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Adrienne Michetti

AJET 19(1) Boyle (2003) - design principles for authoring dynamic, reusable learning ob... - 1 views

  • delineate a coherent framework for the authoring of re-purposable learning objects
  • significant changes in the creation of learning objects
  • nternational work directed at developing learning object standards
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  • a learning object is defined as any entity, digital or non-digital, that may be used for learning, education or training. IEEE
  • ork on metadata and learning object packaging
  • cohesion
  • ke any learning object and provide a 'wrapper' around this object
  • learning object is thus 'packaged' in a standard container format
  • learning objects must be developed with potential reuse, and especially repurposing in mind. The principal aim of this paper is to explore and delineate principles underlying authoring for reuse and repurposing.
  • taxonomy
  • This mapping suggests that each learning object should be based on one learning objective or clear learning goal.
  • The principle of cohesion, however, indicates that there should be a separate learning object for each type of loop. An immediate advantage is that the tutor can select the order in which these learning objects are combined. A tutor dealing with experienced student may wish to deal with these in sequence; another tutor with a different group of students may intersperse these learning objects with object dealing with other features of the language.
    • Adrienne Michetti
       
      This would, then, make them easier to edit and manipulate in the future. I can follow this article.
  • the principle of 'de-coupling', or more accurately minimised coupling.
  • unit (software module/learning object) should have minimal bindings to other units.
  • independently of the other (
    • Adrienne Michetti
       
      Right - and the goal is complete independence so as to be able to manipulate and change later.
  • The learning object should, as far as possible, be free standing.
    • Adrienne Michetti
       
      YES! Can we please apply this to items as simple as Word documents and HTML? It would make things so much easier. This also reminds me of good pedagogical design principles BEFORE we had digital learning -- the same should be true for worksheets, handouts, textbooks, etc. It needs to be able to be changed.
  • adaptation
  • The challenge is to maintain this richness in a system composed of reusable components.
  • We must face the challenge of creating learning objects that are cohesive, decoupled and pedagogically rich. This design challenge is associated with the issue of 'repurposability' as we might expect rich learning objects to provide further options for adaptation by local tutors.
    • Adrienne Michetti
       
      Yes, yes, and yes. We need to think beyond our own immediate purposes.
  • n the Java language
    • Adrienne Michetti
       
      quite honestly, I would have preferred a non-computer programming example. These principles apply to all technology design, not just programming. Something more accessible would have made this paper stronger.
  • The project involves intervention in syllabus development, the social organisation of learning and the introduction of new eLearning materials. The eLearning resources are being based on the authoring of rich, reusable learning objects. This development provides the focus for the present discussion.
  • The learning objects are being developed both to meet immediate pedagogical needs and to serve this larger goal. This produces extra pressure initially. However, it provides the potential to divide the eventual task among a number of contributing partners, exploiting considerable advantages of scale.
  • A key challenge for the project is to resolve the tensions in a creative and productive way.
    • Adrienne Michetti
       
      Basically, you have to take it all apart and put it back together again. This is fundamental to learning a new way to design anything, really.
  • A compound object consists of two or more independent learning objects that are linked to create the compound.
  • A further important feature is that each simple component object can be reused independently.
  • They thus provide a basis for pedagogical richness that fully exploits the opportunities offered by the technology.
    • Adrienne Michetti
       
      YES! use the tech to its best.
  • manage the bindings between one object and others
  • they should be able to reconfigure this to shape their own compound object.
    • Adrienne Michetti
       
      This is so crucial. Each educator must be able to restructure it, use to his/her advantage within context.
  • main types of binding: navigational bindings through URLs and non-URL based content bindings. This design pattern deals with the issue of URL based bindings.
  • we must have a design mechanism for managing these bindings.
  • learning object consists of a core and zero or more expansions. A default object is presented with the core with certain expansions added. These expansions aim to provide added pedagogical value to help in attaining the learning objective.
  • the relationship between learning objects and the syllabus, course or other higher organising structure in which they are delivered.
  • the syllabus navigation structure operates at a different layer of organisation for the learning object resources
  • . These syllabi objects operate at a different layer from that of main content objects
  • The key message is the need to establish distinct layers of organisation in eLearning
  • The central challenge is to design for reuse and repurposing.
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    painful reading with the example of Java - but the point remains that all learning objects should be managed and designed with the purpose of being able to use them in the future in ways that are dynamic and reusable. This means de-coupling them and ensuring they are made of distinct pedagogical units.
John Evans

