Skip to main content

Home/ Learning Environments research group/ Group items tagged interactive

Rss Feed Group items tagged

Tarmo Toikkanen

Maintaining and Extending Social Networks in IRC-galleria - 0 views

  •  
    Article abstract: The photo galleries of the internet have raised quite a lot of public discussion, but academic research is just beginning to pay attention to the issue. This research grabs the subject by finding out the meanings given to IRC-galleria concerning its members' social networks. The theoretical framework consists of theories of social networks and communities applied to the context of the internet. Moreover, in analysing the construction of social networks, the research material is analyzed through the concepts of ritual and performance. The research material was generated with 13 semi-structured interviews and participant observation. The interviewees were registered members of IRC-galleria, aged 12-25. Participant observation was conducted by acting as a registered member of IRC-galleria during the course of the research. The interview material was analyzed with theory-bound qualitative content analysis. Meanings given to IRC-galleria were understood as interpretations the interviewees give to their subjective experiences, and therefore also bounded to cultural meaning structures. The rituals of maintaining social networks were approached from a social constructionistic perspective: the interest was on how the social networks are reconstructed in social interaction. The central finding of the research was that already established, "offline" networks play a significant role in being a member of IRC-galleria. IRC-galleria can be interpreted as a way to maintain both local and dispersed networks in a society where group identities are not self-evident. New friendships can be established in IRC-galleria, but personal interests are significant in this, not the possibility to act anonymously, which instead was the claim of previous research. Different interaction rituals are performed for reconstructing the established social networks. IRC-galleria should not therefore be seen solely as a stage for self-promotion, but also as a medium for promoting s
Tarmo Toikkanen

50 Ways to Use Wikis for a More Collaborative and Interactive Classroom | Smart Teaching - 0 views

  •  
    Wikis are an exceptionally useful tool for getting students more involved in curriculum. They're often appealing and fun for students to use, while at the same time ideal for encouraging participation, collaboration, and interaction. Read on to see how you can put wikis to work in your classroom.
Tarmo Toikkanen

Socrative | Student response system | Engage audiences - 0 views

  •  
    "Socrative is a smart student response system that empowers teachers to engage their classrooms through a series of educational games and exercises via smartphones and tablets. Our apps are super simple and take seconds to load and run. Teachers control the questions and games on their laptop, while students respond and interact through their smartphones/laptops. Run it as an app or on any web browser."
Tarmo Toikkanen

Media for Thinking the Unthinkable on Vimeo - 0 views

  •  
    Excellent presentation that shows the importance of visualization, design, and use of the possiblities of the interactive medium.
Tarmo Toikkanen

Design talent from Nantes, France - Core77 - 0 views

  •  
    Nice designs for spatial interaction.
Tarmo Toikkanen

Wallwisher.com :: Words that stick - 0 views

shared by Tarmo Toikkanen on 26 Sep 10 - Cached
  •  
    Interactive wall for student-posted notes and multimedia. Good for displaying on a projector or IWB.
Tarmo Toikkanen

Manufacturing Active Collaboration Space (MACS) - Industry Solutions - Cisco Systems - 0 views

  •  
    "The Cisco Manufacturing Active Collaboration Space (MACS) is designed for highly interactive meetings joining distributed project teams at multiple locations."
Tarmo Toikkanen

TeachPaperless: Why Teachers Should Blog - 0 views

  • And so, we should teach this new generation to move beyond embarrassment and fear. This is not to condone manifestly insolent behavior online, rather in teaching the qualities -- the unique qualities -- of the globally connected public square, we should be instilling in students both a strident determination to take part in the unadulterated public debate and yet have humility.I think both are achieved through the crucial practice of critical thinking and earnest self-analysis. And no where, if sincerely met with daily conviction, can both be better employed than in the practice of blogging.
  • And so, I firmly believe that all teachers should be bloggers. Because if Descartes is wrong, then the thrust of our identity is determined not by our inalienable and essential state of being but by the differences in idea and sense that we demonstrate through our interactions with others.
Tarmo Toikkanen

