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E-learning at Wilkes University

Fresh insights from the team

Monthly Archives: October 2010

Prof. Trent Batson is the executive director of The Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL), a ePortfolio community, who dedicates his work on investigating the uses of ePortfolio in education. In his article titled “Reviewers Unhappy with Portfolio ‘Stuff’ Demand Evidence”, Prof. Batson discuss portfolio’s failure to show evidence of successful learning outcomes – nor it leads to any other conclusion since these portfolio are a collection of just “stuff”. When an instructor requests students to work on an assignment which is later uploaded to an ePortfolio, the later reviewer will have difficulty to understand what is it that the student learned –  “What was the context for the original work? Why did the student do this work? And what does this work show?”

“Electronic portfolio technologies can store student work such as written assignments, photos of work on assignments with teams in or out of the classroom, diagrams, audio clips, video clips–basically anything in digital form. Students can upload those files from their desktops, laptops, or even their smart phones. Collecting is easy. Interpreting and integrating the collection is hard. “

Prof. Batson adds that simply collecting student’s academic work is not enough for accreditation assessment purposes. Both student and instructor must add evidence that there was a question to be answered and if the learning outcome was actually achieved. He points out that many of the portfolio evidences have date stamps, annotations, comments and respective student’s responses. Yet this still lacks qualitative evidence of student learning: “where it was found or created, how it is relevant to a problem or question, how it fits with other evidence, and finally, what claim it supports”.

Prof Batson suggests that in order to portfolios prove a student has learned concretely, courses should ask questions that lead students to produce work with learning evidence. Finally, he adds:

“The very best portfolio implementation, therefore, is a complete institution-wide implementation so this kind of explicit context continuity can be created for the benefit of students, faculty (for review purposes), and reviewers and assessors; as well as for accreditation review, institutional curriculum review, institutional transformation, and for the improvement of learning.”

Read the “Reviewers Unhappy with Portfolio ‘Stuff’ Demand Evidence” article here.

What colleges and universities are using iPads? And what are they using it for? Are they making an effective use of it? We brought a list of known Colleges and Universities that are adopting iPads on campus and how they’re been used. Check below in this post.

Fifteen years ago Gartner had coined a new term that would describe popular over-excitement on the adoption of new technologies: the hype cycle. Hype cycles are represented by sinusoidal graphs that describe the stages in which consumers react to a product. The Hype Cycle begins on the technology’s first day of release; followed by a period of massive expectations; followed by disappointment; then if consumers decide not to abandon it then the technology gets a chance to undergo re-analysis of its effective use;  finally, the technology can reach a “plateau of productivity”. Check the definition of Hype Cycle here. From 1995 when they published their first hype cycle trends, Gartner has performed the same study every year.

This year’s hype cycle published by Gartner puts the iPad APPS  (depicted as “Media Tablet” on the hype cycle graph) at its “Peak of Inflated Expectations” stage and, they add, the prediction of mainstream adoption is from two to five years. E-Book readers are currently at the “Trough of Disillusionment” stage according to Gartner’s latest Hype Cycle. “Pen-Centric Table PCs” (which is NOT the iPad) at a more advanced stage , the “Plateau of Productivity”. From that, it is plausible that the iPad at its peak of increasing consumption by colleges and universities – but due only to its hardware stardom. In other words, schools are adopting iPads because they are “very cool” devices and NOT because iPads offers Software X and Y that only exist in the iPad which increase the learning potential within the classroom. 

LIU expanded its iPad Program advocating students can sign up for classes through the device (which is something they could well do through a desktop or a laptop). According to Gale Stevens Haynes, provost of the Brooklyn Campus they can also “connect with classmates, faculty members and advisers; organize, store and share files, assignments and presentations; access their academic and financial aid records; download digital books; take notes in class; and conduct research online.” Now, I’d like to point out that students can do all that with a laptop by sending e-mails, using Facebook, CMS or LMS, campus online system for general communication, they can also store and share files, access academic records, download digital books, take notes in class and research online. Everything listed so far can be done with a laptop. Maybe the mobility factor here is a plus. What I’m looking to hear is if iPads offer apps (that could not be installed on a computer otherwise) that promote extraordinary learning experiences with higher levels of interactivity, collaboration, multimedia richness, constructiveness and many other nice adverbs.

Oklahoma State is testing iPads  for their Marketing program which Campus Technology said “The university is looking to answer questions with the pilot such as how the courses are academically enhanced with the use of the devices, how the iPad and its specific apps and Web-based tools can be integrated, and how the integration of the mobile tools can expand the tactical abilities of students as they move into employment.” This approach seems to be  grounded than to distribution or selling-at-an-amazing-discount approach once it aims to investigate its use in a certain learning context.

Duke University is also trying a similar approach to Oklahoma State but for field research instead –  Duke U Trying Out iPads for Field Research

Listed below  are cases of schools  “piloting” iPad effective use before full hardware adoption.

Listed below are iPad adoption without a study of effective improvement in the learning experience but just for  mobility purpose mainly.

Ipads for Library Loans:

Some schools will BAN iPad use within campus:

Other readings:

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The Chronicle, through their Wired Campus blog, published this morning the new Gates’ initiative called the Next Gen Learning Challenges. The NGLC in partnership with Educause will provide grants on the scale of thousands and even millions to schools (K-12 through Higher Ed) that have plans that make use of technology that push for student’s advancement to and through college. In other words, technology-based strategies that improve numbers of student’s admission in college or completion of their college degree. Each grant will focus on a certain challenge. The first grant is for higher education.Check the NGLC documentation here.

