Monday, November 17, 2008

Games and Collaboration

COLLABORATION
Participation - equal among groups.
Interaction - group members actively respond to one another
Synthesis - the product is a synthesis of ideas and input from all members of group

In true collaboration you can't see evidence of any one person's contribution. The product comes from the whole.

Synchronous vs. Asynchronous Online Collaboration


GAMES
Participants need to feel challenged to stay engaged.

David Merrill of Utah State University said of motivation:

Much is said about the importance of motivation. Often glitz, animation, multimedia, and games are justified as motivational elements of an instructional product. However, for the most part, these aspects have a temporary effect on motivation. The real motivation for learners is learning. When learners are able to demonstrate improvement in skill, they are motivated to perform even better. It is the ability to show a new skill or an improvement in a skill that provides motivation. Learning is facilitated when learners can demonstrate a skill (2001, p. 8).


It seems that games provide a catalyst for the motivation. First the game engages because of the "game". Perhaps the teacher then takes on the role to help take that motivation to a higher level by helping the student see what they have learned or better to have them demonstrate, outside the game, what they have learned. Then as Merrill teaches the students can see they have improved, and that then will help them be motivated to learn for the sake of learning?

But Are They Learning?

But Are They Learning?

By Prakash Nair, international school planning consultant, and director of Educational Facilities Planning for Vitetta and President of Urban Educational Facilities for the 21st Century.

“By not having to ask the "but will they learn" question, leadership can exist without vision and the bureaucrats can become fixated on the system - not on the needs of individual learners.”

“…all aspects of the school creation process including the school facility should be oriented toward realizing those stated outcomes.”

“What is remarkable about Harbor City and so many other innovative schools is that they cost no more than traditional schools. Harbor City’s innovative plan calls for about 100/SF per student whereas the recommended national average is about 150 SF/student for high schools.”

“…learning is a highly individual thing and cannot be mass-produced. Each learner needs a tailored program and children need to have active roles in their learning. … The role of adults is to provide a caring and supportive presence.”

“…most ideas are "inert" to a child unless he or she gets to try it out in some fashion (Coppen, 2002). … True engagement comes when children are asked to implement the ideas in some fashion. That means often having opportunities to build things with their own hands, trying out a computer simulation or applying a theory to create something completely new.”

Some ways to create a learner-centered school:

  • Learning studios instead of traditional classrooms. Multipurpose learning studios where learners can be engaged on different tasks in various activity zones— daylighting abundant, no fixed furniture, and room for individual and group gatherings.
  • Kivas, Atriums, and "Learning Streets" Replace Corridors. Learning environments will have… more open areas-both within and outside the building-were social interaction is encouraged.”
  • Project Rooms for Project-Based Learning. Rooms set up with all the tools students need to work on projects—build a robot, architectural model, painting. Projects are worked on at students own pace—not according to a schedule.
  • From Programmed Rooms to Resource Areas. The library, cafeteria, and fitness center become resources for students to use when they see fit, rather than scheduled.
  • Multiage Groupings. …most student groups will be based on aptitudes and interests….”
  • Learning Outside of School. Older students will spend 2 – 3 days a week outside school, using resources available in the community.
  • Teacher Workrooms. Places for teachers to research and do collaborative work and student meetings.
  • A Place to Think. “Almost every creative endeavor is achieved at least in part through moments of solitude.”
  • Technology as a Liberator. Students will have access to wireless laptops and Internet. Learning continues anywhere via email, audio and video chat sessions, online courses. Classmates will not be limited to those who share the same space—could be in another town or country.
  • Living, Not Static Architecture. The facility will be built for maximum flexibility and change to accommodate learning areas—individual, team, small group, and large group.

“My advice to all organizations... contemplating a new school is to step back, throw away all your own pre-conceived notions about what school is or should be and take a fresh look at the research about how children (and adults) learn. Then, bring all stakeholders into the process and challenge them to figure out what needs to be done to realize a vision for the future.”

Monday, November 10, 2008

Magazine/Journal Articles

Journal of Technology Education
http://scholar.lib.vt.edu/ejournas/jte/
  • Best teaching practices

Language Learning

The Religious Educator (www.tre.byu.edu - BYU Religious Education). Contributors: Apostles, professors, institute, seminary, etc.

Digital Creativity concerned with the development of technologies of media, and relationship to education.

Performance Improvement Quaterly designed for anyone responsible for performance.

Educause Review

EDUCAUSE is a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.

Audience: consists of presidents/chancellors, senior academic and administrative leaders, non-IT staff, faculty in all disciplines, librarians, and corporate staff/leaders.

