Skip to main content

Home/ CTLT and Friends/ Group items tagged design

Rss Feed Group items tagged

Theron DesRosier

performance.learning.productivity: ID - Instructional Design or Interactivity Design in... - 1 views

  • The vast majority of structured learning is content-rich and interaction-poor. That’s understandable in the context of a 20th century mindset and how learning professionals have been taught to develop ‘learning’ events. But it simply isn’t appropriate for today’s world.
  • Dr Ebbinghaus’ experiment revealed we suffer an exponential ‘forgetting curve’ and that about 50% of context-free information is lost in the first hour after acquisition if there is no opportunity to reinforce it with practice.
  • The need to become Interactivity Designers. That’s what they need to do.
  • ...1 more annotation...
  • We need designers who understand that learning comes from experience, practice, conversations and reflection, and are prepared to move away from massaging content into what they see as good instructional design. Designers need to get off the content bus and start thinking about, using, designing and exploiting learning environments full of experiences and interactivity.
  •  
    "Dr Ebbinghaus' experiment revealed we suffer an exponential 'forgetting curve' and that about 50% of context-free information is lost in the first hour after acquisition if there is no opportunity to reinforce it with practice."
Kimberly Green

Strategic National Arts Alumni Project (SNAAP) - 0 views

  •  
    WSU is participating in this survey. Looks interesting, follow up on students who graduate with an arts degree. Could be useful in program assessment in a number of ways ( a model, sample questions, as well as ways to leverage nationally collected data.) Kimberly Welcome to the Strategic National Arts Alumni Project (SNAAP), an annual online survey, data management, and institutional improvement system designed to enhance the impact of arts-school education. SNAAP partners with arts high schools, art and design colleges, conservatories and arts programs within colleges and universities to administer the survey to their graduates. SNAAP is a project of the Indiana University Center for Postsecondary Research in collaboration with the Vanderbilt University Curb Center for Art, Enterprise, and Public Policy. Lead funding is provided by the Surdna Foundation, with major partnership support from the Houston Endowment, Barr Foundation, Cleveland Foundation, Educational Foundation of America and the National Endowment for the Arts. improvement system designed to enhance the impact of arts-school education. SNAAP partners with arts high schools, art and design colleges, conservatories and arts programs within colleges and universities to administer the survey to their graduates. SNAAP is a project of the Indiana University Center for Postsecondary Research in collaboration with the Vanderbilt University Curb Center for Art, Enterprise, and Public Policy. Lead funding is provided by the Surdna Foundation, with major partnership support from the Houston Endowment, Barr Foundation, Cleveland Foundation, Educational Foundation of America and the National Endowment for the Arts."
Matthew Tedder

A New School Teaches Students Through Videogames | Popular Science - 1 views

  •  
    Nothing more powerfully engages students than video games. It's just be very difficult finding ways to exploit this for educational purposes without destroying that affect in the process. My own best idea on the holy grail of a truly addictive game useful for very general and comprehensive educational purposes is an RTS game from an FPS perspective beginning the neolithic times, in a persistent world. A student would begin as a primitive man and gradually work his way toward inventing all the technologies of the modern world in building his civilization. He'd invent each tool by learning the physics and usefulness of it. Then he could add it to the village he founds to expand it. The village and eventual civilization would be, along with its annals, would be a e-portfolio (why the world needs to be persistent, not starting fresh each time the student logs on--he must always be building upon the foundations already established). The student would design the economic system, etc. and his "subjects" would follow the rules he stipulates. He could trade with the villages of others for items he might need to get ahead but cannot produce them himself until he learns the principles behind the technology. The population might be given needs also for entertainment, thus poetry, etc. for a more pacified people. Many ideas can be added within this framework. It's a student's own world in which he can feel safe and for which he should develop more interest as it continue to operation even when he is offline (to increase engagement). And being multiplayer can also provide the social aspect and teamwork for shared goals.... like say, building a trading route and defending it from bandits, investing materials for construction of a dam and irrigation... etc. I have a basic design to build the infrastructure for this. There wouldn't by chance be any grants out there that might apply?
  •  
    I really like this game idea. Seems like it would be a monster of an undertaking not just for the game engine itself, but more so for the content. Let me know if you get this one off the ground.
  •  
    I realized while writing this that it would be difficult to for education professionals to understand this concept. I should have known Shirey would get it. After so much experience in software, one starts to see two personality types--those who design software from a philosophical perspective and those who do so from an immediate, practical point of view. The philosophicals enjoy designing and writing new kinds of software. They are also the kind of people who tend to enjoy RTS games. The immediates struggle trying to write software from scratch, except for where they understand some pre-known framework for writing software of the particular class. They are more often relegated to debugging and tweaking software. These people tend to prefer FPS games. Systems administrators tend to fall more into this category, as well. It's a good complement, I think. I design and they maintain. Philosophicals tend not to be such good maintainers. Immediates tend to make good systems administrators, too. What this all suggests to me is that the only way non-philosophicals (the particular type I mean--don't use the term too generally) are unlikely to "get" the concept until the can see and use it. I would love to be proven wrong. I designed a framework that I think would make building it not so difficult or time consuming. But yes, building content is a chore. Therefore, the way I designed the framework is to allow run-time additions and modifications. That is, you can start simple and gradually add content over time. I think this makes sense in any case because as knowledge changes, so should educational content. Educational methods may also evolve. So I think it is very important that the mechanism for adding and editing be as easy to use as possible. This is where you want the input of non-software engineers.....even non-gamers.
Matthew Tedder

