Friday, May 10, 2013
Saturday, April 10, 2010
EIPT Blog 5
Morrison, Ross & Kemp, Chs. 4-7
Bonk & Zhang, Chs. 3,5,7,9, and 10
What have you learned about analyzing learning task and objectives? How can you plan to apply this new information to your design project?
Task Analysis
According to Morrison, Ross, & Kemp (2007 task analysis is a critical component of instructional design, defines the content of the class, and can be changed over the progression of time (p. 76). The needs or goals provide the initial direction for an analysis (p. 76). Content may be identified through informal conversations, literature searches, and/or formal meetings with subject matter experts (SME) (p. 97). Topic analysis (cognitive knowledge), procedural analysis (psychomotor tasks, job tasks, or cognitive sequences involving a series of steps), and the critical incident method were described as the 3 specific techniques for analyzing content and tasks (p. 77). Since I'm a nursing instructor, I will most likely be my own SME, (p. 91). The benefits of being my own SME include being familiar with the learners and the problems they have with the task. The major disadvantage is my familiarity with the content may cause me to skip steps and fail to identify important cues. (p. 91, 92). I can counteract the disadvantage by finding another nurse to review the steps with me (another set of eyes). A digital camera, laptop, note cards, notepad, recorder, etc. may be used to record information during a procedural or a topic or procedural analysis (p. 93). I will probably use at least 2 of the task analysis methods for the Nurses' Virtual Learning Community (NVLC).
Objectives
Morrison, Ross, & Kemp (2007) describe objectives as being "based on the results of the task analysis." The goals are refined and implemented through objectives. The objectives indicate the expected learner outcome from a particular instruction. Objectives are written in "precise, unambiguous terms through either a behavioral approach or a cognitive approach. Cognitive, psychomotor, and affective domains guide objectives. Behavioral objectives consist of an action verb and subject content referency. Cognitive objectives consist of a general objective and samples of student performance(p. 124). The designer should write an objective for each of the goals and for any additional important information not addressed in the objectives (p. 109). The authors provided a question that helped me to form my objectives for the (NVLC). "A behavioral objective is a precise statement that answers the question, "What behavior can the learner demonstrate to indicate that he or she has mastered the knowledge or skills specified in the instruction?" (p. 110). The list of verbs also helped me build objectives (p. 111). The NVLC goals, tasks, and objectives will help me structure the NVLC for more effective learning. I couldn't implement instructional strategies until I understood the goals and objectives for the design project.
Given the learning objectives/tasks you have identified, what instructional strategies or activities you have identified from Bonk and Zhang's book are useful for your target community members (or learners) to achieve their goals/objectives?
The objectives for the NVLC are:
-1. The learner will apply strategic knowledge for scientific discourse.
(acquire and demonstrate knowledge through online readings, games, e-learning explorations, PowerPoint presentations, listening to podcast, audio dramas, webquests, synchronous messaging, blogs, instant messaging, scaffolding, peer modeling, expertise & instructions, and debates)
-2. The learner will demonstrate meta-cognitive discourse.
(acquire and demonstrate knowledge through scaffolding, peer modeling, and/or blogs)
-3. The learner will demonstrate reflection during discourse.
blogs, synchronous chats, asynchronous discussion, self-testing aids, expert videos, archived chats, online discussion forums, group discussions, videostreamed conferences, content centered podcasts, expert panel discussion videos, podcast tour, learner/instructor interaction, electronic portfolio, online case studie, small-group case creations and analyses.
-4. The learner will use social interaction to develop expertise.
encourage shared expertise, social interaction, and acquired behaviors through cooperation and interaction, blogs, synchronous chats.
-5. The learner will actively construct individual knowledge.
search and create materials for own learning through repositories, visual portals, podcasts, readings, websites, webquests, debates, virtual tours, online video, online museums, online libraries, concept mapping, animations, PowerPoint presentations.
-6. The learner will demonstrate strategic knowledge through discourse skills.
scaffolding, asynchronous, synchronous, chats, discussion forum, discussion groups, and games.
-7. The learner will construct knowledge from multiple communication channels.
asynchronous, synchronous, chats, email
The objectives for the Acid Base Balance Presentation are:
-1. The learner will choose correct components of an ABG.
-2. The learner will indicate component ABG ranges.
-3. The learner will differentiate between compensated and uncompensated ABG's.
-4. The learner will differentiate between alkalosis and acidosis
-5. The learner will differentiate between respiratory and metabolic problems.
The Acid Base Balance instruction will utilize a video with set induction, a self quiz, a game, scaffolding, a PowerPoint, a video, and animations. There will also be discussion forums, a chat, and email for reflection and discourse.
Bonk, C.J. & & Zhang, K. (2008). Empowering online learning: 100+ activities for reading, reflecting, displaying, & doing. San Francisco, CA:Josey-Bass.
