Thursday, December 5, 2013

Plagiarism Detection & Prevention


According to the Council of Writing Program Administrators, “Plagiarism occurs when a writer deliberately uses someone else’s languages, ideas, or other original (not common-knowledge) materials without acknowledging its source” (Quinn, 2006) (as cited by Jocoy & DiBiase, 2006). Plagiarism is a violation of academic integrity. Therefore, educators have a responsibility to assist students in the development of moral reasoning. This can be accomplished through the detection and remediation of specific violations. On the other hand, some educators suggest that concern with plagiarism should be more about teaching students to appreciate the development of knowledge, acknowledge intellectual contributions of others, and represent the process of building on existing knowledge in academic writing and less about violating rules and copyright laws (Howard, 2003) (as cited by Jocoy & DiBiase, 2006).

The ability to detect plagiarism has increased over the years due to increased internet use. EVE (Essay Verification Engine) and Turnitin.com compare individual student papers to Web documents and/or to essay databases to find and report instances of matching text. Also, free online search engines such as Google allow instructors to track down copied phrases. Paloff and Pratt suggest that many learners don’t consider copying and pasting from websites as plagiarism or reusing their work from previous courses as cheating. One strategy to use in order to reduce plagiarism and cheating is to incorporate plagiarism instruction. Soto, Anand, and McGee (2004) (as cited by Jocoy & DiBiase, 2006), found that students who received no explicit plagiarism instruction plagiarized twice as often as those who participated in active instructional activities such as class discussions of definitions of plagiarism. Paloff and Pratt suggest designing assessments that are challenging and mirror real-life expectations. By designing such assessments, students will be spending more time conducting research and seeking assistance rather than cheating.

Additional considerations to help detect or prevent plagiarism and cheating could be to develop clear and concise guidelines to communicate expectations with regard to plagiarism. The customized guidelines would spell out proper citation of text and graphic source material in student assignments specific to the course. As suggested by Jocoy and DiBiase (2006), students would be held accountable to the guidelines by requiring them to pass an academic integrity quiz. Research suggests there is a correlation between carefully designed instruction about plagiarism and fewer infractions (Soto, Anand, & McGee, 2004) (as cited by Jocoy & DiBiase, 2006).   

References

Jocoy, C., & DiBiase, D. (2006). Plagiarism by adult learners online: A case study in detection and remediation. International Review of Research in Open & Distance Learning, 7(1), 1–15.
Retrieved from the Walden Library databases.

Laureate Education, Inc. (Executive Producer). (2012i). Plagiarism and cheating. Baltimore, MD: Author.

Thursday, November 28, 2013

Using Technology in an Online Learning Experience


Society today is becoming increasingly dependent on all forms of technology for daily
functioning. Cities are putting up free wireless zones for access to the internet, and just about every coffee shop or airport these days has free wireless computer access. It is clear that technology is advancing at an extremely rapid pace, but are the users of technology able to keep up?

 Designers of online courses must consider the needs of adult learners, their motivations, expectations, and experience level. Creating information that taps into the strengths of an adults’ experience and ensuring that clearly defined goals and expectations are laid out beforehand will help ensure higher participation and follow through in online courses. Adult learners enjoy taking on the responsibility for their own learning, and when properly guided and prepared for a learning experience they are quite capable of achieving a high level of competency.

 In the late 1990s, there was a lot of discussion about the so-called “digital divide”
among those who had access to technology, and those who did not. While more affluent
people still have greater access, technology has become cheaper and more accessible to
everyone (Day, Janus, & Davis, 2005). More and more families own a computer that has access to the internet. However, mere access to technology does not make one able to use it. As the rise of the internet has brought a tremendous surge in the availability of information, pressure on adults to learn and adapt to new technology for work

and pleasure has increased. The popularity of distance-learning and computer-based training for both formal and informal learning has made it more and more important that adults be comfortable with using computers to learn for both work and personal enrichment. Online instructors must understand many adult learners have anxiety, resistance and poor attitudes about computers, which can make even the best computer-based instruction fail if the needs of these learners are not identified and addressed.

 Additionally, Torkzadeh and Angulo (1992) suggest increased demands for computer
competency and literacy in the future will far outpace currently training in high schools and colleges, leading to even greater computer anxiety, not less.
Anxiety is a major impediment to technology use and implementation, and a major
barrier to adult computer-based learning and training. In order to better meet the needs of the learners, educators and trainers need to have a good understanding of the factors that affect a learner’s computer attitude, and thus be able to identify high-risk learners that may need extra intervention.

 
I have found blogging to be most appealing for me. Blogging allows your visitors to leave comments and interact with, not just you, but each other under each post that is made. You can actually create a community of people around your site who will visit your site regularly for updates.

