Sunday, March 9, 2008

Reflective Summary 2

Reflective Summary 2

Theme 2 “Emerging Technologies and Resources for Online Learning”

Question 1

Chapter 9 – Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling

Recap/Overview

This chapter explored and discussed Participatory Simulations, which was described as students becoming players in distinctive “life-sized” games that are sustained by wearing small computers. These devices support inquiry-based science and developed skills for systems thinking as well as fostering collaborative learning in science classes. The project investigates how learning takes place in an environment created by a Participatory Simulation. (Colella, 2001)

The Use of Technology & Instructional Strategies

Renninger & Shumar (2002) identify that collaborative learning and computer-supported collaborative learning help realize active construction of knowledge, problem expression and peer-to-peer communication. They acknowledge that these concepts are essential components in the collaborative learning process. This collaborative experience is very important in learning and thinking. In addition, Renninger & Shumar (2002) state that these resources need to support communities (Web sites, online discussions, etc.), and that they must have the potential for actually being used in practice.

Successful communities are able to carry on over many generations of members without becoming easily broken. They cultivate their collective knowledge and practice by incorporating variations and being able to address contradictions that can occur from the diversity of this active membership and also the communal interaction with the larger, outside communities that the community exists in and interacts with. These communities must e able to exist over time, through various modifications and role functions. (Riel & Polin, 2002)

For this specific technology, Thinking Tags, hand held computer devices, permitted students a “hands-on” type instructional experience without actually being affected by a “viral outbreak”. The students could gather data through the use of these tags, and then actively engage and struggle with ways and methods to keep the disease from spreading. Each student would have to decide how to best use the information/data in order to better understand the simulation. This activity is based out of Dewey’s Principle of Experience (Continuity and Interaction). This experience requires students to understand and carry out the activity until a reasonable conclusion was met. This also enables students to make investigations into meaningful problems. (Colella, 2001)

Role of Teacher

Technology has the power to advance and improve teaching and learning. Good teaching comes first! It has been forecasted that modern innovations could eliminate the personality of teachers from the instructional equation altogether. However, experience with web-based learning from the past decade or so has shown that interaction with teachers (as unpredictable as it may be) is more fundamental than ever. (Roblyer, 2006)

In addition, Renninger & Shumar (2002) recognized the need to support the actual practices of teachers. In this way, they were involved in a broader community, and this could be a decisive step in self-sustaining communities. By using the community system to aid teachers in managing classroom activities thus creates the potential for increased participation in the community. Simply stated, online tools that initially support teachers in managing their classrooms and in constructing their projects can then later facilitate meaningful collaborations, learning and an authentic sense of community.

The roles of prior knowledge and teachers’ scaffolding are also a necessary part of the successful learning formula. Chapter 3 of CSCL2 summarized that an open-ended environment for discussion only is insufficient for collaborative knowledge building to occur. Hence, working with the students’ prior knowledge and involving the students’ with realistic learning tasks would also be involved. It was also summarized by the majority of our class that “the teacher needs to have a greater involvement in the knowledge “deepening” phase.” (Dr. Ge, Weekly Recap).

Rick Neumann, Sherry Cox, Shelley Hildebrand. and Walid Shihabi also previously summarized that the interrelationship between the role of the instructor and the role of technology could ease collaborative knowledge construction and learning. This could be accomplished by various means, such as creating databases (archives of community discussions), asynchronous and synchronous communication tools, providing a platform in which everyone’s thoughts were represented (visible and transparent), and providing space for negotiating meaning. (Dr. Ge, Weekly Recap)

In the Participatory Simulation case, the role of the teacher, of course, was crucial in the success of the project. The Tag Information content and configuration were designed by the teacher originally. The teacher then presented lesson objectives and expectations and instruction on how to use the tags. This aided understanding, and inquiry into the what and why. Scaffolding of student knowledge was influenced by the different stages of the design (i.e. simulations, discussions and final simulations). This was all accomplished in a social system within the “classroom”, and utilized social constructivist theory. In this way, learning is greatly facilitated with social interaction. Cole (1996) proposes that the modern era faces us with unprecedented new says of being in the world… and that human interaction has always been, in some measure, virtual. He also goes on to say “successive waves of technological innovation increase the density of mediation between individuals and groups can be expected to remain one of the major sources of changes in human life and, along with it, changes in the nature of learning and development.” (Cole, 1996, pp xxviii).