Morrison, G.R., Ross, S.M., & Kemp, J.E.(2007). Designing effective instruction. (5th ed.). Hoboken, NJ:John Wiley & Sons, Inc.
Saturday, March 20, 2010
Case Study 2
Part 1- Blogging
What are the benefits of using blogs for educational purposes?
Blogs are "online personal diaries or account of experiences or thoughts that can be private or, at the other extreme, broadcast for others to read and comment on." (Bonk & Zhang, 2008). Benefits include:
- No pressure from peers who are more assertive/aggressive (Bonk & Zhang, 2008)
- More time for reflection before posting and after posting (Bonk & Zhang, 2006)
- More time to gather data and information (Bonk & Zhang, 2008)
- Fosters student reflection, critical thinking, and knowledge exchange (Bonk & Zhang, 2008)
- Students can learn large amounts of important information while observing others behaviors first. (Students learn from observing others praised or reprimanded for their opinions (Bonk, 2009)
- Reflection on observations is central to learning (Albert Bandura (1986, 1997) Social Learning Theory (from Bonk & Zhang, 2008)
Blogging is a form of journaling. Journaling encourages reflection and articulating of thoughts and problem solving. Journaling is generally completed by an individual for an individual's personal learning and edification through instructor comments. Blogging facilitates not only the individual's learning but also collaborative learning because it is shared with a wider audience (Fogarty & McTighe, 1993 as found in Dunlap, 2006).
What is the role of a blog in building a virtual learning community?
Blogs provide an environment that attracts individuals with common interests. Virtual learning communities can use blogs to allow members access to an array of diverse knowledge from individual and group blogs across the internet. There are virtual learning communities that exist to connect people to blogs and bloggers to other bloggers. These include BlogCatalog and MyBlogLog. Blogging platforms that are interest-specific are also available. For example, there is a large community of political bloggers that are members of Blogster. (Retrieved March 12, 2010 from http://en.wikipedia.org/wiki/Blog.)
Describe what you have observed in the class blogs and the interactive process of blogging.
I, personally, have learned not only from the blogs during this semester, but from the blogs that were posted from previous semesters. I've learned to spend a great deal more time in critical thinking and reflection before I post my thoughts.
Our learning community consists of individuals from diverse backgrounds. Consequentially, we share an array of diverse perspectives derived from the readings. The blogs and the D2L2 discussions allow us to reflect and share our thoughts. We are then given the opportunity to add depth, correct, or refine our perceptions by reading and reflecting on our peer's blogs.
I didn't really understand how often I gave opinions that were not based on fact until I began to blog. The comments of my peers have awakened me to thinking more critically and reflecting more honestly. I have an increased appreciation of the learning opportunities that games provide not only through my readings, but through peer comments within the blogs. This appreciation began with a response to a comment . The comment allowed me to reflect, seek out readings, and develop a better understanding.
There are so many 'aha' moments that I can't list them all. But, here are a few examples:
One of Wendy's blogs discussed simulation and the role it plays within the healthcare area. Her comments added to my knowledge about nursing and simulation.
Ipek's description of a Flash-based multimedia material illustrated new ideas for nursing education.
I appreciated the extra time that Shelly spent to give us links to Bloom's Taxonomy of Learning Domains and Benner's From Novice to Expert: Excellence and Power in Clinical Nursing Practice. Not to mention her getting up at 3 a.m. to address questions and make informative comments for our Discussion #2.
Sharon's questions in her March 5th blog "stopped me in my tracks." (I thought I would be asking the questions and she would be giving the answers.) Her questions allowed me to look deeper into the nature and capabilities of simulation in the healthcare learning environment.
Tracey's answers and responses in Discussion 2 helped me understand the questions and her early post of Case Study 2 helped me understand the Case Study requirements.
I want to be a member of Julia's Ideal Virtual Learning Community (WGCA) and she hasn't even created it yet. Julia's WGCA allows members to know about the educational environment; an environment that I hope to be a member of when I graduate. I want to learn from experts who have "been there, done that".
I struggle to understand some o f the complex entries Jerry shares with us and then he makes statements or creates processes that allow me to visualize the meanings behind his comments. A few examples include: "musical chairs in a virtual environment", "The God's Must Be Crazy", "A little knowledge can be a dangerous thing".
With a specific instructional or training context in mind, how can blogging be used to promote knowledge construction, collaborative learning or building virtual learning community?
Individuals can learn large amounts of important information from observing others model their own strategies or learned behaviors first. Reinforcement is created through observation of others in an online course being praised or reprimanded for their opinions and ideas. The learner can also provide self-reinforcement (Albert Bandura as found in Bonk & ZeZhang, 2008).
Social interaction plays a fundamental role in development of cognition. The social level of development comes first and then the individual level follows. The Zone of Proximal Development depends upon full social interaction. (Vygotsky, ,Social Development Theory, 1978).
