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.