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Cole Camplese

Learning Technologies - Yammer - 2 views

  • Yammer enables co-workers to discuss ideas, post news, ask questions, and share links and other information. It’s your virtual watercooler that helps you get things done faster. Find answers to questions, connect with colleagues and learn more about what is going on around ECU on Yammer.
Emily Rimland

Apple - Education - Apple iPad Learning Lab - 2 views

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    Just learned about this nifty thing and heard that EMS may be getting one? Lots of possibilities with this!
Cole Camplese

Web Search: Teaching and Learning with Technology: Using Apps to Enhance Learning for U... - 8 views

  • Honestly, there is already a lot on my plate with teaching and research; however, I just couldn’t pass up the opportunity to work with Cole Camplese, Allan Gyorke, Brad Kozlek, and the rest of the TLT folks. (Note: Cole is a definite ‘early adopter’ and teaches a very popular course at Penn State on disruptive technologies.)
Allan Gyorke

Recording Video Lectures - Part 0 - JShook - 3 views

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    "After carefully considering all of these, other online sources found by searching for terms such as 'tablet PC' and 'lecture recording' and presentations by others at the Teaching and Learning Symposium at Penn State I decided to purchase a powerful Lenovo Tablet PC with Windows 7, Microsoft One Note, and Camtasia Studio 7.0. I plan on taking my .docx lectures into One Note, opening the page in One Note during class, and recording the screen with Camtasia studio as I go through the lecture, writing on the tablet PC with the stylus pen as I speak to students about each topic. Then I can save my screen capture and edit it into nice 10-15 minute segments in Camtasia Studio and post them online for student review."
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    I'm interested in exploring a Kahn Academy approach and I've gotten some inquiries about how to do it from others (recently Carol McQuiggan). Between lecture capture software, Camtasia, iPads, tablet PCs, bamboo tablets, and other software/input device combinations, I'm sure we can come up with a supportable combination. The trick is to make it easy for faculty, similar to the one-button studio project.
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    We're talking a lot about the "make it easy for faculty" part in the lecture capture working group. Something the research seems to indicate is that pre-recorded lectures (for example, a faculty member sitting in front of a camera and mic, recording without any students 'late night' style) are more effective than a faculty member simply recording a lecture in front of x number of students. It's much easier to hit the 'play' button and do your normal lecture in class vs. taking the time to pre-record. Hopefully we can find a happy medium. I recently spent a lot of time with Khan Academy, both looking for statistical help for myself and asking faculty about it. A group of about 40 STEM faculty took a look at it upon our request and came back not impressed. A couple said they might use it for supplemental instruction...I'm somewhat baffled why more faculty wouldn't want to use this to supplement their course.
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    I know what you mean Bart. I've found that to be the case with podcasting - a recording made for an external audience is more engaging because the person is talking to you. It has a very different feel than a recording of a meeting, presentation, or training session where the presenter is primarily addressing a local audience.
Erin Long

Desire2Learn Learning Suite Gaining Google+ Integration -- Campus Technology - 1 views

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    Desire2Learn adds Google+ to its list of profile linking tools that already includes Facebook, Twitter, and LinkedIn.
gary chinn

Now You See It: How the Science of Attention is Changing Work and Education | Brain Pic... - 1 views

  • Davidson uses the insights from these experiments as a lens through which to examine the nature and evolution of attention, noting that the educational system is driven by very rigid expectations of what “attention” is and how it reflects “intelligence,” a system in which students who fail to meet these expectations and pay attention differently are pigeonholed somehow deficient of aberrant, square pegs in round holes. Yet neuroscience is increasingly indicating that our minds pay attention in a myriad different ways, often non-linear and simultaneous, which means that the academy and the workplace will have to evolve in parallel and transcend the 20th-century linear assembly-line model for eduction and work.
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    am currently reading 'brain rules' & 'how learning works,' and I think this book might be a good addition to the list.
gary chinn

Can Gamification Boost Independent Learning? | MindShift - 0 views

  • The question now is whether (or how) gamification can be used in education. Are there ways in which it can be used to similar ends, to help students feel more involved and engaged in their learning?
  • Even without the new rewards system for helping, plenty of users on OpenStudy already offer each other help. Some of the most loyal users of the site happen to also be some of the most active with offering their assistance. The gamification elements will recognize these helpful users, and encourage the behavior to spread.
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    haven't looked too closely at openstudy, might have to check it out. who wouldn't want to be a superhero? :)
bartmon