Constructivist approaches involve situated learning. Learning is a function of activity, context and culture. It is "situated" (Lave, 1988, as found in Gee, 2010 PowerPoint).
Situated learning involves social interaction. For example, nurses interact on Facebook. Through these brief encounters the nurses discover a common problem relating to education and the field of nursing. The nurses decide to form a group to discuss this particular problem. Some of the nurses have read blogs that were created by nurses involved in similar problems. They invite these nurses to join them. The Facebook nursing friends decide to create a virtual learning community based on their common interests.
Part 2 – Technologies
First Impression/Experience
My first impression of Audacity was positive. The screen appeared to be user friendly with a familiar set of buttons to record and/or stop recording at the top of the screen. I immediately wondered if Audacity could be used for video or if it was strictly audio. I jumped in and recorded a few words. I couldn't save the recording. I wasn't sure why Audacity wouldn't save the recording. So, I searched through Wikipedia and the instructions that we received in class and I found the "How to Create a Podcast Instructions". I accessed the Lame MP3 Encoder from the web. I was able to save my podcast after I loaded Lame.
What does it do?
Audacity is an audio editor and recording application that is free.
What are the major features?
- Importing and exporting WAV, AIFF, MP3, Ogg Vorbis, libsndfile library file formats, Lossless Audio Codec (FLAC), WMA, AAC, AMR, and AC3 via FFmpeg library.
- Records and plays sounds
- Editing via Cut, Copy, Paste
- Multitrack mixing
- Digital effects and plug-ins
- Amplitude envelope editing
- Noise removal
- Audio spectrum analysis using the Fourier transformation algorithm
- Supports multi-channel modes with sampling rates up to 96 kHz with 32 bits per sample
- The ability to make precise adjustments to the audio's speed while maintaining pitch (Audacity calls it changing tempo), in order to synchronize it with video, run for the right length of time, etc.
- The ability to change the audio's pitch without changing the speed.
- Contains major features of modern multi-track audio software including navigation controls, zoom and single track edit, project pane and XY project navigation, non-destructive and destructive effect processing, audio file manipulation (cut, copy, paste)
- Converting cassette tapes or record into digital tracks by automatically splitting one track into multiple tracks based on silences in the track and the export multiple option
- Multi-platform: works on Windows, Mac OS X, and Unix-like systems (including GNU/Linux and BSD). among others
- Uses the wxWidgets software library to provide a similar graphical user interface on several different operating systems
- Can also be used for post-processing of all types of audio, including podcasts. It can be used for finishing podcasts by adding effects such as normalization, trimming, and fading in and out.
What are the intended purposes of the developers?
Audacity was created to be free, open source software for recording and editing sounds.
What are some of the possibilities for enhancing learning, knowledge construction and virtual learning communities?
Podcasts are used by educators and students for audio recordings to supplement, enhance, and explain class content.
Your Search or Creation Activities
I created a podcast on Audacity. The process was simplified by the instructions that were provided in EIPT. I completed a test recording first by clicking on the red button at the top of the screen. I then "normalized" the recording so the sound would not be too soft or loud and I saved it to the desktop on my home compute. I had laryngitis. The sound quality of my voice was rough and it definitely had an "Okie twang".
What are the educational advantages for designing and building a virtual learning community?
Podcasts can be used in virtual learning communities as an audible file only or pictures and/or videos may be used in conjunction with the podcast to facilitate learning. Audacity is another opportunity to address different learning styles.
How can the tool be integrated in your online instruction? What educational objective do you intend to achieve through its use?
Audacity can be used as an introduction to the Nurses' VLC or it can be used as a training tool to teach specific processes, such as Spanish for nurses, or acid-base balance, etc. It can also be used to review and highlight important aspects for presentations.
Are there issues that instructors or instructional designers need to address when integrating this tool for instructional or training purposes? You may contextualize the discussion in your specific instructional setting (e.g., professional teacher development).
Students will need to understand how to use Audacity either through an online presentation or paper based instructions. Podcasts need to be coherent and clear for the listener to comprehend the information.
Additional Tools Reviewed
I searched YouTube and downloaded a video/podcast for arterial blood draws. I searched Merlot for applicable tools. I purchased a game to teach ABG's from Wisc. I tried to upload a document to Google.doc, but I could only create a document within the program. I also looked at Moodle and downloaded the instruction manual. I downloaded and used Dropbox to retrieve Bonk's article. And I searched through PBWorks and Skype.
References
Audacity. Retrieved March 12, 2010 from http://audacity.sourceforge.net/
Bonk, C.J. (2009). The world is open: How web technology is revolutioning education.
San Francisco, CA: Jossey-Bass
Bonk, C.J. & Zhang, K. (2008). Empowering online learning: 100+ Activities for reading reflecting, displaying, & doing. San Francisco, CA: Jossey-Bass.