References

Cole, M. (1996). Cultural psychology: A once and future discipline. Cambridge, MA:

Harvard University Press.

Renninger, A. & Shumar, W. (Eds.). (2002). Building virtual communities: Learning

and change in cyberspace. Cambridge University Press.

Koschmann, T., & Hall, R.P., Miyake, N. (Eds.). (2002). CSCL2: Carrying forward the

conversation. Mahwah, NJ: Lawrence Erlbaum Associates.

Roblyer, M. D. (Eds.) (2006). Integrating Educational Technology Into Teaching.

Upper Saddle River, NJ: Pearson.

Class Notes, Weekly Recap. learn.ou.edu

Question 2

A. The conceptualization of this (e-IWANABE) community is built on the basis of, “What do I want to be when I grow up?” This will not be an online career assessment tool, nor a virtual career center that merely offers career information in the form of job-search advice or directories. Instead, this community will be a comprehensive source of “try on” careers for people of most ages (elementary through senior citizens).

The context will be an online learning community (or virtual learning community). This will involve a combination of physical and virtual interactions, imagination and identity.

The features would include:

(1) A community in which the core users, or participants, can return repeatedly, and be provided with advice, feedback, discussions, activities, assessment tools, and “hands-on” practice both collaboratively and individually.

(2) A multilayered communication space that would allow for the interaction of different conversations, linking of conversations across Web sites, archiving of discussions, information that would permit exchanges throughout site resources at different or future times. (Renninger & Shumar, 2002, p. 1-2). Platforms would be communal where all participants “thinking” is observable, or private.

B. Unfortunately, I am not that versed in the software packages/tools that are available. However, I have some general knowledge of Moodle and think that I could use that in this contect. Moddle has the capabilities for forums, journals, quizzes, surveys, assignments, chats and workshops, which would all be helpful for this project in the following ways:

It is important that computer-mediated communication facilitates communication between and among people. These virtual spaces can have many “rooms” or “services”. For this community, this would include chat rooms or discussion boards in which participants could “talk” to likeminded people who might have their same career interests and who are also in a novice position. In contrast, they might also communicate with those who are already in their “chosen” career; and who would offer insight on the pros and cons of their decision (Expertise). In addition, leadership could be addressed by building a relationship to help guide the participant to construct knowledge about a chosen or desired career (Mentor, Counselor, Mediator, Peers). Possibilities could also be utilized for virtual “volunteering” opportunities wherein interactions with those in relevant positions could be influences on participants’ relationships and structures of the career to be constructed. This could also serve as scaffolding.

Other forms of communication would also be utilized that would assist the participant with enhancing their networks of information and establishing connection possibilities. This could be utilized by way of archived information, access to actual career counselors and services. Tools such as interest and skill inventories (i.e. Campbell Interest and Skill Survey), personality and temperament inventories (i.e. Myers-Briggs Type Indicator and Keirsey Temperament Sorter Personality Instrument) and actual career counseling would be available. These could all work to make the experience more meaningful, personal and foster confidence and competence in assisting with choosing a career direction. Perhaps a proper fit between participant and career choice could proficiently be discovered in a less threatening and convenient environment. Additionally, there would be many applicable links such as Careerjournal.com where participants could acquire additional, or even initial, assistance with their choice.

e-IWANABE offers participants with many options in which to explore the career of their choice by visiting the various spaces (chat, discussion, bulletin board, counseling, “trying on”, interest, skill and personality inventories, etc.). Allowing the participants increased options and choices can lead to an enhanced sense of control, which is important to intrinsic motivation. (Lepper & Malone, 1987 as cited in Renninger & Shumar, 2006). Another significant factor to motivation is encouraging fantasy. This would come into play especially for the elementary-aged participants exploring what they might “want to be”. This could encourage participation of experimentation and exploration.

