
  • The instructors' use of technology in my classes has increased my interest in the subject matter. 3.25 Classes that use information technology are more likely to focus on real-world tasks and examples.
  • Interestingly, students do not feel that use of information technology in classes greatly increases the amount of time engaged with course activities (3.22 mean).12 This is in direct contrast to faculty perceptions reported in an earlier study, where 65 percent of faculty reported they perceived that students spend more time engaged with course materials
  • Only 12.7 percent said the most valuable benefit was improved learning; 3.7 percent perceived no benefit whatsoever. Note that students could only select one response, so more than 12.7 percent may have felt learning was improved, but it was not ranked highest. These findings compare favorably with a study done by Douglas Havelka at the University of Miami in Oxford, Ohio, who identified the top six benefits of the current implementation of IT as improving work efficiency, affecting the way people behave, improving communications, making life more convenient, saving time, and improving learning ability.14
    • Barbara Lindsey
       
      Would have been good to know exactly what kinds of technologies were meant here.
  • Our data suggest that we are at best at the cusp of technologies being employed to improve learning.
  • The interactive features least used by faculty were the features that students indicated contributed the most to their learning.
  • he students in this study called our attention to performance by noting an uneven diffusion of innovation using this technology. This may be due, in part, to faculty or student skill. It may also be due to a lack of institutional recognition of innovation, especially as the successful use of course management systems affects or does not affect faculty tenure, promotion, and merit decisions
  • we found that many of the students most skilled in the use of technology had mixed feelings about technology in the classroom.
  • What we found was that many necessary skills had to be learned at the college or university and that the motivation for doing so was very much tied to the requirements of the curriculum. Similarly, the students in our survey had not gained the necessary skills to use technology in support of academic work outside the classroom. We found a significant need for further training in the use of information technology in support of learning and problem-solving skills.
  • Course management systems were used most by both faculty and students for communication of information and administrative activities and much less in support of learning.
  • In 1997, Michael Hooker proclaimed, "higher education is on the brink of a revolution." Hooker went on to note that two of the greatest challenges our institutions face are those of "harnessing the power of digital technology and responding to the information revolution."18 Hooker and many others, however, did not anticipate the likelihood that higher education's learning revolution would be a journey of a thousand miles rather than a discrete event. Indeed, a study of learning's last great revolution—the invention of moveable type—reveals, too, a revolution conducted over centuries leading to the emergence of a publishing industry, intellectual property rights law, the augmentation of customized lectures with textbooks, and so forth.
  • Both the ECAR study on faculty use of course management systems and this study of student experiences with information technology concluded that, while information technology is indeed making important inroads into classroom and learning activities, to date the effects are largely in the convenience of postsecondary teaching and learning and do not yet constitute a "learning revolution." This should not surprise us. The invention of moveable type enhanced, nearly immediately, access to published information and reduced the time needed to produce new publications. This invention did not itself change literacy levels, teaching styles, learning styles, or other key markers of a learning revolution. These changes, while catalyzed by the new technology, depended on slower social changes to institutions. I believe that is what we are witnessing in higher education today.
  • The institutions chosen represent a nonrepresentative mix of the different types of higher education institution in the United States, in terms of Carnegie class as well as location, source of funding, and levels of technology emphasis. Note, however, that we consider our findings to be instructive rather than conclusive of student experiences at different types of Carnegie institutions.
  • Qualitative data were collected by means of focus groups and individual interviews. We interviewed undergraduate students, administrators, and individuals identified as experts in the field of student technology use in the classroom. Student focus groups and interviews of administrators were conducted at six of the thirteen schools participating in the study.
Barbara Lindsey

Taking Diigo Beyond the Bookmark - 0 views

  • Any writer knows the value of good research and with Diigo the process just got easier. Here’s a couple of ideas: tag items based on chapter, subject tag items for a bibliography jot a few notes to give context or your thoughts at the time highlight the section you intend to use and save the time of reviewing the entire page Diigo becomes even more essential in a collaboration project. The Forrester team used Delicious during their research for the book  Groundswell and I bet they could have used Diigo features like highlighting, comments, groups, and conversations.
  • tag recipes as appetizers, entrees, or desserts tag as vegetarian, diet, gluten free, or my favorite “enough-calories-to-make-Paula-Deen-blush” disclosure: the above link leads to my wife food blog MakeLifeDelicious.com, it’s the greatest food blog on earth #unbiased tag by ingredients highlight cooking times and pics
  • I love Diigo too. My son (10 years old) is working on his IB Exhibition on Water Pollution. He is working as part of a team. I helped them create a group for their topic so that they and their teacher can add resources, highlight text and tag interesting facts about the subject from home. Also, I am in a master's in education media design and am using Diigo to organize my resources for my Action Research project. Diigo is a great tool. Thanks for posting.
  • ...1 more annotation...
  • A real revelation for us, however, has been to use Diigo for internal staff communication. I've set up a News group for people to share any useful careers-related articles they come across. We also have various Jobs/Scholarships groups to share relevant graduate vacancies we find. The RSS feeds from these then post to Twitter and our own Jobs and Further Study pages. Saves a lot of time entering the details into our own database and gets the information to our students and graduates quicker. Hopefully! It also keeps staff abreast with up-to-date jobs information. Diigo is great!
  •  
    Writers Any writer knows the value of good research and with Diigo the process just got easier. Here's a couple of ideas: tag items based on chapter, subject tag items for a bibliography jot a few notes to give context or your thoughts at the time highlight the section you intend to use and save the time of reviewing the entire page Diigo becomes even more essential in a collaboration project. The Forrester team used Delicious during their research for the book  Groundswell and I bet they could have used Diigo features like highlighting, comments, groups, and conversations.
Barbara Lindsey

Zotero Style Repository - 1 views

  • 2008-12-23 06:40:00
    • Barbara Lindsey
       
      This is my sticky note
  •  
    A list of bibliographic citations
  •  
    Is this list complete?
Barbara Lindsey

Talking in color: imaging helps social skills | Reuters - 1 views

  •  
    Wonder if this could be used to help language learners in developing language-specific conversational exchange styles?
Barbara Lindsey

Presentation Zen: We learn from stories and experience - 0 views

  • Stories have an emotional component and when you engage people's emotions, even just a little bit, you stand a better chance of them paying attention and remembering your point (whether or not they agree with you is another matter entirely).
  • It was informative but also emotional. In this case, those things together made quite an impact and the content was memorable.
  • "Research and education has shown that field trips are remembered long into adulthood.  Why? Because you’re experiencing something rather than simply reading it in a book…. To experience something has a far more profound effect on your ability to remember and influence you than if you simply read it in a book.
  •  
    Thanks to tweet from Wes Fryer
Barbara Lindsey

The Daily Campus - Editorial: Teaching styles should evolve with technology - 0 views

  •  
    Suzanne Ondrus shared this with us.
Barbara Lindsey

A Brief Summary of the Best Practices in Teaching - 1 views

  •  
    Could have done a much better job of making this text more readable. Focuses on how to optimize lecture-style learning environments.
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?
  • ...2 more annotations...
  • 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?
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