Bonk, C.J., and Zhang, K. (2006). Introducing the R2D2 model: online learning for the diverse learners of this world. 27(2) pp.249-264, Retrieved March 10, 2010 from D2L2: EIPT: Content
Dunlap, J.D. (2006) Using guided reflective journaling activities to capture students' changing perceptions. 50(6), pp. 20-26. Retrieved March 10, 2010 from D2L2: EIPT: Content
Ge, X, (2010). Situated learning and constructivist perspective. PowerPoint
Vygotsky, L.S. (1962, 1978, 1985) Social development theory. Retrieved February 10, 2010 from D2L2: EIPT: Content
Wikipedia, the free encyclopedia. Retrieved March 12, 2010 from http://en.wikipedia.org/wiki/Audacity
Wikipedia, the free encyclopedia. Retrieved March 12, 2010 from
http://en.wikipedia.org/Blog
Friday, March 5, 2010
Blog 4
CSCL2 Ch9
Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling – Vanessa Colella- MIT Media Laboratory
Participatory Simulations is an experiential learning environment that "takes the simulation off of the computer screen and brings it into the experiential world of the child." Colella compares it to micro-worlds, a computer-supported learning environment. The authors refer to Dewey's Theory of
Experience and Education (Dewey, 1916, 1988; Montessori, 1912; Papert, 1980; Tanner, 1997) as their framework for study. "Engaging in activities that hold meaning for them, children will build lasting understanding." "When children are engaged in an activity of interest to them that poses difficulties, they look for a method of coping with the difficulties and thus acquire new skills" (Tanner, 1997, p. 44). Vygotsky's (1978), theory was also referenced "tools (like Froebel's gifts) could enrich and broaden both the scope of activity and the scope of thinking of the child."
The Project studies the use of "personal exploration of computer-supported environments in science learning in a three-week-long pilot project conducted in a local high school." Wearable computers were used to allow direct participation in the simulation. Thinking Tags were used to collect information for the students and allow them to determine if someone else was sick with a virus. The authors said considerable learning occurred because the students were analyzing their situation to discover which of their peers was sick with a virus.
I thought at first glance that this was a great project, but then I read the commentary and realized most of the knowledge gained from this endeavor could be duplicated in a non technical environment with little more than water and paper for tools. I do think it's a good idea that has the potential to be developed in a nonreplicable manner, but I'm not sure if it would be cost effective.
CSCL2 Ch 10
Designing a Video-Mediated Collaboration System
MetaphorKato, H., Yamazaki, K., Suzuki, H., Kuzuoka, H., Miki, H., and Yamazaki, A.
Distance education is investigated to determine if gaze, gestures, and other body movements are important in knowledge acquisition and if body movements can be replicated online. Both physical limitations of CSCW systems and intrinsic limitations were looked at. The authors wanted to understand the validity of "redistributing the body images and bodies themselves in a way based on a body metaphor concept."Multiple monitors were used as well as AlgoBlock (Suzuki & Kato, 1995). Learners were required to make a simple program by connecting the blocks together. The mission was to guide a submarine to its destination that appeared on a CRT screen. The face-to-face metaphor and the body metaphor were the two patterns used. Mutual awareness is a problem because gaze awareness is not possible if the camera is off-axis from the monitor.
My thoughts concern the date of the book. The book was written in 2001. I believe today's technology is much more advanced now.
Koschmann, T., Hall, R., & Miyake, N. CSCL2: Carrying forward the conversation. (2001).
The World is Open Ch. 6
Curtis J. Bonk
Opener #5:
Learning Object Repositories and Portals
Encyclopedia of Life (EOL), Audubon's Birds of America, The Museum of Online Museums (MoOM0), The National Museum of African American History, The Amistad Digital Resource, Turning the Pages, The Complete Works of Charles Darwin Online, ECHO, PLOS, Connexions, MERLOT, etc were described.
Reading these chapters reminded me of Abraham Lincoln's love of books and how difficult it was for him to access even one book as a child. I can imagine his delight and enthusiasm if he had the opportunity to experience the knowledge potential of Web learning.
The World is Open Ch. 7
Curtis J. Bonk
Opener #6:
Making a Contribution
Curtis Bonk visited Wikimedia Foundation with his son, Alex. The chapter discussed Wikimedia's revolutionary idea related to access to information. Posting of content was the original activity in e-learning. We now have E-learning 2.0 where learners can find, design, mix, and remix, repurpose, and select content to share. Chinswing's online audio format was described as a mechanism to bring about social change. In addition to describing Chinswing, dotSUB, YackPack, YouTube, Google Earth, Did You Know?, TeacherTube, etc. were described.
