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Innovate: Genome Island: A Virtual Science Environment in Second Life
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Virtual experiments performed in Second Life laboratories offer students activities that are both hands-on and minds-on, making it possible for students to replicate classic experiments or perform laboratory activities that might be too dangerous, too expensive, or too time-consuming in the real world. As an added benefit, the social environment invites conversation outside of formal class hours, and the game-like environment of Second Life encourages exploration
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Laszlo identifies aspects of play in both the intellectual and procedural components of doing science: Scientists play "guessing games" with the natural world and employ a number of "toys," such as instruments and other laboratory tools, in evaluating their guesses.
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JOLT - Two Approaches to Podcasting Use in the Classroom
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of a system-wide institutional grant, each instructor chose a course for which to develop her own strategy of podcasting use in order to meet her course’s particular needs. These needs reflected two essential drives suggested by Harris and
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In a study of podcasting use in Britain during 2006-2007, Harris and Park (2008) conclude podcasting in higher learning may lead to benefits to users from three different perspectives:
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** Learning and identity: What does it mean to be a half-elf? - Gee 2003 **
Notions:
identity, game, context
A MUST
Gee's tripartite play of identities defines (in the game setting but Gee shows that the same applies to learning) something similar to Lave and Wenger's peripheral legitimate participation:
- real-world identity: the *player* as character
- virtual identity: the player as *character*
- projective identity: the player *as* character
The projective identity represents the active engagement and investment by the player (or learner) in the development trajectory of the game (or learning) context
Many examples explaning projective identities are given.
For instance, our projective identity can fail when we (real-world identity - i.e. player) make our virtual identity (character) do something that the character we want our virtual identity to be would not or should not do (e.g. score an ugly goal in PES with Arsenal - I want my Arsenal team in PES to win by playing slick passing football). When this happens, users often restart the game.
Good instruction must accomplish three goals:
- entice the learner to try (create bridges to their real-world identities and create a psychosocial moratorium)
- entice them to put in lots of efforts (make the virtual world and virtual identity at stake in the learning compelling to the learner in their own terms - they need to be sucked in)
- this effort must generate an appropriate level of success and the learner needs to be aware there will be yet greater success for greater effort. Design amplification of input into the process and ideally, the virtual world needs to be built so that learners discover new powers and feel the dawning of new valued identities
Learning principles that video-games teach us (MUCH MORE INSIGHTS ARE AVAILABLE IN THE ARTICLE):
6. "Psychosocial Moratorium" Principle
7. Commited learning Principle
8. Identity Principle
9. Self-Knowledge Principle
10. Amplification of Input Principle
11. Achievement Principle
12. Practice Principle
13. Ongoing Learning Principle
14. "Regime of Competence" Principle
** Video games - Greenfield 1984 **
Notions:
video games, social, interactivity, violence, collaboration, transfer (context), creativity, challenge, peer, motivation
Evidence that games in themselves aren't necessarily addictive nor expensive
Their popularity mainly comes from visual action (not necessarily violent action) and interactivity
Violence:
- all media present some violent content
- evidence that violent games breed violent behaviour but the same goes for other media
- two-player aggressive video games, whether competitive or cooperative, reduce the level of aggress in children's play
- attracts boys but is a turn-off for girls (critical issue since video games are the entry point of children to computers)
Skills (depending on games):
- eye-hand coordination
- rules and patterns induction from observation (Pacman example) may generate in much of the games' excitement
- quickness
- parallel processing (more accessible to children whose main media was tv)
- interacting dynamic variables
- visual-spatial skills (Rubik's cubes may do that too)
- coordinate visual information coming from multiple perspectives (same as parallel processing?)
- creative thinking
- character development
- reflection
- construction, programming or other specific skill
- curiosity
- peer-teaching
Fantasy role-playing games are particularly interesting
Multiple levels: constant challenge, tangible progress, scaffolding create a long-term appeal. Provides guidelines to incorporate in all learning situations
** Interesting chemistry game example **
Transfer from medium to skill depends on how the medium is used: often seems to require verbal formulation (need to bring games to the classroom?)
WebQuests
Definition, characteristics, examples and design steps
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A WebQuest is an inquiry-oriented activity in which some or all of
the information that learners interact with comes from resources on
the internet, optionally supplemented with videoconferencing. There
are at least two levels of WebQuests that should be distinguished
from one another. -
WebQuests of either short or long duration are deliberately
designed to make the best use of a learner's time - 13 more annotations...
Innovate: MUVEs and Experiential Learning: Some Examples
The value of exploring for oneself rather than imitating pre-specified steps.
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Weigel (2000) argues that most current attempts to create online learning environments suffer from a "port the classroom to the Web" model. Researchers have noted a similar phenomenon in multiuser virtual environments (MUVEs)
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Weigel (2000) argues that most current attempts to create online learning environments suffer from a "port the classroom to the Web" model
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Eat your vegetables and do your homework: a design-based investigation of enjoyment and meaning in learning - Barab et al 2005
Notions:
motivation, game, learning, design-based, social, participation, collaboration, context, brand
Division playing-learning in elementary school
List of principles of design-based research
1. Quest Atlantis as an example of design-based research
3D virtual world where children perform educational activities (Quests) through their avatar (powerful motivator contributing to their sense of self)
Though connected to academic standards, Quests are rooted in our social commitments and framed by children's interests
2. The design evolves
The importance of the backstory in relation to the defined practices of community members and the attributes that create a product identity and culture
In addition to mandatory acitivites, students voluntarily completed additionoal ones.