 

References
Day, J., Janus, A., Davis, J. (2005). Computer and internet use in the united states: 2003. Washington D.C.: US Census Bureau.

 Torkzadeh, G. a. A., I.E. (1992). The concept and correlates of computer anxiety. Behavior and Information Technology, 11 (2), 99-108.

 

Thursday, November 21, 2013

Internet-Based Multimedia Resources for Online Learning


Why digital gaming and simulations? Simply put, these technologies afford us the ability to convey concepts in new ways that would otherwise not be possible, efficient, or effective with other instructional methods. These technologies don’t just help us teach the old stuff in new ways, they can also help us teach new stuff in new ways. An activity that is categorized as a game includes tasks that provide an element of engagement, decision making, and knowledge acquisition from a new perspective (Conrad & Donaldson, 2011). Digital games, whether computer, game console, or handheld-based, are characterized by rules, goals & objectives, outcomes & feedback, conflict/competition/challenge/opposition, interaction, and representation of story or more simply, “Purposeful, goal-oriented, rule-based activity that the players perceive as fun” (Klopfer, 2008).

Although analogous to digital games and often included in the gaming spectrum, simulations explore and replicate real-life situations (Conrad & Donaldson, 2011). One essential aspect that separates digital games from simulations is the lack of game dynamics or the “win state” that exists in digital games. The beauty of simulations is that they create learning opportunities and experiences that might otherwise never be able to be created in the traditional classroom---learning experiences that are authentic models of real world situations, allowing for strong transfer of understanding to real world situations. Shaffer (2006) explains, “computers…let us work with simulations of the world around us…and these simulations let us play with reality by creating imaginary worlds where we can do things that we otherwise couldn’t do at all”. Not only is this highly motivating and engaging for students, it allows students to retain, connect and transfer learning from these experiences to future learning and experiences.

SimSchool (http://www.simschool.org) is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching. SimSchool is like a "flight simulator" for educators - a place where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning.

 

By creating and playing in virtual classrooms using interactive features and game-like tools, users can explore two of the most important questions in effective instruction: How do you learn to be a teacher? How do you do the processes of planning, thinking and seeing what students are like before they enter the classroom by reading student records, understanding some things about their personalities, their capabilities and their learning styles.

Users can also experience and practice working with ethnically diverse virtual students, students with an extensive range of special needs, and students at all levels of language proficiency. By adjusting the emotional variables openness, conscientiousness, extroversion, agreeableness, neuroticism and visual, auditory, and kinesthetic capacities, SimSchool can generate nearly 1 billion different student profiles. The intelligence and emotional models that underpin SimSchool are valid for approximately age five through adulthood.  

From this resource I learned that there can be a significant positive impact in experiences for teachers to help them become more effective leaders in their classrooms and learning communities. This resource can also improve pre-service teachers’ performance in teacher preparation courses and attitudes toward inclusion of special needs students.

GAPS (Games and Professional Simulations) is a cooperative group comprised of six research groups across the country headquartered by the Epistemic Games Group at the University of Wisconsin-Madison, home of the Pandora Project.

Pandora Project (http://edgaps.org/gaps/projects/past-projects/pandora-project/) is an epistemic game developed by David Williamson Shaffer and a team of researchers at Harvard University. In the game, players become high-powered negotiators, deciding the fate of a real medical controversy: the ethics of transplanting organs from animals into humans. Along the way, they learn about biology, international relations, and mediation.

X-Gen is a leading global pharmaceutical company with world headquarters in the Republic of Swindonia. Researchers at the company have been working for over a decade to make it possible to transplant organs from one species to another, a technique known as xenotransplantation. Yesterday, X-Gen’s scientists announced that they are ready to begin clinical trials on humans at their research center in the capital city of Hoggopolis.

Their announcement created a firestorm within the scientific and medical community. Proponents argue that xenotransplantation might end the shortage of organs for patients suffering from late-stage organ failure who need transplants to survive. Opponents say there are too many potential problems associated with taking organs from one species, X-Gen plans to use pigs, and transplanting them into humans. A virus that flourishes in pigs could infect the human recipient and be transmitted from that patient to the general public, causing an epidemic. It is clear to the scientific community that this is a possible risk. Thus begins The Pandora Project. The scientists of Swindonia aren’t sure how likely the dire scenario of global pandemic from xenotransplantation might be, and neither are scientists in the real world. X-Gen and Swindonia don’t exist, but the organ donor shortage and the risk of diseases that migrate from one species to another are all too real.