I have both read and listened to Jack Kerouac's On the Road. It was fascinating to think about the thirty-five students traveling across the United States recording sounds and taking pictures in his spirit.
Bonk, C.J. (2009) The world is open: How web technology is revolutionizing education. Jossey-Bass
Friday, February 19, 2010
Eipt Week 5
CSCL2: Ch 2, 3, 6, 8
Chapter 2 investigated expert and novice learners as they participated in face-to-face and CSILE learning within Japan. Studies indicated CSILE had positive effects on learning in Western Culture where students had open classroom discussions. Japan did not have an established curriculum for open classroom participation and discussions.
The authors' first research question asked how asynchronous communication in CSILE can change learners' discourse and knowledge advancement both with and without face-to-face communication. Their second research question asked what scaffolds could support novice learners engaging in productive discourse in the CSILE environment.
The Japanese study concluded novice users who used CSILE frequently and set learning goals instead of task performance goals adapted gradually to the environment through differentiating synchronous and asynchronous communications and collaboratively articulating their discourse.
Novice users were more comfortable with "knowledge telling" then with argumentation. Novice learners needed scaffolding for discourse skills and strategic knowledge. Novice learners needed to be supported in reflective thinking through comprehension facilitation scaffolds. A teacher should monitor the student's discourse and provide additional support during argument revisions. A novice learner's lack of domain knowledge may inhibit his/her ability to build an argument.
Expert learners used the CSILE to improve their knowledge building activities, appreciated the learning opportunities provided, modified their assigned roles for face-to-face interactions when CSILE communication was used, and performed self-reflection for improvement and adjustment.
I can understand and relate from personal experience the novice user's hesitance to enter into the discourse and arguments. I agree that experience and scaffolding will assist the novice user to participate in the discussions and build arguments that are relative to the discourse. It's easy to understand why expert learners will acclimate faster.
The chapter 3 studies focused on three research questions. 1) Can computer supported collaborative learning be introduced in the regular (university) curriculum effectively? 2) Is collaborative knowledge building being promoted when collaborative learning networks are being introduced? 3) What kinds of teacher interventions are needed for collaborative knowledge building?
Study 1 investigated the effectiveness of a CLN in the university course Psychology of the Teaching and Learning Process (PSYOLP) of the department of educational Sciences, University of Nijmegen. Knowledge Forum was used by educational sciences undergraduates.
The results indicated a high level of collaboration in the Knowledge Forum database. The students produced high-quality policy notes by rewriting ICT project proposals. Students focused on the activities of other groups as well as the activities of their particular subgroup.
Study 2 investigated out-of-school learning with Knowledge Forum software. CLNs were used within agricultural secondary vocational education.
The results indicated that the students responded positively if there was a specific teacher assignment. Student activity decreased during those periods between assigned tasks.
Teachers spent the time that was normally spent on lectures to monitor and stimulate the process of learning. Experienced students assisted students with less experience. Goal setting and teacher interaction were necessary because students were not accustomed to sharing their knowledge. The use of Knowledge Forum resulted in a much more collaborative form of learning. A level of collaboration was higher than is normally achieved in a conventional classroom. But, most of the activities occurred only after direct teacher involvement. It was concluded that Knowledge Forum encouraged students to take on more responsibility for their own learning and enabled teachers to be more effective coaches.
Chapter 6 compared computer and paper supported activities across settings. The purpose of the study was to investigate how organization of work and learning in modern institutional life shaped computer use and how computer use shaped organization. Reed Stevens explored the relations among people, tasks, and technologies. Particular technologies were used for functional purposes, out of habit, because of contingencies of local history, because they were convenient, or because authorities mandated their use.
The author asked if students were using computers because they were the right tool for the job or because there was no other option available to them (Clarke & Fujimura, 1992). We are reminded that it took a very long time for people to seriously question whether textbooks were the right tools for the job of supporting learning. Techno-enthusiasm coincides with deep skepticism about the need for computers in classrooms (e.g., Cuban, 1986; Healy, 1998).
Two case studies were presented, Case 1: Architectural Design at JC and Case 2: Architectural Design at Pine Middle School. The author advocated a "genuinely experimental attitude toward the introduction of new technologies into the classroom." "Settings are a combination of old and new, digital and analog, standardized and ad hoc." Hybrid practices incorporate the best of both worlds through diversified media.
Chapter 8 described two social context views for human learning. 1) Learning as an individual process (cf. Blaye & Light, 1995) 2) Vygotskian notions of "inter-psychological" functions and the "Zone of Proximal development" (or ZPD, Vygotsky, 1978). The latter is more popular in the field of CSCL (e.g., Kaptelinin, 1999; Koshchmann, 1996; O'Malley, 1995). Vygotsky claimed there were two steps in acquiring a new ability: 1) The ability emerges as distributed between people. 2) The ability is mastered by individuals. Once an individual develops an ability, the individual can make a bigger contribution to society. Intra-individuals and inter-individuals create and support each other. Collaboration directs and shapes individual development.
