Collaboration, Learning Technologies, PLE

Surfing the Google Wave.

Google wave is a web-based application that enhances electronic communication. Here is a (long) presentation and preview of Google Wave:

This latest initiative may provide educators additional resources for online personal learning environments. In EDUCAUSE‘s 7 Things You Should Know About Google Wave, details how this emerging technology can be utilized for teaching and learning:

  • Conversations -multiple messages for message board chats, IM, texting, etc
  • Archiving email/chat dialogues that are also non-linnear & asynchronous
  • Interactive maps
  • Informal polls
  • Translation of text for global learners
  • Photography & image sharing
  • Playback function for review of conversations, notes & presentations
  • Team-based learning for collaboration of projects
  • Accessibility & usability
  • Practical uses for academic advising [from @ericstoller]

As a recent invitee to Google Wave, I am still experimenting and sampling this new resource [with the help of The Complete Guide to Google Wave]. As more people receive invites and the beta version of Google Wave develops, educators will get involved and as they find value and potential for their profession.

EC&I831, Learning Technologies, Virtual Communities

Gaming in Education

It’s all fun & games… until someone actually learns something.

Educational gaming has become a “hot topic” as accessibility to computers and increased electronic gaming resources have entered the hands of learners. Educators are interested bringing innovative and appealing teaching resources to the evolving learning sphere. Many game designers see the potential for building learning games to capitalize on the video and simulation game market for the classroom. Although I can see potential in gaming for education, I am wary of the disconnect between these two players. Some instructors buy into mass produced “edutainment” games as their response to “adding technology in the classroom.” It would be more effective to connect learners with problem-based, collaborative games that challenge students to critically think and apply the curriculum.

Educators, like Sylvia Martinez, are providing examples for learning professionals who are interested in game-based curriculums. Sylvia is the President of Generation YES (Youth & Educators Succeeding) and she has been engaged in design and implementation of games for education for quite some time.  She is a strong believer that play to supports effective learning and that games can support curriculum needs in the classroom.

Sylvia gives a great introduction to gaming in education in her Kicking It Up A Notch: Games in Education presentation and wiki resources from the K-12 Online Conference 2009.

VideoGamingClub

Picture from the Committee for Melbourne

During last week session in #eci831, Sylvia provided some good and bad examples of how gaming practices have been incorporated in the classroom. It is critical that learners are given the time and purpose for gaming, and support is facilitated through effective reflection and follow up provided by the instructor.

James Paul Gee itemizes “game-like” attributes in his publication Good Video Games and Good Learning:

  • identity

  • interaction

  • production

  • risk-taking

  • customization

  • agency

  • well-ordered problems

  • challenge and consolidation

  • situated meanings

  • pleasantly frustrating

  • just in time and on demand

  • system thinking

  • explore, think laterally, rethink goals

  • smart tools and distributed knowledge

  • cross-functional teams

  • If properly introduced, gaming and project design opportunities compliment & enhance curriculum. Instructors interested utilizing project-based or game-based learning should consider time needs, classroom management, student readiness to collaborate and desired learning outcomes. A few key objectives for gaming implementation is the adaption, correlation, connection assessment and reflection for classroom learning. Sylvia recommends educators look for games that:

  • are programmable & adaptable
  • supports the big ideas for learning
  • offers students multiple ways to “win”
  • plays slow, not twitch play
  • increases ability
  • provides opportunities to collaborate
  • encourages problem-solving & logic strategies
  • suits the curriculum that is taught
  • includes thinking and planning
  • Game on!

    EC&I831, Learning Technologies, Photo Sharing, Social Media

    What’s In A Story?

    Everyone loves a good story. Think of your favourite story. What is it? Why do you like it? Tell me more.

    rm

    Image c/o Scholastic.ca

    When asked this question in #eci831 last week, the first story teller I connected to as a child was  Robert Munsch. I fell in love with almost all his books, especially The Paper Bag Princess, Love You Forever & I Have To Go.  These books are great read aloud and audio books, since most stories were created as an oral tradition in during Robert Munsch’s daycare working days. I was fortunate to meet Munsch during my 2nd year of undergrad when he visited my Children’s Literature class at the University of Guelph. Although the audience was older than his usual reading groups, Robert was still able to keep these “kids” on the edge of their seat.

    Alan Levine shared some interesting & useful resources for using new media for Digital Storytelling. In both his presentation (you may need to download Cooliris to view in Firefox or Safari) and 50 Way Wiki there are numerous tools to explore for effective online storytelling.

    Here are a few examples of digital stories we shared & discussed:

    How do you share your story online? Check out a few tools to support your digital story telling:
    Learning Technologies, Open Education

    TEC VARIETY

    Online learning requires motivation and engagement for success. Learners need to feel connected and empowered to support their involvement for online education. Curt Bonk explores motivation and retention in various e-learning environments. His latest publication, The World is Open, explores how technology is revolutionizing technology itself.

    bonk bobble

    Here are a couple of other worthy finds from Curt that may be useful for your next your virtual learning environment planning:

    1. Empowering Online Learning
    2. Tech-Variety – guide for motivation and retention online
    • Tone – how do learners describe themselves? set expectations & set goals?
    • Encouragement – provide means to give feedback to learners
    • Curiosity – online field trips, activities, remote sites, local correspondence, etc

     

    • Variety – hands on, visual, reading integrated text, providing options
    • Autonomy – choice, empowerment over learning, options, scaffold learning skills
    • Relevance – meaningful activities that relate back to the content
    • Interactivity – problem solving, case studies, working with a group, discussion threads, blogs and more!
    • Engagement – drafts due for projects, check-ins, experience the process of learning
    • Tension – role-play, alternative perspectives, controversy, e.g. devils advocate for positions
    • Yielding products – post to the web, present a gallery of students’ best work, showcase, share with an audience beyond a teacher – experts, peers, etc.
    Learning Technologies, Professional Development, Social Media

    Keeping Up With Technology

    With 2.5 online graduate courses, it’s easy to be consumed with everything digital this semester. In thinking about technology and how to best “keep up” with everything happening online, I stumbled upon a great video from Alan Levine (who will be leading a session in the EC&I 831 course), that reminds educational technology users to:

    1. Establish a network of colleagues & maintain these connections with online social tools, e.g. e-mails, RSS, blogs, Twitter, etc
    2. Tap into a sense of play & willingness to experiment.
    3. Don’t be afraid to continue to grow & learn new things.