The game begins with a multimedia introduction to the issues of xenotransplantation: a cut-scene that gives an overview of the game to come. Players take on stakeholder roles in groups of three and spend several class periods conducting a conflict assessment, using internet links in the game to research their positions on xenotransplantation and the positions of the other stakeholders. They gather information on genetics, epidemiology, and cell biology they need to argue for their position. Based on their research, each stakeholder group prioritizes the issues in the dispute and the various options for each one. Using these priorities, players divide into groups, with each player representing a stakeholder in one of three separate negotiations. The negotiations take place over several hours, and the game ends with the same kind of debriefing that takes place in a negotiation practicum.

This learning resource truly creates authentic learning experiences that has meaning and relates to the real world because it is modeled on the systems of the real world.

The one concern I have as an educator incorporating these resources into online learning experiences involve development costs. Games and simulations that incorporate artificial intelligence or other advanced features can require a significant amount of development work which means spending more money than an institution is willing or budgeted to spend.

References

Conrad, R., & Donaldson, J. A. (2011). Engaging the online learner: Activities and resources for creative instruction (Updated ed.). San Francisco, CA: Jossey-Bass.

Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games. Cambridge, MA: MIT Press.

Shaffer, D. (2006). How computer games help children learn. New York, NY: Palgrave Macmillan.

 

 

 

 

 

   

Thursday, November 14, 2013

Launching the Online Experience


Setting Up Effective Online Learning Experiences

One of the most essential steps for setting up effective online learning experiences for adult learners is getting acquainted. Getting to know each other is the foundation of building trust and presence for the teaching and learning experiences (Boettcher & Conrad, 2010, p.51). This allows learners to be a part of an understanding environment for reaching out and risking beliefs in discussions. Another essential step for setting up effective online learning experiences for adult learners is for the instructor to ensure that all learners are engaged, present, and participating. According to Conrad and Donaldson (2004) (as cited by Boettcher & Conrad, 2010), the faculty member focuses on providing positive, supportive, and encouraging comments about the overall course process and clarifies course expectations and the types of learning experiences in the course requirements. Clear and concise guidelines about what is expected of learners and what they should in turn expect from the instructor will go a long way in ensuring understanding and satisfaction in the online community.

In addition, the instructor must also take into account the creation and design of discussions and content. The instructor must create engaging and challenging discussion questions with clear rubrics for assessing the online discussions. Creating engaging discussions is one of the highest priorities for a new course (Boettcher & Conrad, 2010, p.56). Discussions are the core of online teaching and learning and critical for effective online socialization and cognitive engagement.  

Reference

Boettcher, J. V., & Conrad, R. (2010). The online teaching survival guide: Simple and practical pedagogical tips. San Francisco, CA: Jossey-Bass.

Thursday, October 31, 2013

Online Community Building & Effective Online Instruction


The essential elements of online community building are people, purpose and process, according to Palloff and Pratt. Without people there is no need for community. People must be engaged. Being engaged with one another to make meaning transforms learners. The outcome is a sense of co-created knowledge and meaning. Purpose sets the tone for the course. You must have guidelines for sharing information and interacting. The instructor must set clear goals for the course. The goals provide the learner with the direction they are headed and what they will accomplish by participating. In an online course, the process refers to the weekly activities, discussions, and content learners interact with in order to achieve the goals set for the course.

Online learning communities impact the learner’s learning and satisfaction by being engaged with one another. Shea, Sau Li, & Pickett (2006) highlight the critical role that community plays in academic success and persistence in higher education. Yuen (2003) asserts that a learning community can help individual learners “achieve what they cannot on their own”. It is everyone’s responsibility to create a successful online learning community. However, it is the learner’s responsibility to be a professional participant. For the first two weeks an instructor will either lose the student or hook the student for the duration of the course. In order to retain students, new student orientation must take place. This process will allow students to get to know one another, it will introduce students to the course management system and it will orient students to the online environment.  

Furthermore, online learning communities can be sustained if the website is easy to navigate, students are made to feel welcome, and if the instructor visits the website multiple times during the first two weeks. The instructor also needs to welcome the students to post their bio and relate to students personally. Students need to know the instructor is human and cares.

Additionally, Dr. Palloff defines online learning community as the ability to pull students together to support one another, to explore, and to construct meaning and knowledge together. In order for online instruction to be effective, there must be a sense of community that embraces both the learner and facilitator.

 

References

Laureate Education, Inc. (Executive Producer). (2012). Online learning communities. Baltimore, MD: Author. (approximate length: 44 minutes)

Shea, P., Sau Li, C., & Pickett, A. (2006). A study of teaching presence and student sense of learning community in fully online and web-enhanced college courses. Internet & Higher Education, 9 (3), 175-190.

