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The Only Net-Gen Nonsense : Ruminate
The Only Net-Gen Nonsense : Ruminate
Response to the "Net Gen Nonsense" blog and George Siemens' arguments that it's the environment changing rather than the learners. Chris Lott argues that learners have changed in response to the changing environment; the characteristics of these learners are more important than whether the changes are biological or environmental in origin. Interesting analogy to eating in times of abundance and scarcity.
I suspect that we will see, in retrospect, that there are biological and neurological changes occurring due to technological changes, but it’s not really important. The remonstrations about the evidence remind me of scientists concluding that bumblebees can’t fly and philosophers concluding that there is no physical reality. Like Berkeley, I refute you thus, with the students I teach every term… but I will refrain from kicking them as proof!
The analogy I came up with a few days ago was that of eating. People eat very differently in times of abundance than scarcity. Their biology doesn’t significantly change (though it does some), but it would be foolish to look around and argue that people aren’t really eating differently, it’s just a change in their food context. It would be wiser to recognize that the socioeconomic context is an important factor to consider when it comes to nutrition and try to teach proper eating habits in an environment that is not just no longer one of hunting and gathering, but one that is very different for most of us from even 50 years ago.
·chrislott.org·
The Only Net-Gen Nonsense : Ruminate
From Degrading to De-Grading
From Degrading to De-Grading
Alfie Kohn on reasons to abolish the current grading system in favor of authentic assessment to focus on learning, rather than grading. Includes a number of citations that would be worth exploring.
<p class="articletext">Researchers have found three consistent effects of using – and especially, emphasizing the importance of – letter or number grades:</p> <p class="articletext">1.&nbsp; Grades tend to reduce students’ interest in the learning itself.&nbsp;</p>
2.&nbsp; Grades tend to reduce students’ preference for challenging tasks.
3.&nbsp; Grades tend to reduce the quality of students’ thinking.
·alfiekohn.org·
From Degrading to De-Grading
Games by GAMBIT: AudiOdyssey
Games by GAMBIT: AudiOdyssey
A game developed so that visually impaired users can play it, using either a Wiimote or keyboard. One of the goals was to create "an engaging game that relies more on high quality audio than visuals." Very interesting concept; quality accessibly game design could also help designing for other applications.
·gambit.mit.edu·
Games by GAMBIT: AudiOdyssey
Half an Hour: Finding Time
Half an Hour: Finding Time
Stephen Downes, on finding the time to write online by focusing on using content from a closed environment and bringing it into the open.
The whole point isn't to *add* online writing on top of everything else you do. Nobody has time for that.<br><br>Rather, what you want to be thinking of doing is to gradually migrate to writing online *instead* of writing for those other purposes.<br><br>That doesn't mean you become a blog writer and nothing else. Rather, what you'll find is that writing for the website makes writing for all those other things a lot easier.
The idea is to take the stuff you do for private audiences and to present it (as much as you can) to public audiences.<br>
·halfanhour.blogspot.com·
Half an Hour: Finding Time
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
Create a specific tag for your portfolio and have an easy-to-update page for your content. It's not pretty, but it is easier to keep current. You could build on this idea by posting the RSS feed from your custom tag to another site where you could control the look and feel.
·michelemartin.typepad.com·
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
COVERITLIVE.COM - Home
COVERITLIVE.COM - Home
Tool for liveblogging that is actually live--it works like typing an instant message. The app sits in an iframe, which means it can't be embedded in Wordpress or Edublogs, but it does work in a wiki. Also allows for reader comments--could be interesting for doing an interview or discussion and recording it for others to view.
·coveritlive.com·
COVERITLIVE.COM - Home
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Video and article about assistive technology for college and high school students, specifically focused on physical impairments. The euphonium player who uses a joystick to control the valves was especially intriguing to me as a former band teacher.
·edutopia.org·
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Marc Prensky on uses of technology in the classroom, moving from simply dabbling to doing "new things in new ways."
<p>First, it helps to look at the typical process of technology adoption (keeping in mind, of course, that schools are not typical of anything.) It's typically a four-step process:</p> <ol> <li> Dabbling.</li> <li> Doing old things in old ways.</li> <li> Doing old things in new ways.</li> <li> Doing new things in new ways.</li></ol>
·edutopia.org·
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
Profile of a Hawaiian school using technology and project-based learning to engage students and give them 21st century skills.
"What the animation does is it assists the children in visualizing the action," explains Mitchell, who teaches <a class="external-link" href="http://www.nuuanu.k12.hi.us/G-1/public_html/index.html" target="_blank">language arts enrichment classes</a>. "The animation is a way of them developing the picture so they relate that to the writing, to what they hear, what they see, what they feel." Technology, she adds, "gives you one more way of teaching something."
