Thursday, January 23, 2014
Using Ning as an Educational Technology
Ning (http://www.ning.com/ ) is an online platform
for users to create their own social website and social network. What I like
about this tool is that it permits me to create custom social networks for a
particular topic or need, and cater to specific audiences. I would create a
website for each class and post upcoming events, test, or resources that can help
my learners understand the weekly topic better or in a different view. I would
also use Ning for group work by taking advantage of their built in blogging,
discussion forums, and live chat capabilities. This would help promote collaboration
within the group, the class, and with me.
Using Twitter as an Educational Technology
Twitter (https://twitter.com/ ) is
an online social
networking
and microblogging service that
enables users to send and read "tweets," or text messages, limited to
140 characters. Registered
users can read and post tweets, but unregistered users can only read them.
Users access Twitter through the website interface, Short Message Service (commonly
known as “texting”), or mobile device apps. I chose this
tool for its popularity. According to Twitter’s fact sheet, there are over 230
million monthly active users and 500 million tweets are sent per day (https://about.twitter.com/company).
Therefore, the chances of are good that many of learners would already have a
twitter account. I could set
up a twitter account for a class, seminar, or training and ask questions
throughout the course. In addition I can encourage learners to text in feedback,
ideas, or comments, thus allowed me to adapt parts of the lessons on the basis
of instant feedback.
Thursday, January 16, 2014
PODIO
As I read Palmer’s (2007,
p. 77) paradox of bounded and open
educational space, I could almost hear the excitement in his words. Especially
when describing how open spaces leads us to the many different paths of
discovery (p. 77). Collaboration in itself is a path of discovery, but when
combined with online tools this path takes on a variant spectrum within this
path of discovery. One such tool is PODIO (https://podio.com/). This
is a very organic tool that permits groups to communicate and share ideas by
integrating many cloud accounts (such as DropBox, SkyDrive, Google Drive,
ect.). This tool can be used for simple class projects to complex business
department or organizational wide projects. By allowing you to assign task to
each member and visually gauging the progress on each individual task and the
project as a whole, this tool can help the team be more proactive by ensuring
that bottle necks won’t be a problem later due to procrastination. The fact
that each group member can customize their “workspace” to suit their
productivity and learning needs is also an added bonus. The ability to easily
meet with your team through instant messaging, chat rooms, or video chat rooms
and then tracking each meeting’s decisions and dialog through GoToMeeting can
help recalling and searching important topics. PODIO also has the added benefit
of permitting the team to share all of its work with a third party, thus
allowing them to get an independent party’s suggestions, advice, or even
approval. The only drawbacks to this tool are: 1. to access all of the
wonderful benefits there is a cost involved per member, 2. although the tool
can be used with mobile devices, it is more efficient (and therefore clearly
meant) for a desktop, and 3. it requires a high level of technical skills,
which could limit your user’s ability to navigate and be efficient.
References
Palmer, P. J.
(2007). The courage to teach: Exploring the inner landscape of a teacher’s
life (10th ed.). San Francisco, CA: Josey-Bass.
Digital Game Based Learning (DGBL)
An emerging
technological trend that caught my eye and made me want to investigate it even
further is Game-Based Learning; more specifically Digital Game Based Learning
(or DGBL). This trend is a process in which educators are using games as a
strategy to enhance the learning experience. According to the Horizon Report
(2011), game-based learning supports collaboration, problem-solving, and communication.
In addition game-based learning also allows for experimentation, the exploration
of identities, and even failure. These attributes are all “well-suited to an
information-based culture and rapid change” (Horizon Report, 2011). As I read
the section about game-based learning, fond memories of my third grade computer
lab time flooded my mind. I was instantly transported to those days when the
excitement of waiting for “The Oregon Trail” to load up on the computer felt
like I was drag racers seeing the light switch from red, to yellow and finally
green. This game changed my life. I started learning how to develop software at
the age of ten, started selling my computer games at thirteen, which led to me
starting my own software company at age sixteen, all this was a result of this
very simple game.
While
the Horizons Report (2011) states that this trend will be adopted anytime now,
it amazes me that it has taken this long to be adopted. I remember many of my
teachers using card, board, and even digital games to enhance my learning
experience throughout my life. Being that now a days American society is
constantly connected through digital devices, it makes me wonder why such a
great resource that is not fully being exploited. Why has it taken this long?
Why can’t we start doing this now? Van Eck (2006) concludes that one reason
could be the fact that Digital Game-Based Learning (DGBL) has not been
recognized by “serious” gaming companies as a profitable venture. This leaves
educators with three choices for introducing DGBL into the classroom. The first,
and the least recommended by Van Eck, is for educators to develop their own
“funducational” digital games. The problem with this is that, since most
educators have little or no understanding of the art,
science, and culture of game design, the games become so “academized” that the
“ fun is sucked out of it” (Van Eck, 2006). The best option according to Van
Eck is to have a joint venture between a gaming company and national education
foundations. Unfortunately, it’s hard to show the profitability of this venture
(Van Eck, 2006). This leaves us with the option of using commercial
off-the-shelf (COTS) games (such us Grand Theft Auto) for DGBL. Van Eck (2006)
recommends this option because the games are proven to be liked and all that is
left for the educator to do is identify applications for the games. Some
recommendation that he gives are: Civilization to teach history, CSI to
teach forensics and criminal justice, SimCity to teach civil engineering
and government, and Grand Theft Auto to teach ethics, morality,
citizenship, and law (Van Eck, 2006).
References
The New Media
Consortium, & EDUCAUSE Learning Initiative. (2011). The horizon report:
2011 edition. Retrieved from http://net.educause.edu/ir/library/pdf/HR2011.pdf
Van Eck, R. (2006). Digital game-based learning: It's not
just the digital natives who are restless. EDUCAUSE review, 41(2),
16.
Subscribe to:
Posts (Atom)