Wednesday, February 25, 2015

WEEK 8 – THE FUTURE OF EDUCATIONAL TECHNOLOGY

            Throughout this class, I have learned so much about different technologies from my own research and the different resources from the classroom Blackboard. However, my experience was greatly enriched by the knowledge and contribution of my fellow classmates and for that I am very grateful. As life-long learners, we realize the importance of collaboration all the more. It is true that no one person has all the answers, but with each individual contribution, a lot more is learned. I know without a doubt that I would not have learned single-handedly about all the technologies I read about in these eight weeks. A lot of the technologies stood out to me, but we were required to choose only three. With much difficulty, these are the three that I chose.

www.isage.org  (from Andrea Smith andreasmith6.blogspot.com)
I-Safe has been around for approximately 16 years and provides practice for appropriate netiquette, how to be responsible digital citizens when using information, communication, and technology. I-Safe can be used by educators to provide ongoing training to ensure that the classroom environment remains safe for students by blocking them from visiting illegal sites or websites that are not course-related. This technology can also be used to enable adult learners to become digitally literate. The use of technology is unavoidable and “Learners must be taught how to learn in a digital society” (Ribble, 2012).
With the proliferation of technology and the internet, teaching and practicing netiquette is more urgent now than ever before. If each user employs proper netiquette, then the internet will be a safe environment for all.

www.edX.com  (from Ian Bryan idlbryan.wordpress.com)
This site is an open online course provider and online learning platform which hosts online university-level classes in various disciplines worldwide.  EdX differs from other MOOC platforms in that it is nonprofit and runs on an open-source software platform.  The site was founded jointly by M.I.T. and Harvard University scholars in May 2012 and currently there are more than 60 schools, nonprofits, corporations, and international organizations that use the edX website.  The courses are available in English, Mandarin, French, Hindi and Spanish and as of late 2014 edX had more than 3 million users taking over 300 courses online.
This technology will be an asset to any classroom in that it will enhance and complement the existing curriculum and materials. Learners can log on and explore the site at their own convenience.

www.educanon.com  (from Mona Vartanian learningsucesswithmona.blogspot.com)
Educanon is an online collaboration tool that enables educators to integrate questions and activities within a YouTube video, Teacher Tube video, screencasts, and many other online videos. This integration promotes an active learning environment and increases students’ engagement. In addition, this technology offers instructors a system to keep track of students’ progress, which will assist them to review the critical aspects of a lesson with their students.

Collaboration is one of the skills essential for the way things are done presently. In using this technology, learners will learn and practice collaboration skills which will serve them well outside of the classroom setting.

Wednesday, February 18, 2015

WEEK 7 – TECHNOLOGIES RELATED TO DIGITAL CITIZENSHIP, ETHICS, AND NETIQUETTE
            It is a fact that technology has permeated our lives on so many fronts. We become digital citizens just by using the internet whether for professional or personal reasons. Just as society is governed by rules and laws, the internet also has laws that need to be upheld by all users. These laws are for the protection and safety of all concerned. Sadly, there are some users who are not aware that such laws or rules exist, therefore they readily break them. There are other users who are somewhat aware, but still do not abide by the rules. Those of us who are good digital citizens need to continue to abide by the rules and call out or teach those who are not following the rules.
            There are several technologies associated with digital citizenship, ethics, and netiquette and I have chosen the following:

http://mediasmarts.ca/game/privacy-pirates-interactive-unit-online-privacy - Privacy Pirates is an interactive game that teaches the difference between “… information that is appropriate to give out and information better kept private – and to recognize how this may change in different contexts”.  Though this game is geared toward children, adult learners will benefit from it as well. In the game, there is a map that leads to a pirate’s treasure. This concept aims to point out the fact that personal information has value. In order to get different pieces of the map, players need to correctly answer questions about privacy and personal information on the internet. There is a tutorial section after which players play the game and encounter different situations to enable them to practice some skills. There is also a ‘mentor’ who gives advice when needed. This concept aims to elicit the fact that sometimes when one is not sure of the right choice the best thing to do is to ask for advice.
          In my adult learner classroom, I could use this game as an introduction piece or as an ice breaker at the beginning of a course. The adult learners could work in groups of two to play the game, an activity which will also strengthen collaboration. Adult learners could also write a paper about their experience and what they learned.+


https://www.pinterest.com/edutopia/digital-citizenship/ - Pinterest is an online site where members/users can share photos that are theme-based. These photos or pictures are called 'pins'. Under the theme “digital citizenship”, I found some very good pins which could be used to enhance the teaching of the topic. Some of the ones I like are: 15 Rules of Netiquette for Online Discussion Boards, How to Disappear Online, Manners Really Do Matter Online, 5-Minute Film Festival: Teaching Digital Citizenship, 5 Online Tools to Help Combat Plagiarism, Don’t Just Copy, Do The Right Thing. These pins could help visual learners to capture the messages being portrayed. 
         In my adult learner classroom, I could divide students into groups and assign each group a task to create a pin for one aspect of digital citizenship. This activity will help to develop critical thinking as groups collaborate to create an effective pin. Some of the pins could even be used as a topic for group discussion and learners could also add other aspects of the topic to the discussion. 