"Looking for real-world relevance has to do with students being interested in what they do, knowing that it's useful outside of school," says Kaninau. "The experiences are not contrived or in isolation, but they're a part of a larger learning activity. Without those connections, it won't be meaningful, and it'll be forgotten tomorrow."
"They love it," says sixth-grade teacher Geraldine Kajitani. "If you start with ... hands-on activities and things that are fun, their attention is focused." And once that happens, she says, it's a snap to get them to study some of the drier material because they'll relate to it and remember it.
·edutopia.org·
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
Learning in the Webiverse: How Do You Grade a Conversation?
Learning in the Webiverse: How Do You Grade a Conversation?
Principles for assessing online discussions and other conversations (blogs, chat, etc.) by coherence, awareness of audience, and diction. Writing for asynchronous discussion isn't the same as writing an essay, and the author argues that students who simply post essays to the discussion board should receive good grades.
·campustechnology.com·
Learning in the Webiverse: How Do You Grade a Conversation?
Donald Clark Plan B: Immersive games beats classroom in maths
Donald Clark Plan B: Immersive games beats classroom in maths
18-week study comparing performance of high school students who learned math in a traditional classroom or with a game. Both classroom and game learning resulted in improvement in skills, but students who played the game scored significantly higher.
According to the teachers, the games were effective teaching and learning tools because they (a) were experiential in nature, (b) offered an alternative way of teaching and learning, (c) gave the students reasons to learn mathematics to solve the game problems and progress in the games, (d) addressed students' mathematics phobias and (e) increased time on task.
·donaldclarkplanb.blogspot.com·
Donald Clark Plan B: Immersive games beats classroom in maths
Four Letter Words - How wiki and edit are making the Internet a better teaching tool - Using Wiki in Education -
Four Letter Words - How wiki and edit are making the Internet a better teaching tool - Using Wiki in Education -
Chapter in a "wiki book" (2 chapters are free, others require payment for the book). The beginning of this chapter is a basic intro to wikis, but the graphics explaining the workflow are interesting. The author argues that when you work with wikis, you get all the logistic pieces out of the way early in the creative process, leaving more time for actual writing and collaboration. In practice, I think there are times when you have to address the logistics issues throughout the process, but it's greatly reduced with wikis.
<p>The above example demonstrates the power of the wiki to make collaboration more inclusive and knowledge construction efficient, distributed and fast. If you think about this visually, the email/Word scenario has limited periods of creativity separated by the logistical and socially sensitive task of combining edits:</p> <p></p><div align="center"><img src="/download/attachments/54/ch1-lowproductivetime.jpg" border="0"></div><p></p> <p>The wiki completely changes this by shifting logistics to the shortest possible segment of time at the outset, leaving a much greater period of time for collaborative creativity and knowledge construction:</p> <p></p><div align="center"><img src="/download/attachments/54/ch1-highproductivetime.jpg" border="0"></div>
·wikiineducation.com·
Four Letter Words - How wiki and edit are making the Internet a better teaching tool - Using Wiki in Education -
Social networks 'teaching tech skills' - vnunet.com
Social networks 'teaching tech skills' - vnunet.com
Brief summary of research on the educational benefits of sites like MySpace and Facebook for high schoolers. Students self-report learning 21st century skills, although the study doesn't attempt to actually measure any of that learning.
When asked what they learn by using social networking sites, the students listed 'technology skills', followed by 'creativity', being 'open to new or diverse views' and 'communication skills'.
·vnunet.com·
Social networks 'teaching tech skills' - vnunet.com
Designing for Diversity Within Online Learning Environments
Designing for Diversity Within Online Learning Environments

The author argues that constructivist learning environments where multiple perspectives are respected and there is no single "right "answer" are better for encouraging diversity. The ideas for instructional design for diversity are more theory-based than practice-based, but this has some interesting concepts.

"The major advantage of this learning model is that one of its key design goals is to encourage students to bring multiple perspectives to questions/cases/problems/issues and projects as part of their learning. This approach to learning views diversity as a strength to be exploited rather than a problem to be solved."

·ascilite.org.au·
Designing for Diversity Within Online Learning Environments
An Inclusive Approach to Online Learning Environments: Models and Resources (PDF)
An Inclusive Approach to Online Learning Environments: Models and Resources (PDF)
22-page article on designing for diversity in online learning. Examines how cultural differences can affect learning and shares culturally inclusive instructional design models. Table 1 on page 6 compares high-context and low-context learning (such as how formal student-teacher relationships are).