Eye Candy IS A Critical Business Requirement - 0 views

  •  
    The relevance and importance of visual design. I've long suggested that all service design (including software) begin with a walk through of what the customer/user comes to and sees in succession.
  •  
    A good explanation of how services are best designed with aesthetics as the means to functionality. I always remember from the military that building an effective fighting position required "walking the perimeter"--having one guy in the fighting position taking notes while another approaches systematically from every possible direction. Most importantly, what will the enemy (or customer) see step by step and what steps will he/she take in turn. Always center on the customer's experience (this is rarely done).
Theron DesRosier

Aviation High School - 0 views

  •  
    "In addition to core courses in math, science, language arts, and social studies, we offer electives such as art, environmental stewardship, forensics, Japanese, and science olympiad, plus a series of seminars focused on aviation and aerospace, including Aviation and the American Character, History of Aircraft Design, and Robotics. In each course, students complete projects that demonstrate a depth of understanding and skill related to our essential questions and schoolwide learning goals. The more complex projects are developed in collaboration with industry experts, such as a wing-design engineer, a transit planner, an Arctic researcher, and a local river-cleanup coalition. "
Theron DesRosier

IUAV - Istituto Universitario di Architettura - Universities in Venice - 0 views

  •  
    "The University Iuav of Venice is a small university with 3 faculties, 14 undergraduate and graduate degree programmes, 15 master degree programmes, 7 PhD programmes and a limited number of students. Although small in size, the Iuav's specificity, that of being a theme-based university, makes it unique among other Italian universities. At the core of its educational instruction and research lies project design and planning in all its many aspects. The idea behind project design and planning encompasses the crucial themes concerning our daily lives: the system of buildings and objects with which we are in constant contact, the homes in which we live, cities and states of transformation, the landscape and territory with which we interact, and the governing of environmental processes. The programmes of the Faculty of Architecture and the Faculty of Urban & Regional Planning prepare individuals to intelligently and skilfully confront the questions of architecture, construction, and sustainable territory management; individuals capable of developing opportunities and policies which bring to the foreground safeguarding the territory and landscape, city requalification, the conscious use of resources, and the right to fair and suitable housing."
Joshua Yeidel

It's Not Just Usability - Joel on Software - 0 views

  •  
    Joel Spolsky, guru of real-world software development, on social software -- in 2004 (pre-Facebook)! It turns out that non-features can be crucial...
  •  
    "My goal today is to talk about the next level of software design issues, after you've got the UI right: designing the social interface..."
Theron DesRosier

Participatory Learning and the New Humanities: An Interview with Cathy Davidson | Acade... - 0 views

  •  
    "Participatory Learning includes the ways in which new technologies enable learners (of any age) to contribute in diverse ways to individual and shared learning goals. Through games, wikis, blogs, virtual environments, social network sites, cell phones, mobile devices, and other digital platforms, learners can participate in virtual communities where they share ideas, comment upon one another's projects, and plan, design, advance, implement, or simply discuss their goals and ideas together. Participatory learners come together to aggregate their ideas and experiences in a way that makes the whole ultimately greater than the sum of the parts."
  •  
    Theron helped me keep up with developments at HASTAC by socially sharing this bookmark and excerpt in the CTLT and Friends Group. I add this comment to acknowledge his contribution to my ongoing professional development. The comment function also gives me a link (perma?) to his bookmark.
Joshua Yeidel