Newell sees no distinction 'between games and educational games' | Joystiq - 0 views

  • "The interesting thing about Portal 2 is it doesn't sort of fit the traditional simplistic model of what a game is. It's not a collection of weapons. It's not a collection of monsters. It's really about science. It's about spatial reasoning, it's about learning physics, it's about problem solving.
  • "There seems to be this distinction between games that are educational, and games that are going to be commercially successful. I'm not really sure I buy into that."
  • A lot of times [the label] 'educational games' is a way of being an excuse for bad game design or poor production values."
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  • "Games are becoming increasingly useful as educational tools. From our perspective, it's one of the things we always think about -- we always think about games as a learning experience. You can't design a game without thinking about the progression of experiences and skills that a person is gonna have. The value that we have is that they're self-directed. Rather than that being a problem -- rather than resisting the chaotic nature of an individual one-on-one play experience that people have, we embrace it."
  • "Someone should write a book, "Everything I Needed to Know to be Successful I Learned From World of Warcraft."
  • "In terms of what educational psychologists are sort of starting to discover about what are the highest value educational experiences, games are a lot closer to being those things than traditional middle school/high school kinds of curriculum,"
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    Some interesting notes from Gabe Newell's keynote at Games for Change. This is interesting because it's the first time a president and figurehead for one of the biggest game developers out there has really put a stake in the ground for using games as educational tools.
bartmon

A 'Moneyball' Approach to College - Technology - The Chronicle of Higher Education - 2 views

shared by bartmon on 13 Dec 11 - No Cached
  • Think of it as higher education meets Moneyball.
  • Today, half of students quit college before earning a credential. Proponents feel that making better use of data to inform decisions, known as "analytics," can help solve that problem while also improving teaching.
  • In April, Austin Peay debuted software that recommends courses based on a student's major, academic record, and how similar students fared in that class.
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  • One analytics tactic—monitoring student clicks in course-management systems—especially worries critics like Gardner Campbell, director of professional development and innovative initiatives at Virginia Tech. He sees these systems as sterile environments where students respond to instructor prompts rather than express creativity. Analytics projects that focus on such systems threaten to damage colleges much like high-stakes standardized testing harmed elementary and secondary schools, he argues.
  • Mr. Mazur argues that his new software solves at least three problems. One, it selects student discussion groups. Two, it helps instructors manage the pace of classes by automatically figuring out how long to leave questions open so the vast majority of students will have enough time. And three, it pushes beyond the multiple-choice problems typically used with clickers, inviting students to submit open-ended responses, like sketching a function with a mouse or with their finger on the screen of an iPad. "This is grounded on pedagogy; it's not just the technology," says Mr. Mazur, a gadget skeptic who feels technology has done "incredibly little to improve education."
  • By the eighth day of class, Rio Salado College predicts with 70-percent accuracy whether a student will score a C or better in a course.
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    Great article on Learning Analytics. I respectfully disagree with Gardner Campbell's quote, but I do see where he's coming from and that is something that universities need to be careful of.
Cole Camplese

Penn State Live - Devastating appropriation cut advanced for Penn State - 0 views

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    If this doesn't paint a picture where teaching and learning with technology isn't critical I don't know what does.  Our collective challenge is to think about how we approach this moment as an opportunity.
Christian Johansen

Developments to Watch: Federal Accessible Instructional Materials (AIM) Commission | ED... - 1 views

  • Advisory Commission on Accessible Instructional Materials in Postsecondary Education for Students with Disabilities under the auspices of the U.S. Department of Education (ED). Known as the AIM Commission
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    A government commission that has been relatively unknown, but coud have dramatic effects on teaching and learning. 
bartmon