  • 22,000 distributed copies
  • 50,000 visits per month
  • 250,000+ monthly page views
Awards

  • APEX Awards for Publication Excellence
  • Magnum Opus Awards for Outstanding Achievement in Custom Publishing
  • Ozzie Awards for Excellence in Magazine Design
  • Tabbies Awards
  • Publication of the Year by the Colorado Society of Association Executives
How to access: http://connect.educause.edu/er
The magazine takes a broad look at current developments and trends in information technology, how they may affect the college/university as an institution, and what these mean for higher education and society.

Minds On Fire
John Seely Brown
  • Visiting Scholar and Advisor to the Provost at the University of Southern California (USC)
  • Independent Co-Chairman of a New Deloitte Research Center.
Richard P. Adler
  • Research Affiliate at the Institute for the Future in Palo Alto
  • Principal of People & Technology, a research and consulting firm in Cupertino, California.

More than one-third of the world’s population is under 20. There are over 30 million people today qualified to enter a university who have no place to go. During the next decade, this 30 million will grow to 100 million. To meet this staggering demand, a major university needs to be created each week.
—Sir John Daniel, 1996

Social Learning
"…based on the premise that our understanding of content is socially constructed through conversations about that content and through grounded interactions, especially with others, around problems or actions. The focus is not so much on what we are learning but on how we are learning."

Richard J. Light, of Harvard. Light found:
"…that the method used by students to study and do home work assignments is a far stronger predictor of engagement and learning than particular details of their instructor’s teaching style. Specifically, those students who study outside of class in small groups of four to six students, even just once a week, benefit enormously. …as a result of their study group discussion, students are far more engaged and better prepared for class, learning significantly more" (http://athome.harvard.edu/programs/light/light5/light5.html).

"These communities are harbingers of the emergence of a new form of technology-enhanced learning—Learning 2.0—which goes beyond providing free access to traditional course materials and educational tools and creates a participatory architecture for supporting communities of learners."

Examples:

David Wiley at Utah State University:
"Because my goal as a teacher is to bring my students into full legitimate participation in the community of instructional technologists as quickly as possible, all student writing was done on public blogs. The writing students did in the first few weeks was interesting but average. In the fourth week, however, I posted a list of links to all the student blogs and mentioned the list on my own blog. I also encouraged the students to start reading one another's writing. The difference in the writing that next week was startling. Each student wrote significantly more than they had previously. Each piece was more thoughtful. Students commented on each other's writing and interlinked their pieces to show related or contradicting thoughts. Then one of the student assignments was commented on and linked to from a very prominent blogger. Many people read the student blogs and subscribed to some of them. When these outside comments showed up, indicating that the students really were plugging into the international community's discourse, the quality of the writing improved again. The power of peer review had been brought to bear on the assignments.

http://www.brown.edu/Departments/Italian_Studies/dweb/dweb.shtml
Italian collection of tales in prose. The collection is structured as 100 tales told over the span of 10 days by seven ladies and three gentlemen (the word "decameron" is derived from the Greek and means "ten days").

http://www.handsonuniverse.org/
The Faulkes project allows students to control high-powered robotic telescopes, one in Hawaii and the other in Australia.

http://faulkes-telescope.com/
students can request observations from professional observatories and then analyze the data from the software provided to them which encourages the interaction between professionals and students.

http://bugscope.beckman.uiuc.edu/
helps students to become participants in a field. K – 12 students send insects they find to the University of Illinois. Then via the Internet they are able to log on and control the microscope in real time to see their specimens.

http://blogs.law.harvard.edu/vvvv/category/projects/cyberone-hls/
Harvard Law School experimented with Second Life for the course “CyberOne: Law in the Court of Public Opinion.” There were three levels of participation. First, students registered for the course attended in person. Second, Harvard students who were not law students could attend the course, attend lectures, participate in discussions, and visit faculty during their business hours in Second Life. Third, anyone could review lectures and course materials through Second Life at no cost.

http://commons.carnegiefoundation.org/
The Commons is an open forum where instructors at all levels (and from around the world) can post their own examples and can participate in an ongoing conversation about effective teaching practices, as a means of supporting a process of “creating/using/re-mixing (or creating/sharing/using).”

Review of Educause Review magazine articles - 2008

  • Web 2.0 with personal story was energizing and a powerful form of expression for both the creator and the audience. The expressive capabilities of the technology produced personal and community knowledge.
  • New learning capabilities offered by cyberlearning.
  • Virtual worlds—how best to use them.
  • Web 2.0, Open Educational Resources, and e-Science and e-Humanities are creating a new kind of participatory learning ecosystems that support active, passion-based learning: Learning 2.0.
  • Action analytics will better assess student compentencies.
  • Will e-Books take off?
  • E-learning, distance education and open learning.
  • Cyberinfrastructure is both a focus for invention and accelerator of innovation.
  • Cyberinfrastructure allows for collaboration and institution building.
  • Technology in teaching and learning and how it might change in the future.
  • Cyberinfrastructure in higher education.

