Skip to main content

Home/ Diigo In Education/ Group items tagged Research resources

Rss Feed Group items tagged

Maggie Tsai

OPLS blog » Diigo - Delicious killer? - 0 views

  • Although it pains me to say it, I think there is something better than Delicious out there. I first came across Diigo in the summer and have been playing with it on and off ever since.  Social bookmarking has been an absolute godsend to education and Delicious was at the forefront of that - but, in my view, it’s been surpassed. I had high hopes of the latest version when it was released at the end of July, but, to be honest, they just focused on the instructional design and look-and-feel rather than functionality.  You still can’t create groups or lists, or send messages to the people in your network, and you can’t annotate either.  All of which can be accomplished in Diigo and more
  • Diigo groups are ideal for team research If you have any need for team-based research, Diigo groups are ideal for you. A Diigo group can be public, private or semi-private. Pool and organize resources using group bookmarks When a member of a Diigo group comes across a web page, he can highlight, tag, and share it to the group. In this way, group bookmarks become a repository of collective research. Group members can also vote up bookmarks so important information stays on the top. Group sticky notes are great for discussion When adding sticky notes, you can make them private, public, or viewable only by members of a certain group. With group sticky notes, group members can interact and discuss important points right on the web page, preserving the original context. Group tag dictionary to enforce tagging consistency The group administrator can define a set of recommended tags for the group to help enforce tagging consistency. Diigo has recently launched an education version, where you can create class accounts and add privacy settings, so I recommend you have a look at this. Oh, and for those of you who can’t quite leave Delicious behind just yet, you can synch the two so that whatever you save in Diigo gets automatically put into your Delicious account as well.
Melanie Weser

Internet Detective | Home - 86 views

  •  
    well-designed, detailed, topics include quality of information on internet, plagiarism & citation, definitions of information sources, much more, geared towards college, could be used in high school 
  •  
    Free Internet Research tutorial takes about an hour to complete
webExplorations

Disrupting College - 3 views

  • Using online learning in a new business model focused exclusively on teaching and learning, not research—and focused on highly structured programs targeted at preparation for careers—has meanwhile given several organizations a significant cost advantage and allowed them to grow rapidly.
  • Using online learning in a new business model focused exclusively on teaching and learning, not research—and focused on highly structured programs targeted at preparation for careers—has meanwhile given several organizations a significant cost advantage and allowed them to grow rapidly.
  • Using online learning in a new business model focused exclusively on teaching and learning, not research—and focused on highly structured programs targeted at preparation for careers—has meanwhile given several organizations a significant cost advantage and allowed them to grow rapidly.
  • ...1 more annotation...
  • Recommendations for existing institutions of higher education also emerge from an understanding of disruptive innovation. These colleges and universities should: Apply the correct business model for the task. These institutions have conflated value propositions and business models, which creates significant, unsustainable overhead costs. Drive the disruptive innovation. Some institutions have this opportunity, but to do so, they need to set up an autonomous business model unencumbered by their existing processes and priorities. They can leverage their existing fixed resources in this autonomous model to give themselves a cost advantage over what to this point have been the low-cost disruptive innovators. Develop a strategy of focus. The historical strategy of trying to be great at everything and mimic institutions such as Harvard is not a viable strategy going forward. Frame online learning as a sustaining innovation. Institutions can use this new technology to disrupt the existing classroom model to extend convenience to many more students as well as provide a better learning experience.
  •  
    An article showing how online learning is a disruptive technology. Shining [the challenges of today's higher ed] through the lens of these theories on innovation will provide some insights into how we can move forward and a language that allows people to come together to frame these challenges in ways that will create a much higher chance of success. This report assumes that everyone is adept at online learning. This is not the case and students will have to be trained on how to be effective online learners. Courses will also have to address multiple learning styles and not just the read/write that most online courses currently are programmed for. Despite this missing piece, this is a very important article that focuses on some very key issues of our current higher ed system. The recommendations at the end of the article for policy makers are very apt. Highly recommended reading!
  •  
    Are high schools preparing students for success in college and careers when what we do is so very different from what they will experience when they leave our little boxes?
Clint Heitz

Screen Reading Worse for Grasping Big Picture, Researchers Find - Digital Education - E... - 27 views

  • Among young adults who regularly use smartphones and tablets, just reading a story or performing a task on a screen instead of on paper led to greater focus on concrete details, but less ability to infer meaning or quickly get the gist of a problem,
  • The findings align with other emerging research on how students process information differently in print and digital forms. A 2014 series of experiments found that while taking more notes overall was better than taking fewer, students who typed notes on their laptops rather than writing them on paper tended to take down information verbatim rather than summarizing concepts, and the more students wrote verbatim, the less they remembered a week later. 
  • For example, she said, teachers should consider the format of information when designing different types of activities, to help students focus on details or overall themes. 
trisha_poole

