Tech Girl
Wednesday, September 10, 2014
THIS IS ONLY A TEST
Just set up my first RSS feed through The Old Reader and it was surprisingly easy to use.
I want to see if this update to my blog triggers a notice to my email!
Wish me luck :)
Monday, September 8, 2014
Instructional Design and Technology - And the Search for Competency Begins...
Welcome to the wonderful and somewhat
elusive world of Instructional
design, educational technologies, instructional strategies… these
concepts can be quite the mystery and either compel new learners or discourage
them. I am confident though that with a little research and some step by step guidance
through this mysterious and yet thoroughly fascinating world of instructional
technologies, we will be able to reach learners in a more engaging and
meaningful way… and who knows? We may even learn a thing or two ourselves!
In my search of the instructional cyber world I came across
Daniel Stanford’s Seven
Deadly Sins of Online Course Design. Right from the beginning Stanford does
of a fine job of bating his reader with a captivating article title
The concept of
reeling in the reader from the very beginning is old news to instructional designer Cathy
Moore who also emphasizes in her blog article 5 Attention Grabbing Ways to Start a Course
the importance of capturing the learner’s
attention before the course even begins. Cathy suggests that designers “Use a
meaningful course name and skip the explanation”. Tech girl’s take on it, if
instructional designers can’t pique the interest of a learner by the course
title, we may very well not keep their interest when the class begins. Pity the
learner who has to take the class as a required course- the title alone might subconsciously
cause them to lower their expectations of the class and not participate to the
extent that they might have. I think I will have to do some further
investigation on creating creative course titles…
But back to the Stanford’s
Seven Deadly Sins. This witty but informative blog postulates 7 common and mistakes made
during course design and some easy to implement strategies to avoid or overcome
these areas in the future. Stanford’s
clever tips on “How to Atone” provide clear examples of what to do and not to
do; making the article a good reference point and can act as a checklist of
what not to do. Such a reference can be used as a quality assurance tool when
checking your own design work or that of your colleagues.
One of the biggest challenges when learning a new skill is trying to organize the learning material.
There is so much information out there it can be difficult to know where to get
started. In my slightly OCD driven search for clarity and organization so that
I try to find some footing in IDT, I came across Christy Tucker’s word press
blog Experiencing E-Learning. The title caught me right away as it was simple
but alluring in a way that spoke to my need for greater depth of learning that
I believe comes from experiencing it firsthand. I want to experience
e-learning, I don’t want it to just happen to me or to pass me by. I want to be
a part of it; to feel it; to let the new thoughts pour out of me as I turn my
experience inside out and try to make it more tangible for me. Then and only
then, when the experience becomes a part of me can I really learn something to
a deeper and more meaningful extent.
Ok so I did not
have a spiritual awakening when I read the
article as my last paragraph might have misled you to believe. Instead what I
found was a very simple, matter of fact list of tools that Tucker uses to keep
herself organized. And so it turns out
that the article was perfect in its simplicity; a sort of laundry list of bread
crumbs that can lead me to experience e-learning in my own way by and on my own
terms.
Until next time friends,
Tech-Girl is signing off!
Sunday, March 2, 2014
Summation of Impactful Educational Technologies
Summation
of Impactful Educational Technologies
In week one, Linda
Ansley opened up the discussion by introducing the idea of incorporating
tablets and multimedia technology in the classroom. Tablets are best described as wireless
computing devices. Being fairly new to embracing technology and
all it can do, I was intrigued to conduct further research. Today’s millennial learners require different
tools to learn and interact with the world in a dynamic and meaningful way. With so much access to technology it only
makes sense to include technological tools in the classroom as it will take
learning to a new level. By incorporating tools in the classroom that are
frequently used outside of the classroom, learners will be more proficient at
navigating through resources. In addition, use of tablets and enabling access
to social media and other multimedia devices, encourages connection,
collaboration with colleagues, and sparks innovative ideas which increase
shared learning (Barseghian,
2013). Learners can customize their learning by downloading apps that
best support them (Briggs, 2013).
