"Call for submissions for the ECE Conference
Creativity and Engagement in Higher Education Submissions are invited for the 6th Education in a Changing Environment Conference to be held at the University of Salford, 6 - 8 July 2011.
There are two formats for submissions : full papers and abstracts.
Within the abstract category there are a variety of different presentation types.
Conference Theme
Full papers and abstracts are invited which explore Creativity and Engagement in Higher Education across one of the following themes:
* Social Media: Papers and abstracts are sought that explore how social media can be used to facilitate, engage, support or deliver learning
* Learning, Teaching and Assessment: Papers and abstracts are sought that offer insights into creative ways of facilitating learning, teaching and assessment and enabling engagement with students
* Networking and Partnerships: Papers and abstracts are sought that address engagement and creativity with external partners. Partners may include other universities, other countries, and employers. This may include research in organisational learning and in work related learning.
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"Twitter in the College Classroom: Engaging Students 140 Characters at a Time
By: Mary Bart in Trends in Higher Education
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* ShareThis
If it seems like everyone is tweeting these days, it's not just your imagination.
In 2007 Twitter users, as a whole, made about 5,000 tweets a day. By 2008 the number had increased to 300,000 per day, before growing to 2.5 million per day in January 2009. Just one year later, in January 2010, the figure jumped to 50 million tweets per day.
I think that is what people mean by the phrase "hockey stick growth."
Despite its rapid growth, however, Twitter can be a bit puzzling to someone on the outside looking in. With its quirky lingo, written (and unwritten) rules, and very real potential for being a classroom distraction, some instructors feel Twitter is a can of worms that's better left unopened. And yet, as an educator, you can't help but be curious to see what all the fuss is about, not to mention the desire to add something new to your student engagement toolbox.
For more content like this, be sure to download the FREE REPORT: Distance Learning Administration and Policy: Strategies for Achieving Excellence
In an effort to demystify the Twitter universe for faculty considering leveraging the power of the micro-blogging platform in the classroom, Kerry Ramsay, a professor at Loyalist College, presented a seminar on Using Twitter to Enhance Collaborative Learning."
"Join us 6th - 8th July 2011 for a creative approach to your professional environment!
The University of Salford's 6th Education in a Changing Environment Conference, Creativity and Engagement in Higher Education, will explore and discuss international best practice in teaching and educational research in higher education. Through themes of Social Media; Learning, Teaching and Assessment; Networking and Partnerships, the Conference will identify creative models for engagement in a shifting educational landscape.
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"Social Media Guidelines
Social media tools have allowed people and organizations to go beyond the physical boundaries of location, language, culture, and other limitations to connect and collaborate in powerful ways.
We strongly encourage the Feinberg School of Medicine community - faculty, staff, researchers, students and alumni groups - to engage, build a network of like-minded scholars, stay connected, share information, and help us promote the medical school's goals and vision. Social media technologies, such as blogs, Facebook, and Twitter, are primarily communication tools. They create opportunities for us to take part in global conversations and reach out to the broadest possible audience.
Your professional activities online and off-line reflect both on you and our organization. Therefore, it is important that any members of the Feinberg community engaging in online dialogue are informed of established guiding principles and available tools.
The Office of Communications provides the following guiding principles to raise awareness of current best practices and help members of the Feinberg community participate within social media channels. For additional employee code of conduct information, please refer to the Faculty handbook (pdf) and the Staff handbook (pdf). "
Social Software
Introduction
When the web was originally introduced to the world it was seen as a means of dramatically improving the way in which people communicate and socialise. Tim Berners Lee, inventor of the worldwide web, saw it as a place where people could share information through a series of hyperlinked pages.
"In 1989 one of the main objectives of the WWW was to be a space in which anyone could be creative, to which anyone could contribute." (Tim Berners Lee, 2005)
Unfortunately, although the web became an excellent repository of information, it became a place where only technically adept users and organisations would author content. The arrival of new services (often referred to as 'Web 2.0') has helped to remove many of the barriers preventing users from participating. Thanks to this wave of new services we have seen a massive rise in the uptake of web authoring and collaboration. The term this new wave of social activity has been given varies i.e. Social Software, Social Media and Social Computing. The key word is 'Social'!
Social software tools, such as blogs, wikis and bookmark sharing services, offer exciting new ways to communicate and collaborate online. Their potential is already being keenly explored in teaching and learning, but they also offer considerable possibilities for research and the business and community engagement (BCE) sectors within higher and further education, since their flexibility and ease of use are particularly well-suited to collaboration across different sectors.