Visit: www.nextgenlearning.com

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The activity of learning to play a game that in many cases implies on: learning the machines of the game,  the necessary skills to play it,  the possible strategies that causes the winning situation, learning to play online  by collaboration or competition, and many others

The fact that learning, a high complexity cognitive process, occurs while playing it implicates games into the sciences of education. James Paul Gee, Marc Prensky, Jan Plass, Constance Steinkuehler, Kurt Squire, Henry Jenkins,  Carrie Heeter, Clark Aldrichm, Katie Salen, Richard Van Eck and many other names have dedicated exorbitant amounts of time and effort, life, careers, money researching the influences of games in educational contexts.

Games come in many forms: video games, computer games, online games, board games, card games, physical games, sports games. Games are defined by rules to create a micro world, a simulacrum of a world of certain rules where people are free to play by these rules. Games are created for leisure, entertainment, engagement. But why do people play games? One of the many theories lays escape from the real world, to be better than other players, to explore the play world, to achieve and being able to achieve, for the social fun, to be in charge, to solve puzzles, to build their own world, to engineer. This very much relates to play in the literal sense of the word. Among humans, play has played a major role on learning, rituals, storytelling that asserts the culture of its group, and many other reasons. For these many reasons and others, play has been an intrinsic social activity. A Games is a medium for play. While play could be free, games have rules.

The reasons are multifaceted and plural. But games attract our attention, swirls with our motivations and feeds us with rewards that are not measurable.
We learn from rewards that we always want to come back for more. We learn from rewards that if we increasingly get more and more that becomes our motivation. Rewards have us produce positive emotions. Motivation leads us to seek such reward. When our motivation drives us to seek a certain rewards, the process that gets us there becomes a learning process. If something attracts our attention (the stimulus) that gives us a hint of the possibility of reward then our motivation will move us toward gaining that reward.

Games have lately been said to help us develop faster and sharper decision-making skills.  They have been said to incite the production of dopamine which is key for our brain to recognize we’re getting our reward. Dopamine also plays a major role in our memory retention. It is said that this neurotransmitter influences how we make decisions based on outcomes prediction. We think we will get something good (reward, positive outcome) out of something therefore there are a couple of decisions we need to make in order to reach that positive goal and avoid the bad things.

That’s what happens in our brains while we play video games. And the learning process that takes place out of it is incredibly powerful and effective.

Now, understanding the mechanics of cognitive learning while playing video games is it possible to transfer this  tool to a learning scenario? Let’s take a look at Bloom’s Taxonomy starting from simple learning outcomes to most complex: knowledge, comprehension, application, analysis, synthesis and evaluation.

– { KNOWLEDGE } Can we memorize a certain information and upgrade it to a knowledge level by playing video games?
Games whose focus is not on the play experience but on the information it brings inside the game are a good suggestion for this one such as science, math and history. A game on civil war facts, or a game on colony of ants hierarchy roles.

– { Comprehension } Can we describe, recognize, discuss or restate something that we just learn by playing video games?
Games whose focus is on the process such as how to the civil war took place or on how a colony of ants starts and how it grows.

– {Application) Can we demonstrate, operate, sketch, simulate something that we just learned by playing video games?
Simulations are common games that helps us manipulate a certain scenario. Simulating and/or re-creating civil wars or a colony of ants.

– {Analysis} Can we distinguish, analyze, experiment, compare, contrast, criticize, debate, question something that we just learning by playing video games?
Simulations, again, can be great tools that re-creates a safe scenario where players can test out different possibilities while their develop analytical process that can lead them to learning.

{Synthesis  and Evaluation} These higher order of complexity learning outcomes usually takes place at a social scenario where a mentor and colleagues are present, and where real life elements are involved. We learn to synthesize and evaluate when someone is there to guide us throughout the process which goes beyond than simply laying information out.

Suggestions of games that can be used in education (depending on the learning outcome):
http://nobelprize.org/educational/medicine/insulin/
http://howtoedu.org/2010/50-free-online-educational-games-that-are-more-fun-than-youd-think/ (scroll down for college and higher ed games)
http://edugamesresearch.com/blog/2007/12/15/the-top-10-free-educational-video-games/
http://www.marcprensky.com/dgbl/Prensky%20-%20Selected%20URLs%28web%29.htm
http://comets.wisc.edu/sims_games/
http://www.darfurisdying.com/

Resources:
Learning with games report: http://www.futurelab.org.uk/resources/documents/project_reports/teaching_with_games/TWG_report.pdf
Serious Games for College http://www.onlinecolleges.net/2009/08/17/50-great-sites-for-serious-educational-games/
Also if you’re an education in K-12, Edutopia founded by George Lucas has great resources http://www.edutopia.org/
List of articles and websites in games and learning http://www.ibritt.com/resources/dc_games.htm
http://gamestudies.org/1001
Social Issues Games  http://www.gamesforchange.org/
Health and Educational Games http://www.sheppardsoftware.com/web_games_menu.htm
http://www.educause.edu/blog/gbayne/RichardVanEckPresentationonDig/166999

Some References:

Gee, J.P. What video games have to teach us about learning and literacy
Prensky, M. Don’t Bother Me Mom I’m Learning.
Schultz, W. Neural coding of basic reward terms of animal learning theory, game theory, microeconomis and behavioral ecology. Science Direct (www.sciendedirect.com). Retrieved at http://www.life.umd.edu/faculty/wilkinson/BIOL608W/Schultz2004CurrOpNeuro.pdf
Vorderer, P. & Bryant, J. Playing video games: motives, responses and consequences.