Your Laptop's Dirty Little Secret - TIME - 1 views

  • Phones and computers contain dangerous metals like lead, cadmium and mercury, which can contaminate the air and water when those products are dumped. It's called electronic waste, or e-waste, and the world produces a lot of it: 20 to 50 million tons a year, according to the UN — enough to load a train that would stretch around the world. The U.S. is by far the world's top producer of e-waste, but much of it ends up elsewhere — specifically, in developing nations like China, India and Nigeria, to which rich countries have been shipping garbage for years.
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    Phones and computers contain dangerous metals like lead, cadmium and mercury, which can contaminate the air and water when those products are dumped. It's called electronic waste, or e-waste, and the world produces a lot of it: 20 to 50 million tons a year, according to the UN - enough to load a train that would stretch around the world. The U.S. is by far the world's top producer of e-waste, but much of it ends up elsewhere - specifically, in developing nations like China, India and Nigeria, to which rich countries have been shipping garbage for years.
Bill Montana

Reading, Writing, Arithmetic, and Lately, Coding - NYTimes.com - 4 views

  • Since December, 20,000 teachers from kindergarten through 12th grade have introduced coding lessons, according to Code.org, a group backed by the tech industry that offers free curriculums. In addition, some 30 school districts, including New York City and Chicago, have agreed to add coding classes in the fall, mainly in high schools but in lower grades, too. And policy makers in nine states have begun awarding the same credits for computer science classes that they do for basic math and science courses, rather than treating them as electives.
  • coding looks less like an extracurricular activity and more like a basic life skill, one that might someday lead to a great job or even instant riches.
  • But the momentum for early coding comes with caveats, too. It is not clear that teaching basic computer science in grade school will beget future jobs or foster broader creativity and logical thinking, as some champions of the movement are projecting. And particularly for younger children, Dr. Soloway said, the activity is more like a video game — better than simulated gunplay, but not likely to impart actual programming skills.
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  • “There’s a big demand for these skills in both the tech sector and across all sectors,” said Britt Neuhaus, the director of special projects at the office of innovation for New York City schools.
  • Then, in 2013, came Code.org, which borrowed basic Scratch ideas and aimed to spread the concept among schools and policy makers. Computer programming should be taught in every school, said Hadi Partovi, the founder of Code.org and a former executive at Microsoft. He called it as essential as “learning about gravity or molecules, electricity or photosynthesis.”
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    NYT article on coding movement, focusing on Mill Valley, CA. Coding should be taught in all schools.
Vicki Davis

westwood - Spanish Voicethread Tour - 5 views

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    Here is a lovely cross- curricular project that the spanish teacher and I did together. She came to me and said, "I want to use this but will you help me on the technology side, I don't have to understand the technology to use the technology." My answer is YES! We took 2 days, did it in class, and there is a rich project that also gives her a legacy to hand down to other classes and for others to use and share. In this, students are taking tours of countries. They will play this and critique it in class using the teacher's hook up between her computer and large screen tv.
yc c

thevisualMD.com - Bringing Health to Life - 24 views

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    TheVisualMD site offers a rich, visual experience to learn, understand, and interact with health content on the Internet.TheVisualMD is brought to you by Anatomical Travelogue, LLC. Anatomical Travelogue, LLC is a medical imaging research and media production company based in New York City. Our unique 3D visuals are the foundation and signature of all Anatomical Travelogue products, including books, websites, TV shows, and museum exhibits. We use the visuals to tell stories and educate the public on topics and issues related to health and wellness. Our visuals are produced using real human data from a variety of medical scans - magnetic resonance imaging (MRI), computer tomography (CT) ultrasound, and confocal laser scans. The data is collected, digitized, and recompiled using volume-visualization software. These volumes and virtual models are dissected, repositioned, colorized, and texturized as necessary to bring them to life. This website contains advice and information relating to health care. It is not intended to replace medical advice and should be used to supplement rather than replace regular care by your doctor. It is recommended that you seek your physician's advice before embarking on any medical program or treatment.
Colleen K

Math Apprentice - 1 views

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    Math Apprentice answers the question that is on the minds of most math students: When are we ever going to use math in the real world? This rich, multimedia site provides students an opportunity to try various professions that use math. Students can be scientists, engineers, computer animators, video game programmers, and more. Math Apprentice provides areas of free exploration as well as specific problems to solve.
Eloise Pasteur

Doing Digital Scholarship: Presentation at Digital Humanities 2008 « Digital ... - 0 views