The “Trying On for Fit” spaces would specifically utilize the important factor of scaffolding. Participants would practice and develop knowledge concerning their “chosen career” by means of a mediator/expert. Support would be provided by a more competent individual who would help the participant successfully perform the task required of their chosen option within his/her zone of proximal development. This awareness of shared understandings and perceptions could then provide basic common ground and the foundation for better social interaction. (Vygotsky’s Zone of Proximal Development). This could provide participants with increased reassurance in this community due to repetitive assistance from peers and “experts”. This could also result in increased confidence and less anxiety.

These competent individuals would fundamentally exist in the position of acting as a role model for many of the participants to observe in this environment. This, in turn, would mean that involvement of the role model, instructor or counselor would be imperative especially in encouraging and empowering participants. Of course, the role of technology would also play a very significant role in the success of this community. Such factors as relevant databases, various communication tools, and correct platforms and support would be very influential in the ultimate outcome.

These competent individuals would fundamentally exist in the position of acting as a role model for many of the participants to observe in this environment. This, in turn, would mean that involvement of the role model, instructor or counselor would be imperative especially in encouraging and empowering participants. Of course, the role of technology would also play a very significant role in the success of this community. Such factors as relevant databases, various communication tools, and correct platforms and support would be very influential in the ultimate outcome.

I think a large part of this learning community could be based on Dewey’s principles of experiences in which “active manipulation of the environment is necessarily involved in the process of learning”. (Dewey, 1986). Vygotsky would also provide a theoretical structure that could be a very essential component in this community. This theoretical framework states that social interaction sets the stage for the development of cognition (Vygotsky, 1978). I also like Bruner’s theoretical framework that learning is an active process in which learners construct new ideas or concepts that is based on their current and past knowledge. (Bruner, 1996). Children (and adults) often think they know what is involved in a certain career or vocation and, thus, have to frequently reformulate these ideas or constructs into new knowledge. Conversely, some have a very general knowledge about a career or vocation from which they can build subsequent and new knowledge. It is imperative that the use of technology in these forms and the application of learning theories work together in order to better prepare/advance learners for the preparation of their future.

References

Renninger, K. A., & Shumar, W. (Eds.). (2002). Building Virtual Communities.

Cambridge University Press

Dick, W., Carey, L., & Carey, J. O. (Eds.). (2005). The Systematic Design of

Instruction. Pearson A and B.

Saturday, March 1, 2008

Week 7 Activity Blog

Question 1 (Chapter 5):

3-D technologies can help to create a learning environment that allows multiple participants to collaborate, communicate, interact and (hopefully) learn in instructional environments. This technology attempts to create an experience/space that mimics real-life situations. I think this would greatly enhance the learning experience, much like hands-on (or field) applications in classroom environments. This also allows for scaffolding, which is essential in learning situations. Another important factor is the collaboration that can take place. As with any collaborate experience, a collective "pot" of diverse life experiences, backgrounds, skill and knowledge areas, etc., only help to improve/enhance the learning that can take place. This, in turn, can help the cohesion of a learning community.

Pedagogies:

  • Piagetian Constructivism
  • Social Constructivism
  • Sociocultural Theory
  • Situated Learning
  • Cognitive Apprenticeship
Question 2 (Chapter 13):

The game "Reliving the Revolution" was designed with (as I understood it) AR game editor from MIT. The PDA was used. This allowed students to participate or "interact" in this virtual world. This also provided students with the chance to interact in a collaborative learning fashion. They could also roam around and communicate with other students while they were participating in the virtual world. I also noticed that the I.D. (instructional design) process was clearly at work here, especially where the evaluation (formative) was concerned. I think this is a very important aspect of understanding and advancement of the learning process. It was interesting to see this at work in tech design as well. I think that both the sense of reality and the prospect of appropriate and quality entertainment value can work together to make the learning process actually fun and aid transference to real life applications. Education doesn't have to be boring!

