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Kyle Murley

Blended Learning Opportunities - American Management Association AMA SPECIAL REPORT By ... - 1 views

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    Blended Learning Opportunities - American Management Association AMA SPECIAL REPORT By Allison Rossett and Rebecca Vaughan Frazee (2006) CONTENTS Blended Learning Opportunities What Is Blended Learning? Why Blend? What Goes into a Blend? What Types of Blending Make Sense? How Does Blended Learning Affect What People Do? QUICKLIST 1: Are Employees Ready for Blended Learning? QUICKLIST 2: Are Managers Ready for Blended Learning? QUICKLIST 3: Are Executives Readying the Organization for Blended Learning? How Do We Look at the Effectiveness of Blends? Blended Learning: Bridging the Classroom and the Workplace QUICKLIST 4: I Want to Learn More About Blended Learning
Kyle Murley

Marc J. Rosenberg, Ph.D. - Management Consulting in the Learning Space. - 0 views

shared by Kyle Murley on 22 Oct 09 - Cached
  • eLearning Guild's Handbook of eLearning Strategy, featuring a forward by Marc, is available for free download here.
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    Welcome and thanks for visiting! Marc Rosenberg is a leader in the world of training, organizational learning, e-learning, knowledge management and performance improvement. He is a highly regarded management consultant, writer and speaker in the field. Use this site to learn more about Marc's background, ideas, work and professional services. Feedback is welcome at the e-mail address below.
Kyle Murley

What Walls Need Tearing Down? | Learning In a Flat World - 0 views

  • valid point that too often technology decisions are made without factoring in true cost
  • a number of faculty in higher education, as well as teachers in K-12, who see technology as an evil.
  • In many ways, they want to wall off their classes from the outside world.
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  • Technology in and of itself is not evil, and technology integrated into education is opening minds, not closing them.
  • When conducting a cost-benefit analysis, it’s only appropriate to spend as much time thinking through the benefits as it is thinking through the costs.”
  • Chickering and Gamson developed a seminal work on teaching and learning, their Seven Principles of Good Practice in Undergraduate Instruction
  • Good practice in undergraduate education: 1. Encourages contact between students and faculty 2. Develops reciprocity and cooperation among students. 3. Encourages active learning. 4. Gives prompt feedback. 5. Emphasizes time on task. 6. Communicates high expectations. 7. Respects diverse talents and ways of learning.
  • technology is a powerful tool that encourages contact between students and faculty, provides avenues for reciprocity and cooperation among students, creates new venues for active learning, enables more timely and prompt feedback, and gives new opportunities to keep students on task
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    ""Predicting the future is easy. It's trying to figure out what's going on now that's hard" (Dressler, 2005) "
Kyle Murley

Use of Embedded Performance Support Tools and Its Relationship to the Effectiveness and... - 0 views

  • Support tools embedded in self-instruction help learners practice the performance of the task they are learning in the instruction
  • Rossett
    • Kyle Murley
       
      w00t!
  • job aids are used to "direct immediate performance...when the need to know arises," whereas instruction "usually happens before a need arises and builds the capacity of the individual"
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  • job aids and performance support tools are not designed to help people learn
  • Self-instruction might be made more effective if learners can be persuaded to spend more time on learning tasks
  • this might be done is by embedding job aids or performance support tools in the instruction
  • monitoring and regulating devices were embedded
  • merely including hypertext links in a hypermedia self-instructional course did not by itself increase the time learners spent on the instruction
  • support tools enabled learners with field-dependent and field-independent learning styles to achieve equally well
  • Performance support tools that provide relevant information may help learners with internal locus of control learn the content better
  • embedded in the target course
  • likely to influence student satisfaction
  • performance support tools
  • additional and summative supporting material provides variability, which maintains the learner's interest
  • supporting material both summarizes information the learner is already familiar with
  • injects additional material that is relevant to the content of the course
  • connecting the material to the learner's experience in the course
  • Spending more time on task in a hypermedia program because of manadatory note-taking resulted in significantly higher achievement scores than those who were not required to spend time taking notes
  • embedding performance support tools in instruction that can later be used on the job is supported by the M.A.S.S. model of transfer
Kyle Murley

Handbook of e-Learning Strategy eBook - The eLearning Guild - 0 views

  • What should we be doing in order to support improved learning and performance
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    The eLearning Guild's Handbook of e-Learning Strategy
Kyle Murley

Twitter / Diigo : Join Diigo for Classroom2.0 Live webinar Sat 9am PST to learn cool ne... - 0 views

  • Join us Classroom2.0 Live webinar Sat 9am PST to learn cool new Diigo V4 features
  • http://tinyurl.com/cr20live
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    Join us Classroom2.0 Live webinar Sat 9am PST to learn cool new Diigo V4 features
Kyle Murley

The Myth of Multitasking - Christine Rosen » The New Atlantis || SPRING 2008 - 0 views

