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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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Innovate: Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
Sounds very promising
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The process of implementing new technologies in university settings has inherent problems, not the least of which is the tendency of educators to use technology, even new media technology, to recreate traditional pedagogical structures (Cuban 1986; Means and Olson 1994; Galarneau 2004). Adoption of new technology may also be hindered, in spite of pedagogical possibilities, by faculty members' lack of experience with it.
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The pedagogical power of three-dimensional learning environments resides in their ability to immerse learners in a synthetic, purpose-built virtual environment where they can explore content-rich worlds and collaborate around participatory learning activities (Bartle 2004)
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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
Quandary
Quandary is an application for creating Web-based Action Mazes. An Action Maze is a kind of interactive case-study; the user is presented with a situation, and a number of choices as to a course of action to deal with it. On choosing one of the options, the resulting situation is then presented, again with a set of options. Working through this branching tree is like negotiating a maze, hence the name "Action Maze".
Thinking Worlds
Looks very appropriate to e-learning
Interesting resources at http://www.caspianlearning.co.uk/index.html (the company behind that tool)
kurtsquire'sdeliciously1.0homepage
Great work in relation to learning History through simulations
See research link and Civilization III in particular
Weft QDA - a free, open-source tool for qualitative data analysis
Free qualitative analysis tool
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
H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom - Prensky 2009
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I suggest we think in terms of digital wisdom.
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Digital wisdom is a twofold concept, referring both to wisdom arising from the use of digital technology to access cognitive power beyond our innate capacity and to wisdom in the prudent use of technology to enhance our capabilities
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** Digital natives, digital immigrants - Prensky 2001 **
Notions:
digital natives, digital immigrants, virtual worlds
The arrival and rapid dissemination of digital technology in the last decades of the 20th century means that today’s students are no longer the people our educational system was designed to teach
Different kinds of experiences lead to different brain structures
As Digital Immigrants learn, they always retain, to some degree, their "accent"
Our Digital Immigrant instructors, who speak an outdated language (that of the pre-digital age), are struggling to teach a population that speaks an entirely new language
Digital Immigrants, learned and so choose to teach slowly, step-by-step, one thing at a time, individually, and above all, seriously
Digital Immigrant teachers assume that learners are the same as they have always been
It is highly unlikely the Digital Natives will go backwards
We need to reconsider both our methodology (going faster, less step-by step, more in parallel, with more random access, with less education-related language, ...) and our content (traditional and future - i.e. technology-related - content)
The effectiveness teaching Digital Natives through computer games
A frequent objection from Digital Immigrant educators is “this approach is great for facts, but it wouldn't work for 'my subject'.” Nonsense. This is just rationalization and lack of imagination
SPSS, Data Mining, Statistical Analysis Software, Predictive Analysis, Predictive Analytics, Decision Support Systems
Leading quantitative analysis tool
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Etrain Toolkit
This is a webslideshow that...
Items: 6 | Visits: 110
Created by: Terry Elliott
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IBP_overview
iBusinessPromoter (IBP) is ...
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Created by: nmstrategies _
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10.GTD Tool List for Digital
紹介ページが邪魔なのでそれを省いたリスト。ツール先オン...
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Created by: nomico n
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