Twitter Postings: Iterative Design (Jakob Nielsen's Alertbox) - 0 views

  •  
    Twitter for Business, Text as UI: "A few days ago, I posted the announcement of our next usability conferences to Nielsen Norman Group's timeline on Twitter (@NNgroup). I don't have all the guidelines for stream-based postings yet, because we're still conducting usability studies (particularly of B2B users, like my audience). But, based on the user sessions I've observed already, I put this posting through 5 rounds of iterative design."
Theron DesRosier

P2PU - Peer 2 Peer University / FrontPage - 0 views

shared by Theron DesRosier on 13 Aug 09 - Cached
  • The Peer 2 Peer University (P2PU) is an online community of open study groups for short university-level courses. Think of it as online book clubs for open educational resources. The P2PU helps you navigate the wealth of open education materials that are out there, creates small groups of motivated learners, and supports the design and facilitation of courses. Students and tutors get recognition for their work, and we are building pathways to formal credit as well.
  •  
    "The Peer 2 Peer University (P2PU) is an online community of open study groups for short university-level courses. Think of it as online book clubs for open educational resources. The P2PU helps you navigate the wealth of open education materials that are out there, creates small groups of motivated learners, and supports the design and facilitation of courses. Students and tutors get recognition for their work, and weare building pathways to formal credit as well."
Nils Peterson

Building the Learning Design Community at Penn State - portfolio - 0 views

  • Learning Design. It's a superset of ID, encompassing not only ID, but instructional technology, systemic change, administration
    • Nils Peterson
       
      the key word is systemic change
Theron DesRosier

ePortfolios, the Harvesting Gradebook, Accountability, and Community | Penn State Learn... - 0 views

  •  
    Penn State Learning Design Hub Link to the Harvesting Gradebook.
Nils Peterson

Stolen Knowledge - 3 views

  • This is certainly not a trivial challenge-particularly for schools. The workplace, where our work has been concentrated, is perhaps the easiest place to design because, despite the inevitable contradictions and conflict, it is rich with inherently authentic practice-with a social periphery that, as Orr's (1990) or Shaiken's (1990) work shows, can even supersede attempts to impoverish understanding. Consequently, people often learn, complex work skills despite didactic practices that are deliberately designed to deskill. Workplace designers (and managers) should be developing technology to honor that learning ability, not to circumvent it.
    • Nils Peterson
       
      Another John Seely Brown piece on Legitimate Peripheral Participation with interesting implications for our needs of professional development as OAI evolves. It also leads me back to Lave and Wenger so that I stop crediting JSB with the term.
Theron DesRosier

CDC Evaluation Working Group: Framework - 2 views

  • Framework for Program Evaluation
  • Purposes The framework was developed to: Summarize and organize the essential elements of program evaluation Provide a common frame of reference for conducting evaluations Clarify the steps in program evaluation Review standards for effective program evaluation Address misconceptions about the purposes and methods of program evaluation
  • Assigning value and making judgments regarding a program on the basis of evidence requires answering the following questions: What will be evaluated? (i.e. what is "the program" and in what context does it exist) What aspects of the program will be considered when judging program performance? What standards (i.e. type or level of performance) must be reached for the program to be considered successful? What evidence will be used to indicate how the program has performed? What conclusions regarding program performance are justified by comparing the available evidence to the selected standards? How will the lessons learned from the inquiry be used to improve public health effectiveness?
  • ...3 more annotations...
  • These questions should be addressed at the beginning of a program and revisited throughout its implementation. The framework provides a systematic approach for answering these questions.
  • Steps in Evaluation Practice Engage stakeholders Those involved, those affected, primary intended users Describe the program Need, expected effects, activities, resources, stage, context, logic model Focus the evaluation design Purpose, users, uses, questions, methods, agreements Gather credible evidence Indicators, sources, quality, quantity, logistics Justify conclusions Standards, analysis/synthesis, interpretation, judgment, recommendations Ensure use and share lessons learned Design, preparation, feedback, follow-up, dissemination Standards for "Effective" Evaluation Utility Serve the information needs of intended users Feasibility Be realistic, prudent, diplomatic, and frugal Propriety Behave legally, ethically, and with due regard for the welfare of those involved and those affected Accuracy Reveal and convey technically accurate information
  • The challenge is to devise an optimal — as opposed to an ideal — strategy.
  •  
    Framework for Program Evaluation by the CDC This is a good resource for program evaluation. Click through "Steps and Standards" for information on collecting credible evidence and engaging stakeholders.
Peggy Collins

