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.