Sunday, February 17, 2008

Reflective Summary 1

Cynthia Mansell

Reflective Summary 1

Option 1

I would like to preface this assignment with the idea that I am not experienced in online communities, and I don’t have teaching-background experience from which to draw upon. However, I thought I would like to try this option and attempt to practice the things that I have been exposed to in the past few weeks. In short, try to bear with me; and I hope not to be too mythical (or grandiose) in my approach. Also, I will struggle with the terms and concepts of building a virtual community; but I am very hopeful that this is what helps us to learn these basic foundations.

(A) Conceptualization of the e-IWANABE Model

The online community that I propose to create and design is simply entitled e-IWANABE. The conceptualization of this community is built on the basis of, “What do I want to be when I grow up?” This will not be an online career assessment tool, nor a virtual career center that merely offers career information in the form of job-search advice or directories. Instead, this community will be a comprehensive source of “try on” careers for people of most ages (elementary through senior citizens).

Context

The context will be an online learning community (or virtual learning community). This will involve a combination of physical and virtual interactions, imagination and identity.

The features would include:

(1) A community in which the core users, or participants, can return repeatedly, and be provided with advice, feedback, discussions, activities, assessment tools, and “hands-on” practice both collaboratively and individually.

(2) A multilayered communication space that would allow for the interaction of different conversations, linking of conversations across Web sites, archiving of discussions, information that would permit exchanges throughout site resources at different or future times. (Renninger & Shumar, 2002, p. 1-2). Platforms would be communal where all participants “thinking” is observable, or private.

Subject Matter

Children are often asked, “What do you want to be when you grow up?” Many times, well into our teens (or even beyond), we still really don’t know a concrete answer to this question. With that focus, the subject matter for this community will be a virtual career hub in which participants may “try on” different professions, careers, vocations, etc. This would provide participants with the opportunity to choose, engage and practice and develop knowledge in selected careers or vocations by:

· Deciding on a career based on their interests, skills, aptitudes

· Determining and identifying which steps are needed to fulfill that commitment

· Understanding what these steps would be like to fulfill

· Realizing what it would be like to be involved in “your” career by virtually going through a daily, weekly or annual routine (Trying On for Fit)

· Practice and develop their “career” knowledge (Trying On for Fit)

· Experiencing possible pitfalls, problems or successes (once you’ve “graduated” to your chosen profession)

Target Audience

The target audience would be broad for this community as many of us are either perpetually unclear about career choices, or are needing/desiring to transition to another career. With this being the case, the age representations would exist for: elementary, early adulthood, middle adulthood, and later adulthood. Since there are multiple participant categorizations, the characteristics of the learners’ entry skills and the secondary skills that would be needed for the context of this (online) instruction (i.e. tech skills, etc.) must be analyzed and appropriate for each categorization of the participants. (Dick, Carey & Carey, 2005).

(B) Strategies

Building or Creating the Virtual Community

“An ideal of community apparently leads people to invest themselves in the Internet and the sets of imagined and desired interactions the Internet affords.” (Renninger & Shumar, 2006, p. 8). The boundary between the physical and virtual communities can be permeable and implicit. It is important that computer-mediated communication facilitates communication between and among people. These virtual spaces can have many “rooms” or “services”. For this community, this would include chat rooms or discussion boards in which participants could “talk” to likeminded people who might have their same career interests and who are also in a novice position. In contrast, they might also communicate with those who are already in their “chosen” career; and who would offer insight on the pros and cons of their decision (Expertise). In addition, leadership could be addressed by building a relationship to help guide the participant to construct knowledge about a chosen or desired career (Mentor, Counselor, Mediator, Peers). Possibilities could also be utilized for virtual “volunteering” opportunities wherein interactions with those in relevant positions could be influences on participants’ relationships and structures of the career to be constructed.