The use of social networking sites for foreign language learning: An autoethnographic s... - 19 views

  •  
    Despite their spectacular growth in both daily life and mainstream education, little research to date has been conducted concerning the use of social networking sites in foreign language learning. The aim of this study, therefore, is to examine the use of such sites to learn a foreign language. Using an auto-ethnographic approach that included self-aware participation, learner diaries and peer debriefing, we investigated the social networking site Livemocha to study Korean from our perspectives as native speakers and experienced teachers of English. Specifically, we focused our questions on aspects of socio-collaborative principles and practice. Results of a grounded, thematic analysis indicate that the site had number of counter-productive pedagogical impediments to language learning that included, for example, flaws in site design. We conclude our paper with suggestions for improved foreign language learning through social networking sites.
Adrienne Michetti

Fake websites and spoof websites; evaluating internet resources - 3 views

  •  
    Great teaching tool for research and website evaluation (digital literacy).
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
  • ...80 more annotations...
  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
Mark Gleeson

cognitive acceleration | DEVELOPING CHILDREN'S THINKING - 46 views

  •  
    Welcome to the Let's Think (Cognitive Acceleration) website. The Let's Think project draws on over 25 years of research by academics and teacher practitioners. It offers a fresh approach to teaching English, Mathematics, Science (and other subjects) that has a proven impact on students' development as thinkers. Let's Think has several published resources from Foundation Stage to KS3 in a range of curriculum areas.
Michael Sheehan

Learning Never Stops: Find the Data - Easily Discover and compare information - 4 views

  •  
    An excellent resource to find and compare statistical data. Very useful for research.
Martin Burrett

UKEdChat Session 318: Modern & Effective Homework Strategies - 13 views

  •  
    Following on from the result of the #UKEdChat poll on Twitter, the chat this week focuses on: Modern and Effective Homework Strategies. The questions to be asked are below, which will then be released for discussion during the session. What are the greatest issues for teachers in setting homework? How do you communicate to parents your expectations of pupils completing homework? Does you school have a homework policy? How often is it updated? Homework and technology - How can we ensure all pupils have access to resources? Research about homework - John Hattie argues that homework in primary has zero effect (Radio 4 link). Do you agree / disagree? What is the most effective (and positive) homework strategy that you have experienced?
Maureen Greenbaum

The Realities of Artificial Intelligence and Adaptive Learning - 17 views

  •  
    Excellent article on where we are (could not use diigo highlight)   research suggests that experts literally don't have conscious access to 70% of what they do. In well-defined domains, like mathematics and programming, we've created intelligent tutoring systems that can develop specific outcomes, but even those have problems transferring into practice. Real learning comes from approaching complex problems, experimenting with alternatives, and accessing resources in the process of solving them
victoria waddle

The 9 Worst Fake News Sites - 93 views

  •  
    The 9 worst fake news sites. Can be used in a lesson on digital-literacy or on how to check resources for research/website evaluation, etc.
Christian King

TechNyou - 3 views

  •  
    Funded by the Australia Government a great way for students to explore and research the ethics of current science and technology issues.
  •  
    Check out the resources section for a link where you can find resources aligned to the Australian National Science Curriculum. There is some great stuff there if you have a good dig around.
Marc Patton

The Actuarial Foundation - 0 views

  •  
    The Actuarial Foundation develops, funds, and executes education, scholarship and research programs that serve the public and the profession by harnessing the talents and resources of actuaries.
Judith Depew

Cold War International History Project's Cold War Files - 48 views

  •  
    Great resources for teaching and research.
Glenda Baker

Action Research Web Sites - D&D School Initiative - 3 views

  •  
    Resources
Marc Patton

Welcome to the Purdue University Online Writing Lab (OWL) - 6 views

  •  
    Welcome to the Purdue OWL. We offer over 200 free resources including: Writing and Teaching Writing Research Grammar and Mechanics Style Guides ESL (English as a Second Language) Job Search and Professional Writing
Sara Stanley

Center on Instruction - 74 views

  •  
    Welcome to the Center on Instruction, your gateway to a cutting-edge collection of scientifically based research and information on K-12 instruction in reading, math, science, special education, and English language learning. Part of the Comprehensive Center network, the Center on Instruction is one of five content centers serving as resources for the 16 regional U.S.
anonymous

Inclusive teaching, learning and assessment - Plymouth University - 26 views

  •  
    Research-informed resources, guidance and videos about inclusive teaching and learning.
« First ‹ Previous 81 - 100 of 285 Next › Last »
Showing 20 items per page