The enterprise implications of Google Wave | Enterprise Web 2.0 | ZDNet.com - 1 views

  •  
    "What Google has done with the Wave protocol is essentially create a new kind of social media format that is distinctively different from blogs, wikis, activity streams, RSS, or most familiar online communication models except possibly IM. Both blogs and wikis were created in the era of page-oriented Web applications and haven't changed much since. In contrast, Google Wave is designed for real-time participation and editing of shared conversations and documents and is more akin to the simultaneous multiuser experience of Google Docs than with traditional blogs and wiki editing. Though Google is sometimes criticized for missing the social aspect of the Web, that is patently not the case with waves, which are fundamentally social in nature. Participants can be added in real-time, new conversations forked off (via private replies), social media sharing is assumed to be the norm, and connection with a user's contextual server-side data is also a core feature including location, search, and more. The result is stored in a persistent document known as a wave, access to which can be embedded anywhere that HTML can be embedded, whether that's a Web page or an enterprise portal. Users can then discover and interact with the wave, joining the conversation, adding more information, etc. Google has also leveraged its investments in Google Gadgets and OpenSocial, two key technologies for spreading online services beyond the original boundaries of the sites they came from. All in all, Google Wave is a smart and well-constructed bundle of collaborative capabilities with many of the modern sensibilities we've come to expect in the Web 2.0 era including an acutely social nature, rapid interaction, and community-based technology."
Nils Peterson

How would you design an ICT/education program for impact? | A World Bank Blog on ICT us... - 0 views

  • Country x has, in various ways, been host to numerous initiatives to introduce computers into its schools and, to lesser extents, to train teachers and students on their use, and schools have piloted a variety of digital learning materials and education software applications.  It is now ready, country leaders say, to invest in a rigorous, randomized trial of an educational technology initiative as a prelude to a very ambitious, large-scale roll-out of the use of educational technologies nationwide. It asks: What programs or specific interventions should we consider?
    • Nils Peterson
       
      World Bank Sr. Policy Wonk asking for help thinking through this quesion in a WB branded blog.
  • What would be a useful response to such inquiries?  How would you design a program for measurable impact in a way that is immediately policy-relevant for decisionmakers contemplating large investments in the use of technology in the education sector, and what would this program look like?
Theron DesRosier

Tertiary21: 21st Century Assessment: The University of Farmville - 0 views

  • Carnegie Mellon University Professor Jesse Schell's talk on the future of gaming is thought provoking. It gives some interesting insights into what educational assessment might look like by mid 21st Century.
  •  
    An interesting perspective on the future of assessment using the analogy of game design.
Joshua Yeidel

Systems Week: Glenda Eoyang on Complexity Demands Simplicity | AEA365 - 2 views

  •  
    "Complex systems tend to exist in one of three states. Each state needs a different evaluation design."
Nils Peterson

ThinkCycle: Reaching Out to Solve Real-World Problems - 0 views

  • They envisioned the database and the Web combining into a system that documents submitted problems and the evolving design solutions to those problems. The database would serve as the repository for all the iterative design concepts, technical notes, working files, and images around a problem and its solution. This repository would be searchable, cross-referenced, free, and open to the public.
Theron DesRosier

pagi: eLearning - 0 views

  • ePortfolio ePortfolios, the Harvesting Gradebook, Accountability, and Community (!!!) Harvesting gradebook Learning from the transformative grade book Implementing the transformed grade book Transformed gradebook worked example (!!) Best example: Calaboz ePortfolio (!!) Guide to Rating Integrative & Critical Thinking (!!!) Grant Wiggins, Authentic Education Hub and spoke model of course design (!!!) ePortfolio as the core learning application Case Studies of Electronic Portfolios for Learning
  •  
    Nils found this. It is a Spanish concept map on eLearning that includes CTLT and the Harvesting Gradebook.
1 - 20 of 71 Next › Last »
Showing 20 items per page