Other forms of communication would also be utilized that would assist the participant with enhancing their networks of information and establishing connection possibilities. This could be utilized by way of archived information, access to actual career counselors and services. Tools such as interest and skill inventories (i.e. Campbell Interest and Skill Survey), personality and temperament inventories (i.e. Myers-Briggs Type Indicator and Keirsey Temperament Sorter Personality Instrument) and actual career counseling would be available. These could all work to make the experience more meaningful, personal and foster confidence and competence in assisting with choosing a career direction. Perhaps a proper fit between participant and career choice could proficiently be discovered in a less threatening and convenient environment. Additionally, there would be many applicable links such as Careerjournal.com where participants could acquire additional, or even initial, assistance with their choice.

e-IWANABE offers participants with many options in which to explore the career of their choice by visiting the various spaces (chat, discussion, bulletin board, counseling, “trying on”, interest, skill and personality inventories, etc.). Allowing the participants increased options and choices can lead to an enhanced sense of control, which is important to intrinsic motivation. (Lepper & Malone, 1987 as cited in Renninger & Shumar, 2006). Another significant factor to motivation is encouraging fantasy. This would come into play especially for the elementary-aged participants exploring what they might “want to be”. This could encourage participation of experimentation and exploration.

The “Trying On for Fit” spaces would specifically utilize the important factor of scaffolding. Participants would practice and develop knowledge concerning their “chosen career” by means of a mediator/expert. Support would be provided by a more competent individual who would help the participant successfully perform the task required of their chosen option within his/her zone of proximal development. This awareness of shared understandings and perceptions could then provide basic common ground and the foundation for better social interaction. (Vygotsky’s Zone of Proximal Development). This could provide participants with increased reassurance in this community due to repetitive assistance from peers and “experts”. This could also result in increased confidence and less anxiety.

These competent individuals would fundamentally exist in the position of acting as a role model for many of the participants to observe in this environment. This, in turn, would mean that involvement of the role model, instructor or counselor would be imperative especially in encouraging and empowering participants. Of course, the role of technology would also play a very significant role in the success of this community. Such factors as relevant databases, various communication tools, and correct platforms and support would be very influential in the ultimate outcome.

(C) Framework

For this assignment, I drew from many resources and generously sprinkled them throughout. I found that this assignment really helped me reflect upon what we have been exposed to in the last few weeks and mediate how I could incorporate the many concepts into my own ideas or conceptions. I found that the Building Virtual Communities text was especially supportive and also the Week 4 discussion summaries were helpful in helping me sort through and consolidate the big picture. I was also drawn back to the aid of previous semesters’ texts, which also proved to be a very good consolidation practice for me, even though I only ended up using two of them!

References

Renninger, K. A., & Shumar, W. (Eds.). (2002). Building Virtual Communities.
Cambridge University Press

Dick, W., Carey, L., & Carey, J. O. (Eds.). (2005). The Systematic Design of Instruction. Pearson A and B.

McDevitt, T. M., & Ormrod, J. E. (Eds.). (2007). Child Development and Education. Pearson Merrill Prentice Hall.

Saturday, February 2, 2008

Blog #2 BVC

Well, here I am again (behind). I swear I will get the hang of these due dates! Now, if I can figure out how to respond!