Design Features for Project-Based Learning

Design Features for Project-Based Learning
This 41-page publication is a doctoral study by Susan Wolff, Ed.D.,with Dr. George Copa, Oregon State University, as Wolff’s major professor. The purpose of the study was to “determine the design features of the physical learning environment that support and enhance collaborative, project-based learning…” and secondly, “gain an understanding of the rationale for the features.”

“This active learning process [collaborative, project-based learning] teaches critical thinking, problem solving, teamwork, negotiation skills, reaching consensus, using technology, and taking responsibility for one’s own learning.” The study included 3 phases.

Phase I of the study included site visits to the School for Environmental Studies and Interdistrict Downtown School (both in Twin Cities, Minnesota)—schools where project-based learning takes place—and an internship with LSW Architects (Vancouver, Washington) where a master facilities plan, a pre-design of the Clark Center, and a renovation project for Applied Arts were planned for Clark College. Phase II, involved attending the National Council for Occupational Education Annual Conference and the Innovative Alternatives in Learning Environments conference in Amsterdam. Phase III included a 2-day design studio to produce designs of physical learning environments. Data was collected through “…site visits, observations, text, interviews, and designs. Participants included architects, educators, and learners.”

“The findings from the study included a synthesis of 32 design features of the physical learning environment that support and enhance collaborative, project-based learning” (shown below).

Design Features of the Physical Learning Environment for Collaborative, Project Based Learning


The excerpts below give some of the rationale for the design features listed above.
“…the School for Environmental Studies (SES) is designed for 400 learners who are placed into ‘houses’ of 100 each. Each house has a team of three teachers who guide the theme studies to the same 100 learners all year long. The learners work with other teachers in elective classes and with community members who are involved in the theme studies courses.”

Educational facilities should “…provide for learning to take place at the times and places needed by learners.”

“Without the identification of the learning outcomes and processes, it seemed difficult to design the physical environment in a way that would support the underlying mission, vision, and values of the institution.”

“Another aspect of learning that needs to change is the way learning is organized by the more common time frame of 50-minute class periods. Collaborative, project-based learning needs to be organized around longer blocks of time for learning and to access both formal and informal learning events that facilitate development of the project.”

“Flexibility! The environment must be capable of adapting quickly to changes in the learning process. …to create places where different activities can occur within the boundaries of the same space.”

“Let the environment pay respect to the student, then the students will be proud of their building, their company, and their results. Make a dull environment and the students will have less motivation, demolish things, etc. Teams of students occupy their own part of the building; they have to identify themselves with it.”

“The physical environment, through the use of semi-fixed elements communicates context and desirable behaviors. One example… was when a learner walked into a classroom and saw the teaching podium 20 ft. in front of the first rows of desks or chairs. The learner expected the upcoming learning experience to be formal and one that did not encourage participation and involvement…”

“Space designed for expected behaviors reduces the need for creating and posting rules.”

“Comfortable and versatile furniture, and soft and inviting lighting are important features that support learner centered… learning.”

Speaking of Heinavaara Elementary, “In keeping with the nature of projects, dining was available in small ‘cafes’ that are open all day with no prescribed times to eat.” The reason for that is that project learning can take longer periods of time and scheduled meals may disrupt the learning process. Let the learners have meals at natural breaks in the learning process. “Food is a central social function to creating collaborative environment.”

In one of the conferences, the participants were asked to think of a successful learning experience they had had. It was “…determined that 77 percent of the listed learning experiences took place outside of school-based learning activities and settings.”

“You can’t drop a student into a 100 percent collaborative effort. They start in the home base and set group goals. Once their skill base increases in working collaboratively and they are ready for more complex work, then they can move into the incubator.”

“…learners need to be given more responsibility in designing their own learning and to determine what is needed in terms of features of the physical learning environment that support and enhance that learning.”

“Design facilities based on human need or following rules rather than a model… [that way the design supports] the user in whatever activity was chosen at the time.”

Wednesday, November 5, 2008

Assessments

One problem, according to the article I read, was cheating and it mentioned some solutions to fix that, such as proctoring and random questions. They also suggested having students take the test at the same time or as close as possible to avoid having students who have taken the test earlier share the questions with others who have not yet taken the test.

The article is found at: http://www.westga.edu/~distance/ojdla/summer72/rowe72.html.

We want to use online assessments to see how satisfied our customers are with the IT department.

Great presentation. You had everyone interested in the content.