Thursday, February 12, 2015

WEEK 6 – OPEN AND DISTANCE EDUCATION TECHNOLOGIES

Open and distance education have made it much easier and faster to disseminate educational information and so much more. The world has become a smaller place where learners are no longer separated by time and distance because the internet has helped bridge that gap. Open and distance education have proved to be beneficial for numerous learners, especially adult learners. Each one has certain technologies by which it shares material or information. Google Hangouts supports distance education and Net Texts supports open education.

            Google Hangouts is a free internet resource that can be downloaded not only on a computer, but also Android or Apple devices, so no one gets left out. Here are some other features of Google Hangouts which make it appropriate for distance education:
The ability to make a video call with up to 10 people at the same time; users can join communities that focus on their interests and activities, access contacts all across Google, share publicly and build a following as others read your posts, tune in to live video broadcasts of topics that are of interest to you. Another advantage is that you can scroll back through past Hangouts to re-live what you talked about and you only need to sign in to Google Chats with your Google account email password.
            I became aware of the advantages of Google Hangouts in my last class where we were all divided into groups and had to submit group work each week for four weeks. One of my team members was living in Brazil and the other in Illinois. We were all separated by time and space but Google Hangouts made it possible for us to collaborate each week. We emailed each other and came to a consensus regarding the convenient time to meet, and then we held a video conference where we could see each other. We were also able to share documents on our screen during the conference. One team member volunteered to submit the papers and we could see what she was typing and give feedback in real time.
            In my adult learner classroom, I will definitely incorporate Google Hangouts into some classes and also encourage my adult learners to use it. This technology will enhance collaboration and team work among students while at the same time building their critical thinking skills.

Net Texts is a free open education resource (OER) that has a library of over 120,000 items sorted by grade, subject, and multimedia type. Though it focuses on K-12, adult educators may also use it. Educators have the ability to create a customized, multimedia course using OER alongside their curriculum and then students will be able to download and view the course on an Apple or Android device or on the web. Teachers can supplement or replace their textbooks with material from OER. “When a teacher updates a course with new material, students sync the course on their device. Teachers can easily adapt to students as the year goes on and bring current events into the classroom”. Another advantage of Net Texts is that once a course has been downloaded on a student’s device, the student no longer needs Wi-Fi to view the course. This feature will be beneficial not only to students who live in remote areas where there are sometimes connectivity issues, but also to other students who can conveniently view the course anywhere. Net Texts also has numerous out-of-copyright books that students are able to listen to while reading.
As an educator, I will use Net Texts to enhance or supplement my curriculum. Where applicable, courses will be downloaded for my students to view or listen to. This is very convenient because students do not have to carry heavy textbooks around once they have the course on their device.




Thursday, February 5, 2015

WEEK 5 – GAMES, SIMULATIONS, & VIRTUAL ENVIRONMENTS FOR LEARNING
In this digital age in which we live, we have witnessed the emergence of various kinds of technology that are now being used in every walk of life, including education. There are different kinds of games (video, computer, mobile, and board games), simulations, videos, and even virtual environments. In fact, there is a whole movement today called ‘gamification’, which is the use of game mechanics or technology in a non-game environment to engage gamers in solving problems and interacting with other gamers. Through gamification, gamers are also motivated to earn badges and points. Games, simulations, and virtual environments engage students in interactivity and practice and they can also build confidence and critical thinking skills. I have chosen a game and a virtual environment as follows:

SPORE – www.spore.com   
Spore is an online or mobile game where gamers can create their own creatures and lead them through five stages of evolution. With Spore, one can also create vehicles, buildings, even spaceships, and then take the creatures on the most amazing journey ever. Anything that is made or created can be shared or used by other gamers. A gamer can evolve life, establish tribes, build civilizations, sculpt worlds, and explore the universe. There is always the possibility of creating something new or seeing someone’s new creation that could be used. Squire (2011) notes that “good games ... refresh themselves, offering new lessons the more that we play” (p. 9).
I could use this game to develop creativity and a sense of community among my adult learners. By creating their own creatures and communities, students “become immersed in activities that engage them intellectually and push back on their thinking and actions” (Barab, Gresalfi, & Arici, 2009, p. 3). The fact that gamers are able to use and share the creations of others also fosters a sense of community and builds collaboration.