Thanks to the game, students began to have an appreciation for the subject areas relation to their own lives (unlike before the game). Participation in the game increased their academic efficacy.
3. Learning Engagement Theory
The 3 dimensions of Learning Engagement Theory: learning, playing and helping (motivation is at their intersection)
QA shows evidence that academic learning was occuring alongside or in the process of playing and helping.
Hard work should and can occur in the context of an activity to which the student is already engaged.
Joy and meaning: integral elements of the framing of curricular activities
4. Motivation as a complex process
Consensus regarding the belief that extrinsic incentives (rewards) undermine intrinsic motivation
Both extrinsic and intrinsic motivation steadily decline over grades 3 through 9
By over-valuing product and under-valuing the rich processes of learning, the joy, fun, challenge and meaning have in part been stripped out of educational activity
Motivational elements: game challenge, stimulating curiosity, sense of control, fantasy of the game, identity presentation, social relations, playing, learning, achievement, helping, reward, immersion, uniqueness and creativity
Importance of context
** Situated cognition and the culture of learning - Brown et al 1989 **
Notions:
situated cognition, community, activity, authentic activity, induction, abstraction, cognitive apprenticeship, enculturation, social, collaboration
A must-read, seminal paper
Example of learning words from dictionary definition compared to learning vocabulary outside of school shows the situated nature of cognition
A concept is always under construction
Tools share significant features with knowledge:
- only fully understood through use
- using them entails changing the user's view of the world and adopting the belief system of the culture in which they are used
It isn't possible to use a tool properly without understanding the community or culture in which it's used
** Learning is a process of enculturation which must involve activity, concept and culture in a collaborative way **
School activity too often tends to be hybrid, implicitly framed by one culture but explicitly attributed to another, which limits students' access to the structuring cues that arise from the context.
It is often very different from what authentic practictioners do (and from what people do when they naturally learn) and students rely on cues that are not those of real practitioners (authentic culture of an authentic community vs school culture)
In authentic settings, the problem statement is also the solution and the procedure for solving it.
Problem solving isn't carried out solely in the heads but in conjunction with the environment. Even students do that in unexpected ways in school but this becomes ineffective in authentic settings.
Cognitive apprenticeship methods try to enculturate students into authentic practices through activity and social interaction
** Very helpful examples illustrating excellent and natural learning strategies are provided **
- continuity with familiar knowledge
- several cases leading to students generating their own learning path (and participating in the community's activity)
- abstraction
All of which are carried out collaboratively with the teacher becoming a facilitator of the process
Desinging Courses For Higher Education (Society for Research into Higher Education): Toohey: Amazon.co.uk: Books
The book suggested by Siân
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Desinging Courses For Higher Education
** Evaluating e-learning initiatives - Bastiaens et al 2004 **
Notions:
e-learning, evaluation, framework, reaction, learning, performance
Kirpatrick's four-level evaluation framework:
1. Reaction level: what participants think of the training
2. Learning level: what participants have learned
3. Performance level: to what extent the participants change their behaviour on the job
4. Organization level: monitors the organisational improvement
The evaluation requires a clear plan describing the goal, the object and the criteria
It's also important to specify the evaluation goal, design and arrangements (management and organisational issues)
** A very detailed example is used **
In addition to a detailed elaboration of the framework, it's advisable to take into account general aspects such as authenticity, exploration, scale, time requirements, objectivity required and focus
The approach proposed by Kirpatrick is partial and has to be revised conceptually to be applicable, particularly in e-learning environments today:
- the main problem with the evaluation of satisfaction is the atheoretical approach
- the effect of a course on learning cannot be measured by a simple test just after completion of the course but should be measured in an authentic situation
- it is very difficult to measure the transfer of learning on work behaviours
- the same applies to the measure of the impact on organisations (in terms of results, etc.)
Because a four-level evaluation is quite demanding, it's not wise to perform one for every learning event but only for the implementation of a new media or course type (otherwise, the cost of the evaluation may exceed that of the e-learning initiative itself).
As a minimum, the authors recommend performing an evaluation at the reaction level every time the e-learning event takes place.
Finally, evaluation has to be based on a well-considered theoretical model
** Evaluating courses and teaching - Hounsell 2009 **
Notions:
evaluation, course feedback, research methods, colleagues, students, external, peer
Looks at broadly based approaches that can be tailored to specific contexts and needs
Kinds of feedback which are sought depends on both motives and focus
These considerations are influential in determining not only *how* and *from whom* feedback is to be sought be also *when* it is to be elicited - a dimension that's often overlooked
Sources of feedback, each of which has its strengths and weaknesses:
- students
- teaching colleagues and professional peers
- self-generated
- incidental
The more sources feedback draws on, the more robust
It's also important to consider the methods of feedback (see also Hounsell et al 1997)
Questionnaires are very useful but can generate 'fatigue' and happily, there are alternative approaches, including 'instant' questionnaires, 'one-minute' papers, proformas, focus groups, student panels, structured group discussions, discussion boards.