Christopher D. Sessums :: Blog :: Social Media and Learning Institutions in the Digital... - 0 views

  • Shirky (2008) had the presence of mind to notice that real innovation comes when we take the technology for granted.
  • Today, educational institutions still see technology as a new innovation, a disruptive innovation (Bowers & Christensen, 1995). Thus, if my logic is correct, schools, for the most part, are still a few years off from real innovation.
  • In Cultivating Communities of Practice, Wenger, McDermott, & Snyder (2002) derive seven principles. These principles are not recipes, but embody an "understanding of how elements of design work together" (p. 51). They are:Design for evolution.Open dialogue between inside and outside perspectives.Invite different levels of participation.Develop both public and private community spaces.Focus on value.Combine familiarity and excitement.Create a rhythm for the community.
  • ...9 more annotations...
  • It is important to note that not one of these elements are about creating predetermined outcomes. Hmmm....Is this what we want in a community for learning? What about our learning objectives? What about our project goals?
  • Whether we're talking about designing communities for learning or designing communities of practice, the design goal centers on adaptability, on an awareness that things that last (or have value) have the ability to evolve as our aims evolve.
  • The value members get from a community is what drives a community. People need to see how their participation will translate into something useful.
  • Drawing from his work with sports teams, jazz combos, and business organizations, Sawyer (2008) identified 10 key conditions that enable dynamic expertise and ultimately group flow (adapted from Csikszentmihalyi, 1990): A shared goal, Close or deep listening to each other, Complete concentration, Being in control of the group's actions and environment, Blending of individual egos, Equal participation, Member's familiarity with each other, Constant communication, Elaboration of each other's ideas, and Frequent failure and learning from frequent failure.
  • Wenger noted that a learning community cannot be completely engineered by expertise. He said a strong, working learning community is a lot like falling in love. It starts as a budding relationship and it builds with time, engagement, commitment, trust, recognition, respect, emotional availability. When these elements are missing, the community falls out of love and the relationship of its members dissolves. However, he suggested a learning community can be built top-down by management to support the worker bees. He also noted that when a learning community is over-engineered, either by participants or management, it can be absolutely meaningless and soul-crushing to its members.
  • According to Wenger (1998), learning within a community of practitioners is about helping each other accomplish tasks, share challenges, passions, and interests. In this sense, managing a learning community is a matter of keeping members motivated, interacting regularly, and creating conditions that allow members to learn from and with one another to improve their ability to do what they do.
  • It's more than about the technology, tools, tactics; it's about a combination of strategies, tools, and the habits of mind associated with shared innovation.
  • It can be done well and not so well; hence the need for shared goals, clear rules of participation, a solid strategy, and the right tools for the right purpose.
  • Given the economical, technological, sociological, historical changes taking place all around us, educational institutions have been slow to adapt. These changes have led to ubiquitous access to information and ubiquitous communication. Combined, these two trends lead to new understandings of how people learn and work that, in turn, leads to new ways of thinking about community. Research suggests that real innovation comes when we take the technology for granted. Yet, many of today's educational institutions still see technology as a new innovation, a disruptive innovation (Bowers & Christensen, 1995), thus learning institutions by and large are still a few years off from real innovation. When we examine the idea of communities for learning, instead of focusing on tactics to bring about meaningful growth and change, we need to better define our strategies--we need to know where we want to go, talk openly about them, reflect on them, refine them, and test them out. Creating meaningful communities for practice is an iterative process. Designers can help foster change by designing communities for learning that recognize the key conditions that allow for creativity and innovation to happen. Designers can also help communities for learning by helping community leaders develop rules for engagement that allow for strong, meaningful exchange and reflection.
Tarmo Toikkanen

Stuff for Classroom Teachers - 0 views

  •  
    Links to resources. Includes lots of IWB (interactive whiteboard) activities.
  •  
    Interesting things for Teachers on the World Wide Web.
Tarmo Toikkanen

Topmarks Education: teaching resources, interactive resources, worksheets, homework, ex... - 0 views

  •  
    Categorized learning games and activities, suitable for IWBs and on the web.
1 - 14 of 14
Showing 20 items per page