As a recent article explained, "The advent of social software has brought a new culture of sharing, and this time around, people are willing to give up some of their knowledge..." (Tebbutt, 2007). Furthermore, social software's increased emphasis on multimedia, as well as text-based content, means that universities can find new ways of harnessing and making their knowledge and research accessible, thus creating what has been described as "a new form of acade
Web2Rights - the project
Web2Rights is a JISC project, funded from 1st November 2007 - 31st March 2009, whose purpose was initially to develop practical, pragmatic and relevant Intellectual Property Rights (IPR) and other legal issues toolkits to support the projects funded within the JISC Users and Innovation Programme (U&I) in their engagement with next generation technologies.
The Web2Rights team, comprised of lawyers, consultants, learning technologists and pedagogic experts focussed upon the need to address cultural and practical obstacles in engaging with Web2.0, IPR and other legal issues. Working in close collaboration with JISC Legal and focussing upon the specific issues raised by the U&I community of users, they have created a number of resources to address a variety of legal issues which might arise.
Engagement Streams As Course Portals
April 18th, 2009
This podcast comes from a presentation Chip German and I did at the ELI 2009 Annual Meeting earlier this year. Here's the session abstract:
What if course portals, typically little more than gateways to course activities and materials, became instead course catalysts: open, dynamic representations of "engagement streams" that demonstrate and encourage deep learning? The session will begin with case studies in enabling and designing such course portals, from both administrative and faculty perspectives. Participants will then form groups to imagine and design their own catalytic course portals. Finally, the presenters will discuss action steps that can lead to effective innovation at participants' home institutions. Presentation resources, including a record of the participants' design work, will be posted to an online collaborative space for continued discussion after the session.
Sheffield Hallam Uni have published a review of current literature regarding the application of technology to deliver and support the use of feedback as part of a project exploring impact of learning technology on students' engagement with feedback.
"This is a true story. Professor "Jones" decides to experiment with a blog in his class. It takes him about 10 minutes to set up a free site using Blogger. He then watches students engage in lively discussions of case studies outside of class, and tweaks the blog as experience teaches him how best to use the system.
Teaching with Technology column
Thinking that others might want to add a blog to their class as well, he goes to IT and offers to lead workshops for faculty on blogging in higher education. A few weeks later he is informed by IT that they have not only rejected his proposal, but that he is in violation of university policy and must stop immediately. Professor Jones asks what university policy he has violated, and is told that the policy has not yet been created, but will be soon. Professor Jones asks how he could possibly have violated a policy that does not yet exist.
Soon afterward the IT department announces a new initiative to implement blogging at the institution. A committee is formed, and after nearly a year of deliberation they choose to pay for a system-rather than adopt a free, readily available system-because it allows for centralized control. IT sends out an email announcing the new system, along with a text document outlining a long list of policies that strictly limit how it may be used. No one adopts the system, leading IT to complain that faculty do not want to use technology in their teaching."
"It's not always easy to differentiate between critical pedagogy, active learning, and the learner- or learning-centered approaches. Each is predicated on the notion of student engagement and proposes involvement via such strategies as collaborative and cooperative learning and problem-based learning. All recommend a move away from lecturing.
Critical pedagogy is the most extreme of the three and has some unique characteristics. The authors below describe its basic tenets as eradication of the teacher-student contradiction "whereby the teacher teaches and the students are taught; the teacher knows everything and the students know nothing; the teacher talks and the students listen; and the teacher is the subject and the students are mere objects." (p. 26) Critical pedagogy also has a political agenda; it views education as a means to achieve social justice and change."
"The UDL Guidelines are organized according to the three main principles of UDL that address representation, expression, and engagement. For each of these areas, specific "Checkpoints" for options are highlighted, followed by examples of practical suggestions. In addition, Examples and Resources to guide implementation as well as a listing of the Research Evidence are offered for every checkpoint.
Like UDL itself, these Guidelines are flexible and should be mixed and matched into the curriculum as appropriate. The UDL Guidelines are not meant to be a "prescription" but a set of strategies that can be employed to overcome the barriers inherent in most existing curricula. They may serve as the basis for building in the options and the flexibility that are necessary to maximize learning opportunities for all students. Educators may find that they are already incorporating many of these guidelines into their practice."
"The Personal Learning Environment concept is relatively new and is often used interchangeably with Personal Learning Network. The earliest reference is attributed to George Siemens in his 2004 paper, Connectivism: A Learning Theory for the Digital Age. Downes and Attwell have also popularised the concept with Downes describing the PLE as "a tool that allows for a learner (or anyone) to engage in a distributed environment consisting of a network of people, services and resources" (2006, p23).
Semantically, a personal learning environment and a personal learning network differ, with a network referring to connections and the interaction between them, and an environment referring to a broader definition that includes more passive tools and settings. The network and its broader socially constructed environment are interdependent, constantly shaping each other and unable to be separated."