KANEVA – www.kaneva.com/ blog.kaneva.com
Kaneva combines social networking and a virtual environment; “A digital canvas for creativity and entertainment, Kaneva is the first to integrate social networking, shared media, games and collaborative communities into an immersive 3D virtual world” (blog.kaneva.com). Members create their own avatar and then get their own ‘Kaneva City Loft’, their own 3-D space that they can decorate with their own videos, music, or pictures. Members can ask friends to chat with them in real time in their 3-D space or in any of the public place on Kaneva.
Using Kaneva, students could be asked to create some problem scenarios and then collaborate with others to solve them. Like Spore, Kaneva will not only enhance creativity but also build collaboration and critical thinking skills. Learners/members will be able to collaborate and share ideas and other information through Kaneva.


References
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about    games. Educational Leadership, (67)1, 76–80. Retrieved from Walden Library databases.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital      age. New York, NY: Teachers College Press.


Thursday, January 29, 2015

WEEK 4 - MOBILE ENVIRONMENTS FOR LEARNING
            Educators today have so many resources to pull from to help make learning engaging and meaningful. Thankfully, there are various mobile devices that are available in most classrooms. However, as educators we also need to realize that technology should be a resource and not the main focus of every lesson. Pedagogy should take first place to technology. The challenge might be which mobile device to use or better still, which mobile device will enable students to better meet the learning goals of a particular course.

The iPad is an iOS based portable, lightweight, touch-screen tablet computer designed and marketed by Apple Inc. The iPad has many features like email, messaging, social media, photo-sharing, calendars, to-do lists, video-streaming, and even video chatting. With its front and back camera capability, one can take a picture, convert it to PDF, and then email it all in a very short time. Its lightweight and portability make the iPad easy to fit in the back pack or purse of a busy adult learner. When fully charged, the battery can last for up to 10 hours which makes it very convenient for some on-the-go adult learners who may need to go to evening class right after work. Another advantage is that the iPad is automatically backed up to the Cloud and stored information can be accessed from any computer or mobile device. This ensures that students do not have to worry about losing data.
This mobile device will be very useful in my adult learner classroom where students will be encouraged to use their iPad to complete assignments and then email to me. Students can also use their iPads for blogs or other collaborative activities or to access the classroom for updates. 

Software - Khan Academy App – https://khanacademy.zendesk.com/
Khan Academy is an app that allows anyone to learn almost anything for free. Anyone anywhere can log onto the internet and sign up for free. Students can sharpen their skills by engaging in interactive activities. There is now a free Khan Academy application for the iPad. There are over 150,000 exercises with instant feedback that includes analysis of right and wrong answers and the amount of time taken to answer each question. There is also a scratch-pad feature for note-taking or showing one’s work in solving a math problem, for example. Other features include:
·         Downloadable videos: take individual videos or entire playlists to watch offline at your own pace
·         Subtitles: follow along, skip ahead, or go back by navigating through subtitles
·         Track your progress: Log in with your Khan Academy user account to get credit for watching videos
·         See your achievements


Students will be encouraged to explore the app to practice skills or just to reinforce what has already been learned in classroom. This app will be more of a benefit to students who need extra help or reinforcement in a particular area.