  • My session, which explored the meaning and significance of “digital humanities,” also featured rich, engaging presentations by Edward Vanhoutte on the history of humanities computing and John Walsh on comparing alchemy and digital humanities.
  • I wondered: What is digital scholarship, anyway?  What does it take to produce digital scholarship? What kind of digital resources and tools are available to support it? To what extent do these resources and tools enable us to do research more productively and creatively? What new questions do these tools and resources enable us to ask? What’s challenging about producing digital scholarship? What happens when scholars share research openly through blogs, institutional repositories, & other means?
  • I decided to investigate these questions by remixing my 2002 dissertation as a work of digital scholarship.  Now I’ll acknowledge that my study is not exactly scientific—there is a rather subjective sample of one.  However, I figured, somewhat pragmatically, that the best way for me to understand what digital scholars face was to do the work myself. 
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  • The ACLS Commission on Cyberinfrastructure’s report points to five manifestations of digital scholarship: collection building, tools to support collection building, tools to support analysis, using tools and collections to produce “new intellectual products,” and authoring tools. 
  • Tara McPherson, the editor of Vectors, offered her own “Typology of Digital Humanities”: •    The Computing Humanities: focused on building tools, infrastructure, standards and collections, e.g. The Blake Archive •    The Blogging Humanities: networked, peer-to-peer, e.g. crooked timber •    The Multimodal Humanities: “bring together databases, scholarly tools, networked writing, and peer-to-peer commentary while also leveraging the potential of the visual and aural media that so dominate contemporary life,” e.g. Vectors
  • My initial diagram of digital scholarship pictured single-headed arrows linking different approaches to digital scholarship; my revised diagram looks more like spaghetti, with arrows going all over the place.  Theories inform collection building; the process of blogging helps to shape an argument; how a scholar wants to communicate an idea influences what tools are selected and how they are used.
  • I looked at 5 categories: archival resources as well as primary and secondary books and journals.   I found that with the exception of archival materials, over 90% of the materials I cited in my bibliography are in a digital format.  However, only about 83% of primary resources and 37% of the secondary materials are available as full text.  If you want to do use text analysis tools on 19th century American novels or 20th century articles from major humanities journals, you’re in luck, but the other stuff is trickier because of copyright constraints.
  • I found that there were some scanning errors with Google Books, but not as many as I expected. I wished that Google Books provided full text rather than PDF files of its public domain content, as do Open Content Alliance and Making of America (and EAF, if you just download the HTML).  I had to convert Google’s PDF files to Adobe Tagged Text XML and got disappointing results.  The OCR quality for Open Content Alliance was better, but words were not joined across line breaks, reducing accuracy.  With multi-volume works, neither Open Content Alliance nor Google Books provided very good metadata.
  • To make it easier for researchers to discover relevant tools, I teamed up with 5 other librarians to launch the Digital Research Tools, or DiRT, wiki at the end of May.
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    Review of digital humanities scholarship tools
Ruth Howard

Technology Integration Matrix - 0 views

  • What is the history behind the tool? The Technology Integration Matrix (TIM) was developed to help guide the complex task of evaluating technology integration in the classroom. Basic technology skills and integration of technology into the curriculum go hand-in-hand to form teacher technology literacy. Encouraging the seamless use of technology in all curriculum areas and promoting technology literacy are both key NCLB:Title II-D/EETT program purposes. The Inventory for Teacher Technology Skills (ITTS) companion tool is designed to help districts evaluate teachers’ current levels of proficiency with technology and is also used as a professional development planning and needs assessment resource. The TIM is envisioned as an EETT program resource which can help support the full integration of technology in Florida schools. What is in each cell? Each cell in the matrix will have a video (or several videos) which illustrate the integration of technology in classrooms where only a few computers are available and/or classrooms where every student has access to a laptop computer.
  • Transformation  The teacher creates a rich learning environment in which students regularly engage in activities that would have been impossible to achieve without technology.
  • Active
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  • Indicator: Given ongoing access to online resources, students actively select and pursue topics beyond the limitations of even the best school library.
  • Collaborative
  • Indicator: Technology enables students to collaborate with peers and experts irrespective of time zone or physical distances.
  • Goal Directed
  • Indicator: Students use technology to construct, share, and publish knowledge to a worldwide audience.
  • Authentic
  • Indicator: By means of technology tools, students participate in outside-of-school projects and problem-solving activities that have meaning for the students and the community.
  • Constructive
  • Indicator: Students engage in ongoing metacognative activities at a level that would be unattainable without the support of technology tools.
  • You can download the Technology Integration Matrix for printing as a PDF.
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