Since individual and collective activities interact and create each other, a system can fail if people see it as a threat to their own interests even if the system is a good fit within the structure of the organization. Individuals pursue their own goals and they strive with other people to formulate and achieve collaborative or group goals. These activities overlap.
The Activity Theory (Leontieve, 1978) states "the human mind can only be understood within the context of interaction between individuals ("subjects") and the world ("objects")". "The mind does not exist prior to and without activities; rather, it develops as a constituent of human interaction with the world" (Leontieve, 1978)..
Victor Kaptelinin and Michael Cole described The Fifth Dimension Project. The Project focused on the social context of technology use in providing optimal learning opportunities for children (Nicolopoulou & Cole, 1993). The goal was to "design a generic social setting that could potentially be incorporated into existing institutions and could survive without special support from researchers" (Suzuki & Kato).
The Fifth Dimension Project required players to use task cards, a consequence chart, and a Constitution of the Fifth Dimension (rules of the game). A wizard resolved conflicts within the game. The Fifth Dimension included a wide variety of computer games.
Interaction between individual and collective activities enabled learning and development within a social context. Fifth Dimension appealed to both the individual goals of children and adults. Players formed teams to pursue their goals. Game players described their interactions and the pursuant collaborations.
The authors concluded with a list of factors that should be taken into consideration when setting up environments for collaborative learning. The factors included meeting a diversity of interests, meaningful outcomes of collaboration, choice, time, initial success, shared emotions, and constructive conflicts.
I enjoyed reading this chapter, especially reading about the collaboration between children and adults as they played The Fifth Dimension. I have more respect for the positive contributions created by interactive games. I also enjoyed learning about the Activity Theory (p. 305).
Koschmann, T., Hall, R., & Miyake, N. (Eds.). (2002). CSCL2: Carrying forward the conversation. Mahwah: Lawrence Erlbaum Associates
Monday, February 15, 2010
Case Study I
Virtual Social Community
Introduction
I chose Facebook for Case Study #1. The social networking community was originally created in 2004 by Harvard undergraduates to provide an opportunity for students to network. I logged into Facebook to observe the structure of the community from a sociological and technological perspective.
I originally became a member to keep in touch with my son's family who live in Atlanta, Georgia. Since I've been online, I've been surprised by the number of friends that both my husband and I have established contact with. I observe more often than I participate in the discussions/comments. A friend at work, who also watches the comments more than she participates, said, "We are voyeurs". I think I like the "lurker" title better. J I've uploaded pictures. I've viewed the picture albums that my family and friends post and used the virtual gift feature. I've experimented with Poke, Chat, and Farm features when I interact with the grandchildren.
Type of Community
The purpose of the community is social networking. The goals are to enable interaction among members and to create an atmosphere conducive for friends to connect with "long lost friends". I've heard it described as a "front porch". Years ago, Americans had large front porches attached to their homes. It was a common custom for neighbors to gather on the front porch and exchange information about their daily activities and "tidbits" of local gossip. It was a way to build and maintain relationships. Today, families live and work miles apart. Some people believe that Facebook is a way to create a "front porch" relationship with friends and loved ones.
Structure of Community
Members setup logon information and profiles. The profile gives the member an opportunity to delineate the personal information that is available for others to view. The Wall is a profile page and a place for friends to post comments for other members to see. When a member wants to interact with another member, a Friend Request is sent to the member requesting "Friendship" status. Status updates allow users to post messages for all their friends to read. Friends can post comments in response to the status updates. The News Feed feature includes information about profile changes, upcoming events, and birthdays, etc. Photos and videos can be uploaded to the site. Most comments include simple phrases. Examples include: "The sun is shining!" "Beautiful picture." But, there are also more serious pictures and comments. According to the evening news, the first pictures of the Haiti earthquake were posted on Facebook.
Design Features and Roles of the Technology
The community gives the member numerous choices for activities that relate to social interaction. At the same time Facebook allows members the opportunity to secure their profile, limit the access of others to their comments, and observe without commitment. The site is embellished with activities, games, gifts, and features that promote positive interactions between members. Features are updated periodically to facilitate communications and interactions.
Conclusion and Implications
I've enjoyed meeting new friends and finding friends and family members that I had lost contact with. Facebook provides a positive forum for member comments. The length of comments are limited which prevents over satiation of one member's rhetoric. I believe the open communications inhibit malicious gossip because everyone can see the comments you have made. Most of the comments are upbeat and positive. Facebook is addictive. I look forward to finding additional friends through Facebook.