In relation to digital citizenship, all nine themes apply to the use of
tablet and multimedia use in the classroom. Digital access, digital commerce, digital
communication, digital literacy, digital etiquette, digital law, digital rights
& responsibilities, digital health & wellness and digital security
(self-protection) are elements that both teacher and student should be aware
of. Instructors have a duty to ensure that students are familiar with these
themes, know how to identify potential issues when they arise, and be amply
prepared on how to address them. In turn, students have to be accountable and
want to be a responsible member of the digital world just as they are here in
our day to day society.
The next technology is italki.com, a technology
introduced to the class by Kemal Bosnak. Italki emerges from Hong Kong and helps learners to connect
with other language learners around the world or become more proficient in a
specific language by employing an online teacher. This technology is a great
resource to me as an instructor as I will be working with English Language
Learners and this tool will be another resource that they can tap into for
additional support outside of the classroom.
Digital access, digital communication, digital
rights and responsibilities, and digital etiquette apply to using this
technological resource.
The final and perhaps most interesting technology
was introduced by Jean Bradford regarding the use of augmented reality as a means to enhance
the adult learning experience. Gaming, simulations and virtual environments
have been used to prepare adults for real life scenarios in the field of
medicine, science, and the military. Professionals in the field state that
while virtual simulations are not intended to replace training, it serves as a
means to enhance the learners training experience. I recently watched the movie
Gravity with Sandra Bullock and
George Clooney. Bullock’s character was put into a position to drive a space
aircraft which she had only trained for in a simulation. Bullock was frightened
and felt she would not be able to successfully fly the aircraft since she had
only flown the aircraft in an augmented environment. In the end, Bullock had no
choice but to apply the skills she’d gained from her virtual training or face
the perils of death.
Although this is only a movie, this illustration
points to the many different ways in which simulated games can allow learners
to gain hands on experience, to encounter emotions similar to those they would
in real life circumstances, and are challenged to employ and or develop skill
sets pertinent to the situation. The aim
for most simulations and virtual games as it relates to education is to provide
the most relevant and realistic levels of training to best equip participants (Tozer,
2013). Research in the field further
shows that humans want to interact with computers in the same way they do with
human beings therefore augmented reality include software applications similar
to human social and emotional behaviors and emotions (Kessler,
et. al., n.d.). This added component contributes to the impactful learning
experience that adults encounter when they engage in gaming, simulation, and
virtual reality.
Digital access, digital
communication, digital literacy, digital etiquette, digital law, digital rights
& responsibilities, digital health & wellness and digital security are
the themes that apply to this technology.
As an adult educator, I believe
that virtual gaming and augmented life can help prepare learners for life,
work, and social situations they will encounter. The virtual world allows users
to employ an avatar who they can use to explore different aspects of life
without causing harm to their human counterpart. This means that the avatar is
safe to make mistakes as well as encounter victories all of which the user can
benefit from. These are tools that can be used in the classroom to better equip
learners prior to having to apply the skills in a real life scenario.
It’s been a great eight weeks and I have learned a lot from
engaging with you all.
Until next time,
TechGirl is signing off!
References:
Barseghian, T. (2013). How Tablets Can
Enable Meaningful Connections for Students and Teachers. Retrieved fromwww.blogs.kqed.org/mindshift/2013.
Briggs, S. (2013). InformED. 10 Emerging Educational Technologies
and How They Are Being Used Across the Globe. Retrieved fromwww.innovationexcellence.com/blog/2013/07/29/10.
Kessler, H et. al. , (n.d.). SIMPLEX- Simulation of personal
emotion experience. Intech: open science open minds. Retrieved from http://www.intechopen.com/download/get/type/pdfs/id/5187
Tozer, J. (March, 2013) Virtual gaming- military
training. Armed with science. Retrieved from http://science.dodlive.mil/2013/03/13/virtual-gaming-military-training/
Wednesday, February 19, 2014
iSAFE and A 5 Step Plan to Promote Digital Citizenship
iSAFE and A 5 Step Plan to Promote Digital Citizenship
I am new to the term “digital citizenship” so I was
intrigued as to what this means and how it relates to education technology. At
a glance, the word citizenship implies being a member of society and embedded
in that membership in society is an expected set of norms and behaviors. When
we pair the implications of citizenship with the word “digital” we begin to ascertain
that there is a set of standards and behaviors that must be applied in the
virtual realm as well.