Thursday, January 22, 2015

Week 3 - Social Networking Technologies

WEEK 3 - SOCIAL NETWORKING TECHNOLOGIES
Richardson (2010) was right when he stated that “the power of social interaction … is immense, and is being harnessed in all sorts of new and creative ways” (p. 85). We now live in a global village where information and the world itself are constantly changing. As Siemens (2009a) noted in his video “Connectivism Learning Theory” we need to ask ourselves how we can make sense of an overwhelmingly complex world. He goes on to say that because of the individual ability to create information, we now have an explosion of social media sites that connect us to each other to help address our complex world.
Twitter (https://twitter.com) is a microblogging application which is a combination of instant messaging and blogging. One can watch an event unfold in real time from different angles while getting other people’s perspectives all at the same time. Ideas and information are created instantly while using audio-visual media like music, video, or photos.
            I selected Twitter because it is free and most young people already use twitter for social networking. Since most students are already familiar with how twitter is used, it should not take long to redirect and teach them how to use twitter to enhance their education.
            In using Twitter in my classroom, students can continue discussions or conversations that were started in class but could not be completed because of insufficient time. Students could even use Twitter to collaborate with students from other countries and compare and contrast their take on a global topic or situation, more like a “twitterpal”. If students are looking for a career, they could use the site to follow a professional in that particular field they are interested in as a future career. Twitter Vision allows users to Geotag other users to know what topic is being discussed in any part of the world where the tagged users are.
LinkedIn (www.linkedin.com) is the world’s largest professional network with over 300 million users. There are two options for members: basic or premium. Sign up is free and the social networking site promises to help professionals to build their professional identity online and also to stay current with colleagues and classmates. The site offers the option of joining different professional groups where one can read comments or join in discussions on various topics. Professional opportunities like job openings, business deals, and new ventures are all possibilities for users or members of LinkedIn. From time to time people in one’s network may post news or inspiration that could encourage or motivate someone else to take a step in the right direction.
                I selected LinkedIn because I believe that it will help my students to learn how to develop a professional profile that can increase their chances of landing the job of their dreams. LinkedIn will enable students to move one step ahead in the direction of their dream job.
            I will use LinkedIn as a way to teach students how to develop their profile. Students will also be required to join a professional group of their choosing and to contribute to a current group discussion. Students will be required to do this weekly and report on their experience. 
            It is exciting when one considers the endless possibilities of using social networking to enhance the curriculum and actively engage students in their own learning. The fact that we have so many choices of social networking sites means that we have the option of choosing which ones work best for our setting. The downside to the abundance of choices is that as educators, we need to spend time doing research to find what works best for us and our students.

References
Laureate Education, Inc. (Executive Producer). (2009a). Connectivism learning theory.     Baltimore, MD: Author.

Robert Gibson(nd)http://www.slideshare.net/rgibson?utm_campaign=profiletracking&utm_medi            um=sssite&utm_source=ssslideview

Thursday, January 15, 2015

Integrating multimedia and applications can greatly enhance any curriculum. Effective use can deliver quality content and help maintain the attention of learners while engaging them in their own learning process. Today, there are a great number of applications and multimedia that are available for educators to use in the classroom. I have chosen two which I believe will aid students.
Dropbox  - ltlatnd.wordpress.com
Dropbox is a file storage app that can be accessed from any mobile device: computer, phone, and tablet. Dropbox also works across various platforms. This means that a file from a Windows computer can be modified on a Blackberry, Mac, Linux, iPhone, or Android device. Students are able to do various things like edit a document, add or share pictures, and even play videos from anywhere. Various Dropbox accounts can be set up for public or private viewing. Anything that is saved in a Dropbox folder automatically gets saved in the “cloud” and any other electronic device which is connected to the Dropbox account. This ensures that files are backed up and one does not have to worry about carrying around a bulky laptop or a tiny USB which can be easily misplaced.   
I selected Dropbox because of its versatility. Adult learners are busy people who usually have to juggle between work, school, and family. Due to the fact that Dropbox can be accessed anywhere, adult learners may have some precious time to work on a paper or assignment or to post to a blog, all while on the go.
I will incorporate the Dropbox into my classroom by encouraging students to create an account for all their assignments and classwork. They can then find time during their busy day’s schedule to quickly read or edit a paper. Dropbox can also be used for collaboration. If students are working on a group project, they can collaborate using a Dropbox account.
            Digital storytelling is a short movie of about 2 to 3 minutes long where still photos, documents, music, and sound effects are used to tell a story in the voice of the storyteller(s). a digital story does not require expensive tools or materials and once made can be burnt on a DVD and viewed on a DVD player or the TV. A digital story can also be projected on a screen or even uploaded to a website like YouTube or Vimeo. Digital stories can also be embedded in a blog.
            I selected Digital Storytelling because of the fact that it is inexpensive and the fact that it will enable students working together on a project to sharpen their creative and collaborative skills. Storytelling has long been a medium of teaching. It is believed that stories not only teach, but also empower, motivate, and make difficult or confusing material easy to understand.
            I will assign students to choose a community project to work on and tell the story of the particular project through Digital Storytelling. The groups will then share their stories in class after which there will be a class-wide discussion of what was learned. Digital Storytelling can also be used as a way for students to tell their story to the class. Students could interview family members and friends and ask them specific questions about the family history.
            There are so many different and exciting ways that multimedia and applications can be used by educators in all disciplines to enhance their curriculum and keep their learners engaged. It is by engaging learners that facts and information will be transferred to their long term memory which assures that learning has taken place.