Virtual Learning Community
Introduction
I chose MERLOT (Multimedia Educational Resource for Learning and Online Teaching) because the site provides resources for my nursing class presentations and educational opportunities for me. I first visited MERLOT during a previous class. I was fascinated at the abundance of resources available. I obtained video clips for a PowerPoint presentation that I made for a nursing class requirement.
Type of Community
MERLOT has free access and was developed by the California State University Center for Distributed Learning in 1997. Apple Computer, and other industry, university, and government collaborators hosted the community. MERLOT is a user-centered, searchable collection of peer reviewed and selected higher education, online learning materials catalogued by registered members and a set of faculty development support services. MERLOT states that their strategic goal is to improve the effectiveness of teaching and learning by increasing the quantity and quality of peer reviewed online learning materials that can be easily incorporated into faculty designed courses. I believe MERLOT is a task-based learning community. According to Riel and Polin (2004) "Task-based learning communities are groups of people organized around a task who work intently together for a specified period of time to produce a product (p.20)." Although MERLOT adds to the available resources over time, different individuals and groups work on each resource to produce an end product.
Structures of the Community
The University of Georgia System, Oklahoma State Regents for Higher Education, University of North Carolina System, and the California State University System created a cooperative initiative to develop new MERLOT collections, conduct peer reviews, and add student learning assignments. Each organization also makes financial contributions to support these endeavors. Individual members volunteer their expertise in developing resources for the site. I visited the Health Science Community where I accessed a simulation for electrode placement when administering an EKG. The creator's name was listed along with her email address for contact purposes. I was provided with an option to download a simulation to my "personal file" for later use. Each resource was rated with one to five stars. One is the least effective teaching tool and five is the most effective teaching tool.
Design Features and Role of Technology
The site is designed for easy access through user friendly menus. The MERLOT Repository contains learning materials along with assignments and comments to enhance the learning experience. A variety of Community Portals are categorized by discipline and program area. The Portals provide information about teaching strategies, professional associations, journals, conferences, and professional development resources.
Conclusion and Implications
MERLOT is a great resource for both instructors and students. The site is user friendly with easy access to the various communities and learning materials. I look forward to using MERLOT for my classroom presentations. I can't envision improvements to enhance the site. Maybe, when I've had more experience, I can recommend areas for improvement.
Thursday, February 4, 2010
EIPT Week 3
- What are the implications of the power of the virtual communities to education after reading the TIME's articles and CH. 1-3?
We live in exciting times. Education can be enhanced, facilitated, and broadened through the use of virtual communities. Knowledge is available to anyone that has access to a computer and the internet. Students have the ability to almost limitless information and knowledge which can lead to self enlightenment. Virtual communities include groups of people with like interests to facilitate learning and educational opportunities. - I agree that teachers are losing authority regarding knowledge due to student's extensive exposure and access to all kinds of information and resources, but does it still make us experts in various ways?
We need experts to help us decipher and assimilate the multitude of "bits and pieces" of information that we find on the WEB. Most of us are experts within our personal sphere of influence. "The fact is that most user-created content on the Web is not challenging the authority of a traditional expert. It's working in a zone where there are no experts or where the users themselves are the experts" (Johnson, 2006). We learn by doing and experiencing as well as interacting. The instructors that have influenced me most are the ones who have shared their clinical experiences with me. Granted, these experiences can be described on the WEB, but the instructors had to physically go into the hospital, clinic, etc. to get the experience that they are teaching about. These instructors are experts within the realm of their experiences. We need qualified experts to verify the data and point us in the right direction.
A great deal of time and energy are required to become an "expert". Time could be described as a fixed asset. We each have a limited amount of time to learn, to spend time with our families, to love, to play, to give, etc. If we take time to learn the deep truths, then we must deduct an equal amount of time from other areas of our lives. As I read through the assigned readings each week, I realize there is a wealth of information not only on the WEB but within each chapter of each book. Unfortunately, especially in today's world, there is a limited amount of time for each of us to learn new concepts. Instructors can eliminate some of the informational "clutter" by directing students toward current, relevant, and up-to-date information. - How will education and the structure of schooling change in this digital age?
Distance learning will broaden instructor's and student's world view.
Students will be responsible for pursuing knowledge. Instructors will be responsible for guiding the students in their pursuit of knowledge. Instructors will need to understand virtual communities, and informatics to create an atmosphere conducive to the online learner. New and different media will be implemented to create an atmosphere for social interaction among peers due to an increase in virtual communities and a decrease in physical communities of learners. - What do you think this hyper-connectedness means to the future of nursing education?
Healthcare information will be at the instructor's and the student's fingertips. Instructors will serve as expert guides, but students will be responsible for pursuing and assimilating information. Nursing will still need some "hands-on" experience to supplement the online classes, but simulation will grow. There will be more interactions with students from various geographical and cultural backgrounds. Instructors will be able to converse with educational experts from around the globe and access a multitude of visual aids along with applications. I used a video that I found on YouTube, within my PowerPoint presentation, to teach Acid Base Balance to OU nursing students last year. It was incorporated into my lecture and a copy of the PP with the hyperlink was attached to the Angel network for the students to review.