·eric.ed.gov·
An Inclusive Approach to Online Learning Environments: Models and Resources (PDF)
JALN: Does one size fit all? Exploring Asynchronous learning in a multicultural environment
JALN: Does one size fit all? Exploring Asynchronous learning in a multicultural environment
Small-scale study of cultural differences in an asynchronous learning environment, focusing on high and low context cultures. Includes a comparison of student perceptions of online learning based on their cultural background. High and low context learners both saw advantages to online learning, but their reasons differ.
Because computer mediated communications is language (specifically, written word) dependant, it is subject to the constraints of low/high context cultural patterns <a href="#morse46">[46]</a>. As indicated earlier, the role of language is to carry meaning, and interpretation is an integral part of culture. Language is one means of establishing context among participants of a particular culture group. In low context cultures, language must be specific and well defined, to provide the contextual definition in which to interpret the communication. On the other hand, in a high context culture language may be vague, lacking the specificity of the low context culture, as the environment within which communication takes place clarifies the specific meaning of language <a href="#morse36">[36,</a> <a href="#morse41">41]</a>. Thus language plays a key role in the communication process. A key issue determining the success of computer mediated communication is the encoding/decoding by which that communication is done. Given that computer-mediated communication is a textual (electronic) rather than a visual (face-to-face) medium, meaning must be carried by the language itself rather than relying on the environmental context as the means of communication and/or interpretation. Given this relationship, because the language of communication is English, low context communication is presumed, thus perhaps disadvantaging those whose cultural background relies on high context communication.
Interestingly, low context participants concentrate on the participation environment, while high context participants concentrate on their individual work/effort and/or skills in the discussion.
Noticeably however, the responses indicate that cultural background directly influences the priority of perceived benefits received and challenges posed from the same asynchronous communication network. The perceptions are based on learning patterns which are developed as part of a participants’ ethnic/cultural development, and are potentially challenged by participation in an asynchronous communication network, which of itself is implicitly culturally based. Further, high context participants in an asynchronously delivered seminar, while assured of higher quality participation through an offline ability to infer meaning through low context communications, are at least initially more likely to be disadvantaged by technology differences as well as the communications norms implicit in their cultural background.
·sloan-c.org·
JALN: Does one size fit all? Exploring Asynchronous learning in a multicultural environment
Web-based Learning Design: Planning for Diversity
Web-based Learning Design: Planning for Diversity
2002 summary of research on how diversity affects online learning, focusing especially on Hispanics. Includes differences in communication due to culture, including differences between different Hispanic populations (i.e., Mexico isn't the same as Guatemala). Also notes that Hispanics are often on the wrong side of the digital divide and may have less prior experience with technology, therefore exhibiting fewer characteristics of the net generation.
·usdla.org·
Web-based Learning Design: Planning for Diversity
Online Tutoring e-Book 6 - Culture and Ethics - Facilitating Online Learning
Online Tutoring e-Book 6 - Culture and Ethics - Facilitating Online Learning
Although this is written specifically for online tutors, much of the information and advice applies to online facilitators as well. The authors examine cultural differences in the online learning environment, including how diversity affects language, written text, images, metaphors, communication style, and online presence. Appendix B is a chart comparing different linguistic groups and cultures.
<p><font face="VERDANA">Some of the key questions revolve around how culture is, or is not, experienced online: </font></p><p></p><ul> <font face="VERDANA"><li>Is it easier to work across cultures free from visuals cues, which tap into our prejudices? </li><li>Is it harder without visual cues so that we miss sensitive cultural cues? </li><li>Just how do we maximise the diversity and respect for cultures while tutoring online? </li></font></ul>
·otis.scotcit.ac.uk·
Online Tutoring e-Book 6 - Culture and Ethics - Facilitating Online Learning
ISTE | NETS for Teachers 2008
ISTE | NETS for Teachers 2008
NETS-T 2008 standards--technology standards for teachers in 5 categories.
<td width="18"><strong>1.</strong></td> <td width="96%"><strong>Facilitate and Inspire Student Learning and Creativity</strong></td>
<td width="18"><strong>2.</strong></td> <td><strong>Design and Develop Digital-Age Learning Experiences and Assessments</strong></td>
<td width="18"><strong>3.</strong></td> <td><strong>Model Digital-Age Work and Learning</strong></td>
<td width="18"><strong>4.</strong></td> <td><strong>Promote and Model Digital Citizenship and Responsibility</strong></td>
<td width="18"><strong>5.</strong></td> <td><strong>Engage in Professional Growth and Leadership</strong></td>
·iste.org·
ISTE | NETS for Teachers 2008