  • singular focus was not merely a practical way to structure one’s time; it was a mark of intelligence
  • multitasking
  • parallel processing abilities of computers, multitasking is now shorthand for the human attempt to do simultaneously as many things as possible, as quickly as possible, preferably marshalling the power of as many technologies as possible
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  • brain’s “multitasking hot spot
    • Kyle Murley
       
      gosh this is great
  • 2005, the BBC reported on a research study, funded by Hewlett-Packard and conducted by the Institute of Psychiatry at the University of London
  • 2007 was Linda Stone’s notion of “continuous partial attention,
  • multitasking a “mythical activity in which people believe they can perform two or more tasks simultaneously.”
  • ADT is “purely a response to the hyperkinetic environment in which we live,”
  • “Attention Deficit Trait,”
  • workers took an average of twenty-five minutes to recover from interruptions such as phone calls or answering e-mail and return to their original task
  • “task-switching”—that is, multitasking behavior—the flow of blood increases to a region of the frontal cortex called Brodmann area 10
  • the last part of the brain to evolve, the most mysterious and exciting part
  • rather than a bottleneck in the brain, a process of “adaptive executive control” takes place, which “schedules task processes appropriately to obey instructions about their relative priorities and serial order,
  • with training, the brain can learn to task-switch more effectively
  • people who are not distracted show activity in the hippocampus, a region involved in storing and recalling information
  • people who are distracted or multitasking show activity in the striatum, a region of the brain involved in learning new skills
  • Media multitasking—that is, the simultaneous use of several different media, such as television, the Internet, video games, text messages, telephones, and e-mail—is clearly on the rise,
  • letters he wrote to his so
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    This article appears in the SPRING 2008 issue of The New Atlantis This article appears in the SPRING 2008 issue of The New Atlantis
Kyle Murley

Do most educational games suck? - Dangerously Irrelevant - 1 views

  • Here are a bunch of screen shots of different online games for learning.
  • Most of these appear to be aimed at kids of middle or high school age.
  • just how bad are most of these so-called ‘educational games?
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  • what is out there that’s comparable in the commercial downloadable/DVD educational games sector?
  • Yes. Most "educational" games suck. They are created to make drills and tedious practice more palatable
  • If the goal is to solve as many math problems as possible in as short a time as possible, whether there are aliens or puppies or whatever, it's just not as important.
  • Commercial games have engaging environments
  • there are goals that are appropriately difficult for players
  • Most current groups making educational games do not seem to have much background (or at least they do not put much thought into) game design.
  • a quote from Will Wright, creator of Sim City, The Sims, and Spore. "Why are we even talking about 'educational games' -- as if games weren't already educational"
  • Instead of looking to attach video games to our curriculum, we should be looking to attach our curriculum to video games.
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    Here are a bunch of screen shots of different online games for learning. Most of these appear to be aimed at kids of middle or high school age... Just how bad are most of these so-called 'educational games? What is out there that's comparable in the commercial downloadable/DVD educational games sector?
Kyle Murley

TIP: Theories Functional Context (T. Sticht) - 2 views

  • By using materials that the learner will use after training, transfer of learning from the classroom to the "real world" will be enhanced.
  • functional context approach was developed specifically for adult technical and literacy training (reading/writing/mathematics) in military programs
  • Use material and equipment that the learner will actually use after training
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    "Functional Context (T. Sticht) "
Kyle Murley

Kirkpatrick's reflection after 50 years & creation of his 4-level model for training pr... - 1 views

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    RT @saurili & @aeaweb: Kirkpatrick's reflection after 50 years & creation of his 4-level model for training program eval
Kyle Murley

Kirkpatrick's reflection after 50 years & creation of his 4-level model for training pr... - 1 views

  • “the day of reckoning” would eventually come when the jury would be looking for evidence that learning programs resulted in change in behavior and positive impact.
  • ROE, an acronym for “return on expectations.”
  • what success looks like.
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  • ROE starts with
    • Kyle Murley
       
      *emphasis* STARTS with...
Kyle Murley

Kirkpatrick's reflection after 50 years & creation of his 4-level model for training pr... - 0 views

  • Donald Kirkpatrick
  • problems usually arise in the implementation, particularly in Levels 3 (Behavior) and 4 (Results)
  • the best and shortest solution to that is an understanding of the concept of a “chain of evidence.”
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  • an end result is the product of a series of things done over time and not just one factor
  • “customer satisfaction.”
  • Level 1 measures
  • Level 2
  • “Did we achieve our objectives of increasing knowledge, improving skills and/or changing attitudes?”
  • attendees had better be able to tell their managers that the program was practical and describe what they learned
Kyle Murley

Revisiting "A Vision of Students Today" » Digital Ethnography Blog - 1 views

  • students were undoubtedly engaged, just not with me.
  • nearly 40 years ago when they described the plight of “totally alienated students”
  • We don’t have to tear the walls down. We just have to stop pretending that the walls separate us from the world, and begin working with students in the pursuit of answers to real and relevant questions.
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  • not as distractions, but as powerful learning technologies
  • we allow students to develop much-needed skills in navigating and harnessing this new media environment, including the wisdom to know when to turn it off
Kyle Murley

An Introduction to the Nine Events of Instruction theory - 1 views

  • Stimulate recall
  • chunked
  • explained and then demonstrated
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  • help learners encode information for long-term storage
  • As an example of how to apply Gagne's events of instruction to an actual training program
  • let's look
  • Semantic encoding
Kyle Murley

Robert M. Gagné - Wikipedia, the free encyclopedia - 0 views

  • Gagné pioneered the science of instruction during WWII for the air force with pilot training. Later he went on to develop a series of studies and works that helped codify what is now considered to be 'good instruction.'
  • "Nine Events of Instruction". Gain attention Inform learner of objectives Stimulate recall of prior learning Present stimulus material Provide learner guidance Elicit performance Provide feedback Assess performance Enhance retention transfer
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