Yuen, A.H. (2003). Fostering learning communities in classrooms:  A survey research of Hong Kong schools. Education Media International, 40, 153-162.

Thursday, October 24, 2013

The Future of Educational Technology


After reviewing the blogs of my esteemed colleagues, I have found three technologies that have caught my attention. The first technology is Duolingo, http://www.duolingo.com. This technology was introduced by Jeff (http://www.cyberlearners.blogspot.com). Duolingo was recently developed and is a free and user-friendly language learning site. It features language-building exercises from vocabulary to sentences. One disadvantage though, as Jeff noted, it only offers 4 languages: English, Spanish, German and French. However, this site is still a plus.

Second, is the mobile app Instapaper (www.instapaper.com) which was introduced by Chris (http://edutechinnovations.wordpress.com). Instapaper is a straightforward and easy-to-use app that allows students to save and organize web pages for viewing later (even when students are not online). This can make it much faster for students to download viewable links in either a brick-and-mortar class lecture setting or online, and save them using Instapaper so that all the material can easily be viewed back later at any time without necessarily having to be online.

The third and final technology is the mobile app Digg (www.digg.com) which was introduced by Kamala (http://kamalamukerji12.blogspot.com). Digg is the best place to find the most interesting and talked about stories on the Internet.  It is a news aggregator with an editorially driven front page that feeds selected stories form science, trending political news and viral ones that have captured the attention of social enthusiasts.  Users discover, share and recommend web content to Digg.  Digg users can vote up (dig) or down (bury) the news feed.  Many websites now add a Digg button (a man with a shovel).  I agree with Kamala and Delp (2013) in that Digg will be a great app in an adult literacy classroom.  The learners can be asked to quickly update the class and discuss trending news from Digg. Further activities for Digg users would be to share the news read on Digg with their friends in their social networks and observe how big it gets.  This in itself is a great study to see how social networks can make mountains out of molehills (Delp, 2013)!

References

Delp, J. (2013) Staying connected with Digg Reader.  Retrieved from: http://www.jeffdelp.com/2013/07/27/staying-connected-with-digg-reader/

http://www.duolingo.com

http://www.instapaper.com/

 

 

Tuesday, October 15, 2013

Digital Citizenship, Ethics & Netiquette


Teaching Digital Citizenship


URL:  http://www.edutopia.org/blog/film-festival-digital-citizenship

The five minute film festival is a website designed at making users conscious of proper behavior that should to be carried out when networking throughout the internet. Digital citizenship can cover anything from "netiquette" to cyberbullying; technology access and the digital divide; online safety and privacy; copyright, plagiarism, and digital law, and more. Borovo, (2012), states that “it provides guidelines for responsible, appropriate behavior when one is using technology, and provides a playlist of videos with various topics such as: What is Digital Citizenship; Be a Digital Citizen; Online Safety Version Digital Citizenship Curriculum Training Introduction; Invasion of Data Snatchers – How to Protect Your Online Privacy”. While there is much talk about the importance of teaching digital citizenship in this information society, not many are sure what that really looks like. What tools are out there for teaching it? And how in the world can teachers make time in an already overcrowded curriculum? These videos are created for all ages and educational levels, and with diverse preferred learning methods. The playlist is intended to offer tools to make the case that it's critical to teach digital citizenship, and then launchpad videos to seed classroom discussions once you've carved out that precious time.

 

No Grownup Left Behind!

URL:  http://www.cyberwise.org/index.html

CyberWise is a Learning Hub to help educators, parents, (and kids!) understand and use digital media safely and wisely. Digital technologies have transformed how we learn, play, and communicate with one another. While kids seem right at home in this new digital world, many grownups feel left behind. CyberWise is dedicated to providing state-of-the-art resources for busy grownups who want to understand how to use digital media confidently and safely. In addition to a website packed with free videos, ebooks, curated news, and research about digital media, CyberWise also:

PRODUCE simple, yet powerful, customized videos and ebooks.
PRESENT workshops, and provide professional development and consulting on digital media to schools, companies and community groups.

TEACH through a fun, self-paced, online certification program for grownups who want to learn new skills and earn digital badges.

 
References

Borovoy, A (2012). Five Minute Film Festival: Teaching Digital Citizenship. Retrieved from www.edutopia.com

Ribble, M. (n.d.). Nine elements: Nine themes of digital citizenship. Retrieved May 30, 2012, from, http://www.digitalcitizenship.net/Nine_Elements.html

http://www.cyberwise.org/index.html

http://www.edutopia.org/blog/film-festival-digital-citizenship

http://www.teachthought.com