Digital citizenship, ethic, and netiquette are important
behaviors that educators must adopt in their own day to day interactions with
technology so that they can better teach and encourage others to use it. One
technology designed to help maintain the integrity of digital citizenship, ethic,
and netiquette is iSAFE.org. ISAFE.org
is a501 (c) (3) non-profit organization that is committed to helping learners
become safe, responsible users of technology.
The organization emphasizes “proactive, preventive, and precautionary”
education as a means to help leaners refrain from engaging in inappropriate behaviors
and help them to identify potential hazards or inappropriate behaviors by
others. These hazards or behaviors include but are not limited to viral
threats, fraud, identity theft, cyber-bullying, and other dangers that put users
at personal risk. All curriculum is age appropriate to meet the needs of the
learner. Click here
for a quick glance at a representative lesson plan.
iSAFE provides research based curriculum to children ranging
from early childhood to high school and maintains the rights to a unique
behavioral database that can gage the internet safety awareness of users before
and after participating in the educational programs.
I selected this technology because as an adult learner, I
was not aware of what digital citizenship entailed. I think this is a great
tool to help empower technology users by educating them on the risks of using
technology, what to look out for, and how to protect themselves. In turn,
learners have an opportunity to engage in a sense of social responsibility and
they gain greater insight into how to keep their digital community healthy and
thriving.
As an educator, I can benefit from subscribing to iSAFE
because I will continue to stay abreast of internet safety procedures. This
will help me to make sure that adult learners in my class are not partaking in
unrelated and inappropriate behaviors such as pornography or bullying. The
second way in which I can incorporate this in my class is that I can teach other
adult learners about digital citizenship, their responsibility therein, and
help to prepare them to teach others about internet safety as well. This is an
example of the continuum of education in that what we teach can continue to be
passed on to others through those we come into contact with.
The next resource I
came to find as a tool to enhance adult learning is a 5 step plan that assists
educators and administrators in establishing a digital citizenship program in
their school. The plan helps educators to determine whether their technology is
being used properly; being misused or abused by encouraging an audit of digital
citizenship, an analysis of the results using a provided scoring guide;
prompting education technology team to engage in deep discussion regarding
audit results to identify issues, extending the discussion to other
stakeholders to gain greater perspective, and implores the team to design a
plan to meet the needs of learners based on the discussions and findings (Ribble & Bailey, 2004).
This is a powerful tool that I can use to facilitate a
review of the digital citizenship plan implemented at any school I teach. Not
only will this 5 step plan help me to think more critically about the use of
technology but it also helps to inform my instruction as I teach my learners
how to protect themselves in the digital world and at the same time teach them
how to audit the digital citizenship plans in their own lives. Many adult
learners are also parents and this tool may provide them with great insight on
how to manage the technology usage in their households. In turn, they will also
be able to teach their children to properly conduct themselves when interacting
with technology. Again, we see the continuum of teaching and learning when
incorporating these educational technology tools in our education of adult
learners.
Thank you for tuning in this week,
Tech Girl
References:
Ribble, M. & Bailey, G.
(2004). Monitoring Technology Misuse & Abuse. The
Journal Online.
Retrieved fromhttp://digitalcitizenship.net/uploads/T.H.E.JournalArticle.pdf
Retrieved fromhttp://digitalcitizenship.net/uploads/T.H.E.JournalArticle.pdf
Ribble, M. (n.d.). Nine
elements: Nine themes of digital citizenship. Retrieved May 30, 2012, fromhttp://www.digitalcitizenship.net/Nine_Elements.html
Thursday, February 13, 2014
Open Source and LMS: What's it all mean?
As educators and users of technology, the need to be able to
communicate in the language and format of the profession is critical. For this
week’s blog, I have decided to explore Open Source Software and Learning
Management Systems as a means to improve my technological vernacular and to
become more fluent with this technology.
Open
Source:
Open source refers to free software that can be modified by
anyone at any time. The “Open Source Way” subscribes to the belief that information
should be open and free to anyone to use for their learning purposes (Open
Source.org., n.d.). Ideas and information is shared free in this environment as
a means to inspire creativity, improve problem solving skills, and build
community through collaboration. Open exchange, participation, rapid
prototyping, meritocracy, and community are the mainstays of open source.