Renninger & Shumar Ch. 5-8
Ch. 5 discusses the evolution of an online education community of practice. CoPs are "small groups of people held together by a common sense of purpose and a real need to know what each other knows." CoPs are a great resource for teachers to access professional development opportunities and improve their instructional techniques. Tapped In (TI) is an educational CoP that includes online community wide activities. It's a virtual environment that supports education professionals and TPD organizations. Both real time and asynchronous activities occur. A list of nationally recognized education organizations was provided. These organizations serve as "tenants". The affiliated teachers are able to gain access to experts, ideas, and informational resources that no single organization could provide by itself. At least half of the membership consists of K-12 teachers.(I have not looked at Tapped In, but these readings and Jennifer's blog have increased my curiosity.) I am excited about the possibilities it creates. I look forward to viewing it.)
Ch. 6 discusses creating and sustaining distributed learning communities. Sustaining distributed learning communities depends in a large part on communication. Communication between peers in distributed learning environments is important for information exchange. Since there is a lack of face-to-face interactions, distributed learning communities need a variety of media to channel communication options for students. (students need to communicate with each other, to support each other, and to learn from each other). (This can be difficult for students who are highly intelligent, but lack social networking skills.) Asynchronous communication, multiple addressing facilities, and simultaneous transmission to multiple recipients enhance communication within these communities. Wizards and webmasters manage conflict as diverse groups communicate online. Social network relationships are studied as "ties". Pairs who maintain one or more relationships are considered a "tie". Personal or ego-centric networks provide a view of the many ties that individuals maintain with others. (Reminds me of the "friends" list on Facebook).
Hemeneutics, (identity and masks) were described from various philosophical viewpoints in Ch. 7 (Artistotle, Socrates, Plato, Neoplatonism, Platonism, Hume, Freud, Marcuse, Heidegger, etc. were reviewed.) The internet can "mask" our true identities. Gender, appearance, and age can all be changed within online chat groups. Is this a positive or negative event? Or, is it like a game where we play the game and then we get up and walk away from the table? – neither positive or negative – just a distraction for a short period of time. I'm not sure that it can be labeled. It's like anything else, it's not really good or bad unless it's overdone or deliberately used to manipulate others.
WISE is a web-based Integrated Science Environment (WISE). Design considerations were discussed in Ch. 8. Netcourse is used to support teachers using WISE. WISE contains a partnership model wherein teachers, scientists, and pedagogy experts design projects. Although online discussions take place, a sense of community does not emerge until teachers, researchers, and scientists begin to work together on projects. (Very true of real life -Relationships are built as people work together for a common goal.) Design strategies facilitate the transformation and sharing of resources. Strategies for creating effective online learning communities included:
-Support the actual practices and daily tasks of the participants.
-Collect experiences and represent them in an accessible and
equitable manner.
-Provide a framework to guide the learning process.
-Represent the identities of community members.
Renninger & Shumar Ch. 9-10
In Ch. 9, the theory of reflexive modernization was described within the framework of American's evolution into a risk society. The United States, the United Kingdom and various other parts of the world no longer trust authority figures and experts to provide accurate and true answers. "Instead of worrying about what nature does to us, we worry about what we do to nature." We are seeking our own answers. On-line self-help and social support are looked at from a sociological perspective in this chapter. We are overwhelmed by the volume of self-help sites and information that is available online. But, we continue to find answers to our questions. Examples were given of parents trying to decide whether or not to vaccinate their children, Usenet is a very popular self-help and social support site used by the citizens of the United Kingdom. Email, the WEB, mailing and discussion lists, news groups, MUDs, IRC and other forms of computer medicated communications are also being used to "support a massive range of health and social issues." I love the internet and the ability it provides me to answer any question that pops into my head. I use the web for all kinds of projects, issues, and questions - not just for social support.
Ch. 10 helped us to understand the life cycles of network-based learning communities. The participant roles within network-based learning activities are better understood if life cycle patterns are understood. Patterns of change for network-based learning communities are birth, growth, mature functioning, decline, and when they cease to function. Although there is a continuum of development without discrete boundaries, the life cycle stages can be defined within the boundaries of proposal, refinement, organization, pursuit, wrap-up, and publication.
The Zero-g Project was used as an example. Four schools participated in the year-long Project. Participants designed the activities that correlated with activities that existed in the space shuttle or in current space stations. The activities within the Collision Course Challenge involved students resolving problems that come up when the shuttle has a collision course. The activities within the Design Challenge and a Five Same and Different Challenge were also described. The activities were divided within the preceding stages. I like the structural framework that these stages describe. I can incorporate them within future projects.