Why I Will Never, Ever Hire A "Social Media Expert" - 4 views

  • Ready for the ultimate kicker? We still haven’t learned! We got thirsty again, and are drinking the same ten-year-old Kool-Aid without so much as asking for ice. Rather than embracing this new technology and merging it with what we’ve learned already, we’re throwing off our clothes and running naked in the rain, waving our hands in the air, sure that this time it’ll be different, because this time it’s better! “It’s not about building a website anymore! It’s so much cooler! It’s about Facebook, and fans, and followers, and engagement, and influence, and…”Will you please shut up before you make me vomit on your shoes?
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    This is quite the rant. I know World Campus had a social media expert and Liberal Arts has a Curator...is this trend on the upswing of the downswing in terms of hiring personnel specifically for this at PSU?
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    There are some good points in this article. It seems that as social media has become the norm for online interaction, it has ceased to become something that people can specialize in. I was talking to some students and they asked what Web 2.0 was and I explained that it was everything they use online: Facebook, YouTube, Twitter, Google Docs, blogs, user forums, etc... So while "social media expert" used to be a label of innovation, it has almost become a limiting label - just part of the picture. In contrast, I see people like Robin Smail who are moving beyond "just" social media and into areas like community engagement. Sure, some of that involves social media, but it's more about building relationships, ownership, and buy-in through openness and transparency. The other points of the article - like knowing your audience and not having inflated expectations about social media's impact on your business and customer relationships are right on target.
Cole Camplese

What's next in Web design? Forget mobile formats. - TNW Design and Dev - 2 views

  • This is undoubtedly a good idea, but it’s not the full picture of what needs to happen. What’s the answer? Rather than having different sites for each format, the way forward is to have designs that work equally as well on a tablet/touch format as they do on your laptop.
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    While about web design this is a look into how we need to think about designing learning online.
bartmon

The seduction secrets of video game designers | Technology | The Observer - 2 views

  • Central to it all is a simple theory – that games are fun because they teach us interesting things and they do it in a way that our brains prefer – through systems and puzzles
  • "An effective learning environment, and for that matter an effective creative environment, is one in which failure is OK – it's even welcomed,"
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    Interesting read on some of the hooks game designers use to keep people motivated and engaged, with a few plugs from educators on how we can use things like autonomy and agency to better engage.
Chris Millet

Lecture Capture: Lights! Camera! Action! -- Campus Technology - 0 views

  • Advanced capture technology has become almost ubiquitous in higher education: If your institution doesn't have it, chances are that you're trailing the competition. Students want it. Tech-savvy teachers like it. And blended learning environments practically demand it.
  • Laster feels that lecture capture really comes into its own in those courses that teach the fundamentals to large classes. "Lecture capture as a replacement for the 400-student experience in the lecture hall can make a lot of sense," he explains. "But where you have a more interactive classroom style, it doesn't make sense."
  • Interestingly, faculty at many institutions now see lecture capture as a way to help transform those large classes into the kind of interactive learning experience that Laster describes.
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  • Because the technology essentially separates the lecture from the class, Jones is able to front-load her lectures, making them available for students to review online before class. She then uses class time for group discussions.
Chris Millet

At Calhoun School, Longer Classes in 5 Short Terms - NYTimes.com - 0 views

  • Instead of the traditional schedule of eight 45-minute classes each day, with courses broken into two semesters, high school students at Calhoun intensively study three to five subjects in each of five terms, or modules, that are 32 to 36 days long. Classes are in blocks of 65 or 130 minutes each day. Every day, students have 45 minutes of “community time,” an intentionally unstructured period for the students to hang out.
  • What started five years ago as an effort to accommodate maddeningly complex schedules in a relatively small space quickly became a sort of evangelical mission to make progressive education more, well, progressive: embracing depth over breadth, allowing for more experiential learning in Central Park and at nearby museums, and, administrators said they hoped, reducing stress. Steven J. Nelson, Calhoun’s head of school, said the new schedule fostered teaching in the ways children learn best.
Cole Camplese