Community development is fueled and change is set into motion when information
is open for anyone to access. The marriage between open source software,
multimedia technology, and instructional media means that everyone can partake
in the dream of higher level education without geographic encumbrance or
socioeconomics (Downes, 2011).
The main difference between other types of software and open
source is that a lot of software contains code that prevents the content from
being modified. It is no surprise then that this type of software is often
referred to as “closed source software” or proprietary software (Open
Source.org., n.d.). Open source software, on the other hand, can be modified or
enhanced by anyone.
Learning
Management Systems (LMS):
LMS is used to deliver e-learning, online, and hybrid
learning programs. It is essentially the infrastructure that manages the
educational content. Blackboard and Moodle are examples of learning management
systems. These are frequently used in educational systems ranging from primary
to higher education and by corporations who want to deliver online training and
education. LMS allow users to determine, design, and administer learning
strategies. Regulation of content delivery and tracking can also be managed in
this medium.
Moodle is an
open source – free learning management system (LMS) that allows users to shape
the learning environment the way they want it. Moodle provides simplification
and enhances education delivery in a way that is unique to the needs of the
University and its students. Because of its free ware, collaborative
environment, Moodle seems to be a more economic approach to offering online or
hybrid courses for small colleges and universities (Straumsheim, 2014).
Blackboard differs from Moodle in that it cannot
be manipulated by individuals and is controlled by the administrator. This
specific LMS is more expensive but according to Jay Bhatt,
CEO of Blackboard, Blackboard offers cutting edge delivery of education and
content that cannot be met by community based open source ware like Moodle. Nevertheless the mass
proliferation in Moodle use caught the attention of Blackboard who in 2012
invested in Moodlerooms, a site that
helps users to design instructional enviroments using moodle (Straumsheim, 2014).
Thanks for tuning in!
Tech Girl
References:
Ellis, R. (2009). A field guide to learning management
systems. Learning Circuits. Retrieved
from http://www.astd.org/~/media/Files/Publications/LMS_fieldguide_20091
Downes, S.
(2011). Free learning: Essays on open educational resources and
copyright. Retrieved fromhttp://www.downes.ca/files/books/FreeLearning.pdf
Open Source.Org (n.d.). Open source is changing the world.
Retrieved from https://opensource.com/open-source-way
Open Source.Org (n.d.). What is open source? Retrieved from http://opensource.com/resources/what-open-source
Straumshiem, C (2014). Moodle for the masses. Inside Higher
Ed. Retrieved from http://www.insidehighered.com/news/2014/02/13/moodle-tops-blackboard-among-small-colleges-analysis-says
Media
Sunday, February 9, 2014
Virtual Gaming
Greetings!
This week we looked at ways that collaborative virtual
gaming worlds can improve learning. Information travels rapidly in this hyper-engaged,
information driven environment in which we live and so it is no surprise that game
based-learning is yet another pathway to get the training and education one
needs at possibly faster rate than one might in an instructor led class.
Research shows that playing video games can actually help adults learn faster
and improve cognitive processes such as problem solving and the ability to problem
solve (Freeman, 2010). It was further discovered that “video game players perform 10
to 20 percent higher in terms of perceptual and cognitive ability than normal
people that are non-game players” (Freeman, 2010). This is
exciting news for those of us who thought playing video games was a waste of
time!
I explored SIMS –
a virtual environment where players have the opportunity to experience life
through simulated characters. In sum, SIMS helps players to develop
interpersonal skills and manage personal wellness. Sims explores how situations impact emotions.
Developers have included meter bars to enable users to manage their characters
need for fun, energy, social interaction and personal wellness. For social
engagement, characters can attend night clubs, go to the movies and even fish.
In addition, players can undergo a myriad of
real life scenarios such as robberies, working, having a child, raising a
family, budgeting, and even death. These life-based scenarios require users to
apply critical and analytical thinking skills to help them devise a plan to
overcome the situation.
Sims users also have the opportunity to cultivate an idea of
what it will take to be successful in the work place. In the simulation, raises
are given based on work performance and social interaction.