Chapter 9

In this chapter, the author has discussed various aspects of the emergence of "wired self-help" (pg. 264). They discussed this through the theoretical concept of reflexive modernization. These theories help to explain social change in terms of current views. With a background of sociology (and psychology), I found this interesting. The computer (and Internet) have gone through a lot of changes in past times. Although now the Internet is heavily populated with just about anything you can think of (and some you don't want to), I think it is always evolving in generally a positive way. It is now almost an automatic response for many people to "google it" when needing to know something, or wanting to learning about some malady, etc. I don't even use a traditional phone book anymore. Likewise, many other routine tasks are also performed in this manner (banking, bill paying, shopping, etc.).

In addition to all of these routine tasks, one can also find as much self-help as one could seek. Recently, my husband and I discovered that our eight-year old dog has "gone" blind. We wondered what could have caused this, and what steps should we take, where should we go, etc. A few minutes later, we were slogging through a mountain of information. Although, we're still not certain what her particular condition is, we now have some good basic ideas of what could possibly be root causes, possible diseases, what steps we should now take, etc. This is very important because now we are possibly armed with some information (ammo, if you will) before we go to the vet. This could help in narrowing down the process and perhaps also help escape unnecessary testing and medication costs some vets push. Much of this information can help initially guide people in the direction they should go.

I think all of this information seeking can be very helpful when researched and analyzed carefully and discriminately. When seeking such information and knowledge construction, however, one has to be careful to consider the sources and weigh all the information as best they can. Multiple opinions are helpful. The down side is that anyone can post or write a web page so it is very important to weigh opinions/information carefully. I think it is also important to use the information as a spring board to then actually going out and getting the right treatment, materials, etc., to carrying out whatever it was you were seeking.

This chapter also mentioned the danger that the Internet may be forcing a more passive experience. They proposed that perhaps individuals could become consumers rather than producers. Personally, I don't think we really need the Internet for that effect. Media, in general, has been taking that role for years now. Television has always been accused of this effect, and I believe that if it is one's nature to passively engage in any form of media or technology, then it may be the pattern of the individual and not the nature of the technology. Hopefully, technological advances will equip all of us for betting understanding and allow us to take strategic advantage of engagement, whether virtually or in reality.

Chapter 10

In Chapter 10, the authors discussed the understanding of life cycles of virtual learning communities. I found this chapter interesting because I think (being a psych person) the life cycle of anything is interesting. With anything, we see birth, growth, maturation, decline and loss of functioning. One can see this with corporations, even fast-food chains. Businesses and advertising spend many resources on studying this phenomenon.

This is also true of online learning communities. In the past years, we have witnessed an explosion of this type of learning (birth), growth and maturation. There are quite a few that have also experienced a loss of functioning. What happens to these communities? I think that just like any life cycle (especially human) that has undergone a loss in functioning, it lies in the lack of proper support or the intervention of some traumatic external factor(s). Therefore, I think it is of utmost importance to structure the kinds of support that encourages routine functioning and also supports future growth. However, as straightforward as this may sound, I think we as humans have always had some difficulty in controlling these factors as a society in general and as individuals. However, knowledge about these life cycles in and of itself can help understanding, growth and learning overall.






Tuesday, January 29, 2008

Blog #1

I have never blogged before so this is all new to me. If I'm not using the correct format, etc., please bear with me, and I'll learn.

I found the Intro. to be useful in providing a general overview of the course. The Renninger & Shumar Chapters 1 and 2 discussed many interesting things/concepts, etc., as well.

It is amazing to think how far the Internet and World Wide Web have come in these years. It wasn't all that long ago that this technology was created, developed and only utilized by the military or hardcore academia. As it trickled down, everyone became acquainted with this new technology. I remember way back when my husband and I were fresh undergraduates, we would have to stand in line at the computer labs around campus to get on a computer. Not that many students back then had their own computers. And now, it is almost like a telephone - everyone has one; parents, etc. In addition to their academic importance, I think the most wonderful thing about this technology is that it allows one to keep in touch with their long-lost friends or faraway family members where once this was nearly impossible to do. I wonder what the future will be like? Computers and technology already handle/offload a lot of the tasks and thinking that was once reserved only for humans.