After exam boards have been conducted, letters signed and mailed to students, external examiners thanked and supplementary assessments created, there is a moment - a fracture in time - where academics breathe, reflect and consolidate. Before writing courses for the September start, I take a week to think about the semesters that have passed. I review my teaching journal, think about student reviews and locate the literature that has emerged in the past few months while I've been buried in marking, moderating and examining.
This year has been special. All my students - from first year through to doctoral candidates - have been engaged, challenging and provocative. They have big personalities, work hard and care about both personal success and wider social justice. There was Alex who saw every concept, from postFordism through to information literacy, through the gauze of Lady Gaga. Toby never knew how extraordinary he was until the final seminar of his first year when fellow students burst into spontaneous applause in response to one of his comments. Aimee thought deeply, read widely and arrived 30 minutes before each lecture to make sure she did not miss it. Sophie discovered Google Scholar early in the course and proceeded to give her colleagues updates of the conference papers she had read during the week.
"A definition for the term Personal Learning Environment (PLE), remains elusive. Conception about what should constitute a PLE depends on the perspective of the commentator. For example, the priorities for a PLE are different for a tertiary student, a university administrator, an instructor, a working professional, or an adult who persues an eclectic path of lifelong learning. Metaphorically, an individual may engage in a learning process that is either more acquisitional or participatory (Sfard, 1998). There are inconsistencies across these positions about what a PLE should do. But whether constructively and defensively, interest in PLE appears to be growing.
At the time of writing this introduction (August 2006), no particular product or service exists that can definitively be categorised as a PLE, although some prototypical work is in progress. An inclusive, authoritative account about PLEs does not yet exist. Only a handful of articles have appeared in the academic and public press about PLEs since the term gained currency in 2004. This article has been compiled after tracking recent conversations in the blogosphere and following social bookmarks. "
"My suggested assumptions in MOOC include:
* people would learn in a self-directed manner
* Knowledge is distributed
* Knowledge is negotiated
* Knowledge is emergent
* Knowledge is rhizomatic (thanks to Dave's video posted - refer to How to be successful in MOOC?)
* Learning is capacity to construct, navigate and traverse across networks
* personal learning networks would be a far better way for people to learn
* people like to learn via social networks
* people know how to connect (people have the communication, literacy and critical literacy skills)
* people know how to use the technology to connect
* people are self motivated (intrinsic motivation)
* people like to accept challenges, chaos and complexity is just part of the learning process
* people don't need to follow a course or qualification for learning to be effective
* Learning is emergent, and is based on connections, engagement and interactions
* Learning is open
* Identity in networked learning is based on individual's "participation, interaction" in the networks, and is reflective of ones involvement in the media, it's dynamic, adaptive
* Individual and social learning is emphasised - cooperation
* Sensemaking and wayfinding are important"
Online Communities and Their Impact on Business. Part One: How online community works
This is Part One of the report. To return to the Introduction, click here.
Summary
Working with online communities has long been touted as a great way for a company to save money in its marketing, support, sales, and even product development. But for most companies, the diversity of communities online, and the challenge of learning how to work with them, is daunting. Most companies don't understand how online communities work, how they make a difference, and how to engage with them.
Among the companies that have tried to work with communities online, many have found that they conversation is dominated by extreme enthusiasts rather than average users, and have concluded that online community is a distraction from their real customers.
That turns out to be a very dangerous mistake.
Rubicon Consulting's web practice team recently conducted a broad survey of US web users to understand better how people in the US use the web, with a special focus on web community and its effect on consumers. Key findings of that survey, and its implications for companies, include:
Student Publications
We have been involved in writing and developing publications. These have been celebrated by CETL, Students Union and Academic Registry and include guides for staff and students and also resources.
Click on the links below to download pdf versions of the original Assessment for Learning guides created by students working with CETL AfL.
A Catalogue of Assessment Essentials for Higher Education Staff
The Student Survival Guide to Assessment for Learning
"This guide is for helping people to understand how to and how not to engage with community over projects such as software, content, marketing, art, infrastructure, standards, and so forth. It contains knowledge distilled from years of Red Hat experience. "
PETlab is a joint project of Games for Change and Parsons The New School for Design in New York City. It is a place for testing prototyping methods and the process of collaborative design with organizations interested in using games as a form of public interest engagement. Through our work, we connect with scholars and designers in the field of digital media, practitioners working in the spheres of education and social issues, and people of all ages at play. In the first year, we are working on a number of gaming platforms including Flash, Xbox XNA, and mobile phones. We are also working with a wide range of partners such as MTV, Microsoft, Boys and Girls Clubs, and New York Public Library.
Support for PETLab comes from the John D. Catherine T. MacArthur Foundation's Digital Media and Learning initiative.