This would be a great tool to use with individuals who may
have struggle socially and want to develop more social competence. Because the
SIMS focuses so much on social interaction, this can attune to the needs of
affiliation for players who can take the skills they are learning and transfer
them to their real life interactions. If played in a class room setting, the
instructor may encourage players to partake in SIMS for 30 minutes in class and
then role play the skills with one another in class to aid in transference of
the learning experience. Finally, the instructor will ask participants to
discuss the activity and its impact on them out loud in the group or suggest
that they journal about their experience. This activity can be replicated until
a time that desirable results are achieved.
In my research I also stumbled upon Immune attack and Visible Body two amazing 3D
simulator games that allow users to take their passion for learning biology to
a virtual level.
Immune attack is a visual and interactive game that requires
players to use a nanobot as they travel through the human body in an
attempt to build up the immune defenses by fighting off potential dangers.
Players are exposed to biological processes including white blood cells and microorganisms.
Visible Body provides users the ability to explore the brain
and nervous system, anatomy and function, the heart and circulatory system in
3D video and simulations.
Both of these games can be used in a setting where biology,
physiology, or kinesiology is being taught.
Thanks
for tuning in!
Tech Girl
References:
Freeman, B. (2010). Researchers examine video gaming’s benefits. Department
of Defense. Retrieved from http://www.defense.gov/news/newsarticle.aspx?id=57695
http://www.thesimsgames.net/
Tuesday, January 28, 2014
Tiny Scan and TeacherTube.com
Greetings
and Salutations!
For this week’s
blog, I would like to turn your attention to two great technologies that can
easily be integrated into your instructional repertoire.
For starters,
let’s explore the small but dynamic mobile tool: TinyScan.
Tin y Scan
allows users to turn their Apple or Android device into a mini scanner so they
can scan their documents and save them for future use. In addition, scanned
documents can be converted to PDFs for easy transfer through email.
Here’s a quick look at the benefits:
·
Scan
documents with mobile device
·
Save
documents in three different color modes: color, grayscale and black &
white
·
Enhance
readability of documents by adjusting the brightness and contrast settings
·
Easily
convert documents to PDFs
·
Email
scanned documents with ease
Download Tiny Scan to your
Apple device…
·
Locate the Apple App Store Icon on Device
·
download the “free” version
Compatability:
TinyScan requires iOS 6.0 or later. Compatable with iPhone,
iPad, and iPod touch. This app is optimized for iPhone 5.
Or install Tiny Scan to your Android
· Locate the Android Play Store Icon on Device.
· click the “Free” version to begin install/purchase process
Tiny Scan offers
a fast and convenient way for students and educators to download documents with
ease. This is a particularly useful feature if a student does not have internet
on their computer but has to submit an assignment. The student can take a
picture of the computer monitor and convert the image into a PDF document and
walah! They can email their assignment directly to their instructor from their
mobile device.
Educators and
students alike have yet another forum to take advantage of the read and write
web for learning. TeacherTube is a fantastic site dedicated to education. Their
motto: Teach the World is brought to
digital life with the vast educational resources offered to instructors and
learners. The site enables users to share videos much in the same way that
YouTube offers.
Here’s what you can find on TeacherTube.com:
·
Free
to all users
·
Sample
study plans that can be sorted by recently viewed, top rated, and featured and
then downloaded into a PDF file
·
Thousands
of videos covering topics from math to human rights
·
Instructional
videos with comments from other instructors as to the relevancy of the content
·
Ability
to flag inappropriate content
·
Videos
are uploaded from instructors and students across the globe giving users unique
perspective and insight into education projects from around the world.
Additional
Features:
·
TeacherTubes
video sharing website offers sample study plans that can be sorted by recently viewed,
top rated, and featured. Videos can be easily shared and embedded into blogs.
Users are also able to create or participate in groups for easy communication
and collaboration. In addition, users can post photos on the site that are
easily “pinned” to Pinterest. Don’t have time to watch a video? No problem! TeacherTube
offers audio that can be streamed so you can listen to it while you drive or
while you’re cleaning the house. Don’t see a channel or a group you want? Create
one. It really is that simple. Take a quick peek for yourself www.teachertube.com
This
is a great resource for adult learners who are earning their GED and need some
additional help with various subjects. Educators who instruct adults with
learning disabilities may also find helpful and creative ideas to present
material to students. In turn, students can use this site to generate new ideas
as they are exposed to learners from all over the world through video
presentations.
Thank you for
tuning in this week,
Veronica Clark
Tech
Girl
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