DNA/How to Stop Worrying and Learn to Love the Internet - 1 views

  • I suppose earlier generations had to sit through all this huffing and puffing with the invention of television, the phone, cinema, radio, the car, the bicycle, printing, the wheel and so on, but you would think we would learn the way these things work, which is this: 1) everything that’s already in the world when you’re born is just normal; 2) anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it; 3) anything that gets invented after you’re thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it’s been around for about ten years when it gradually turns out to be alright really.
  • In other words the cost of connection is rapidly approaching zero, and for a very simple reason: the value of the web increases with every single additional person who joins it. It’s in everybody’s interest for costs to keep dropping closer and closer to nothing until every last person on the planet is connected.
  • Another problem with the net is that it’s still ‘technology’, and ‘technology’, as the computer scientist Bran Ferren memorably defined it, is ‘stuff that doesn’t work yet.’ We no longer think of chairs as technology, we just think of them as chairs. But there was a time when we hadn’t worked out how many legs chairs should have, how tall they should be, and they would often ‘crash’ when we tried to use them. Before long, computers will be as trivial and plentiful as chairs (and a couple of decades or so after that, as sheets of paper or grains of sand) and we will cease to be aware of the things. In fact I’m sure we will look back on this last decade and wonder how we could ever have mistaken what we were doing with them for ‘productivity.’
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  • The same thing is happening in communication technology. Most of us are stumbling along in a kind of pidgin version of it, squinting myopically at things the size of fridges on our desks, not quite understanding where email goes, and cursing at the beeps of mobile phones. Our children, however, are doing something completely different. Risto Linturi, research fellow of the Helsinki Telephone Corporation, quoted in Wired magazine, describes the extraordinary behaviour kids in the streets of Helsinki, all carrying cellphones with messaging capabilities. They are not exchanging important business information, they’re just chattering, staying in touch. "We are herd animals," he says. "These kids are connected to their herd – they always know where it’s moving." Pervasive wireless communication, he believes will "bring us back to behaviour patterns that were natural to us and destroy behaviour patterns that were brought about by the limitations of technology."
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    Great piece by the late Douglas Adams in 1999.  So true in the rearview mirror!
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    An 11 year old text, the message of which still needs to be delivered to many people today.
Allan Gyorke

STAC iPad Resources | Media Commons at Penn State - 4 views

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    "Enhance your involvement with the Student Technology Advisory Council by taking advantage of the software on your iPad 2. The preloaded apps will help you to make the most of meeting materials and presentations, share your thoughts on Blogs @ PSU and learn more on technology topics."
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    Page put together by Justin Miller listing the apps that the students on the student technology advisory committee will be using. Good collection of tools for other purposes.
Allan Gyorke

Wired Campus - The Chronicle of Higher Education - 0 views

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    "The game EteRNA, which was started by the Stanford biochemist Rhiju Das and the Carnegie Mellon computer scientist Adrien Treuille, allows researchers to farm out some of the intellectual legwork behind RNA design to 26,000 players, rather than a relatively few lab workers. Players are given a puzzle design-an RNA molecule in the shape of a star or a cross, for example-that they must fill in with the components, called nucleotides, to produce the most plausible solution. The community of players then votes for the blueprint it thinks will have the best chance of success in the lab. The Stanford researchers select the highest-rated blueprints and actually synthesize them. The scientists then report back the results of the experiments to the crowd to inform future designs. The crowd-sourcing has produced results that tend to be more effective than computer-generated arrangements. "Computational methods are not perfect in making these shapes," says Mr. Das, "and as we get to more and more complex ones, they essentially always fail, so we know that there are rules to be learned." Players are figuring out these principles on their own, says Mr. Treuille. He says that while they're more like a grandmother's instructions on baking a cake than a strict scientific formula, they work remarkably well in practice. "EteRNA players are extremely good at designing RNA's," says Mr. Treuille, "which is all the more surprising because the top algorithms published by scientists are not nearly so good. The gap is pretty dramatic.""
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    Interesting example of crowdsourcing to work on scientific issues.
Cole Camplese

Wired Campus - The Chronicle of Higher Education - 1 views

  • Sprint officials reasoned that colleges would flock to the free version of the software, Mobile Learn. And because only Sprint customers could use the software with Android, BlackBerry and Palm phones, college students would have a powerful incentive to sign up with Sprint.
    • Cole Camplese
       
      Really? Students would "flock to the free version of the software" ... if you've used the software, I don't quite know if that is the "f word" I'd use to describe it.
  • Sprint asked a judge to bar Blackboard from allowing its free iPhone and iPad versions to use wireless networks.
    • Cole Camplese
       
      You know, for the kids.
  • The exact amount is unclear, but Sprint will eventually owe more than $50-million that it has not already paid, Blackboard said in a court document. Sprint must pay Blackboard $2 per month for every student who has downloaded Mobile Learn for Sprint, in addition to millions in other fees, the document says.
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