Techniques used for gathering feedback from colleagues can be adapted for self-generated feedback
Teachers are in a unique position to analyse data gathered but equally crucial is the need to acknowledge that it can benefit from the involvement of others
In many situations, there is no ideal or obvious response to feedback, but rather, an array of options from which a choice has to be made. Sometimes, we may benefit:
- consulting with colleagues because of resource implications
- further probing to pinpoint more precisely the nature of concerns expressed
- getting students' views on the various options under considerations
** Feedback on courses and programmes of study: a handbook - Hounsell et al 1997 **
Notions:
evaluation, course feedback, research methods, colleagues, students, external, peer
** A must read **
Draw from several sources and methods (so as to avoid 'questionnaire fatigue' for example) of feedback, depending on its aim, focus, constraints, etc.
1. Course team colleagues:
- course team interaction
- previewing
2. Students
** Many forms of feedback collection are examined and examples of such tools are given **
- structured discussion
- the pyramid approach
- nominal group technique (NGT)
- student panels
- post-it displays
- email comments and variants
- staff-student consultative committees
- assignment, placement and project logs
- conventional questionnaires
- pro formas
- on-line questionnaires
- one-minute questionnaires
3. External academic colleagues and and professional or industrial peers:
- comment on course materials
- external examiners and assessors
- quality assessment and accreditation
4. Incidental feedback
Sue Habeshaw Books - 53 ...
Sources of inspiration for interesting educational activities in various domains
** What makes things fun to learn? heuristics for designing instructional computer games - Malone 1980 **
Notions:
games, challenge, fantasy, curiosity
The ideas raised are basically the same as those in Heuristics for designing enjoyable user interfaces: Lessons from computer games (Malone 1982) but it includes additional useful examples
** Great paper: read it for details, explanations, etc. **
** Gives many helpful examples of how simple educational games can be easily improved using these heuristics **
It's important for skills to be means of achieving the goal of the activity, not the goal itself (avoid making the game explicitly educational so as not to ruin its learning potential)
** Heuristics for designing enjoyable user interfaces: Lessons from computer games - Malone 1982 **
Notions:
tools, toys, games, framework, challenge, fantasy, curiosity
** Great paper: read it for details, explanations and examples of the framework **
I. Challenge
A. Goal. Is there a clear goal in the activity? Does the interface provide performance feedback about how close the user is to achieving the goal?
B. Uncertain outcome. Is the outcome of reaching the goal uncertain?
1. Does the activity have a variable difficulty level?
For example, does the interface have successive layers of complexity?
2. Does the activity have multiple level goals? For example, does the interface include score-keeping?
II. Fantasy
A. Does the interface embody emotionally appealling fantasies?
B. Does the interface embody metaphors with physical or other systems that the user already understands?
III. Curiosity
A. Does the activity provide an optimal level of informational complexity?
1. Does the interface use audio and visual effects: (a) as decoration, (b) to enhance fantasy, and (c) as a representation system?
2, Does the interface use randomness in a way that adds variety without making tools unreliable?
3. Does the interface use humor appropriately?
B. Does the interface capitalize on the users' desire to have "well-formed" knowledge structures? Does it introduce new information when users see that their existing knowledge is: (1) incomplete, (2) inconsistent, or (3) unparsimonious?
** E-tivities: the key to active online learning - Salmon 2002 **
Notes:
e-learning design, induction, development, collaboration, social, peer, activities, tasks
1. The 5 stage framework and e-tivities
I HAVEN'T READ THAT CHAPTER ENTIRELY YET BUT I WOULD CERTAINLY BENEFIT FROM DOING SO
Her model makes an argument for increasing the skills and comfort of online learners through the use of appropriately scaffolded learning activities over five stages
(very effectively applied on IDEL, which first few weeks were like an introduction to the whole Masters)
** Figure 2.1 (p. 11) an the text in front are crucial as it sums it all up nicely **
2. Resources for practitioners: 5 spark ideas for e-tivities
** Fantastic and inspiring list of e-tivities that can be applied (sometimes needs adaptation) at the various stages of the model **
Stage 1: Access and motivation
Quick e-tivities; giving practice with technology; offer 1-1 support for anyone in need; provide rationale
Stage 2: Online socialization
Getting to know each other; understanding the approach the group will take; impatience means that some e-tivities will need to be disguised a little; watch for issues of equality when using humour (netiquette?)
Stage 3: Information exchange
Suggest and model strategies for active online learning; help participants to deal with mass of messages; help them personalise and prioritise learning tasks and social interactions
Stage 4: Knowledge construction
Stage 5: Development
Try to allow maximum choice; make summaries and archives accessible; focus on self-reflection and evaluation of the learning (often assessable to ensure alignment)
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