Saturday, March 23, 2013

Communication and Collaboration




The use of Internet technology and the various web tools that have been developed to increase student –centered learning range from a selection of delivery methods.  Among the tools are on-line communication and collaboration programs, video production and editing tools, as well as blogging for the purpose of idea sharing, personal reflection, and problem solving guides. 
Karpova, Correia, and Baran discuss their research into the use of technology by global learning teams that collaborate to identify, formulate, research, and solve complex problems through the use of the Internet (2009).  It is the belief of the authors that “Learning while working together is becoming mandatory to meet workplace performance requirements” (Karpova, Correia, and Baran, 2009).  The authors also share that on-line collaboration and communication have “the ability to bring together heterogeneous participants and expose students to a diversity of cultures, opinions, and communication styles” (Karpova, 2009).   A prime focus of the research addressed that there are more obstacles for on-line collaboration due to ineffective use of technology for communication, and to “establish effective communication, global teams need to quickly develop and maintain mutual understanding without face-to-face interaction” (Mezgar, 2005).
Karpova and others (2009) sought to answer a series of question through their research which included:
·         What technology do global learning teams choose to support virtual learning collaboration?
·         What are the advantages and disadvantages of different types of technology as perceived by participants?
·         What technology do global learning teams utilize at different stages of a virtual collaboration process?
·         What are the challenges and rewards identified by members of global learning teams?
The pedagogical approach of this research was to engage students and teachers in the collaborative process, while considering the cognitive and social factors of individuals within a collaborative group.  The methodology approached the questions by using data collection such as background questionnaires, interviews and discussion boards. The students that were evaluated were from either Denmark or the United States and placed into three global learning teams. 
The results of this particular study were narrowed into two separate fields, Use of Technology and Rewards and Challenges of virtual collaboration.  Among the various technologies utilized by the students was the Learning Management System, or LMS (WebCT), Skype, Adobe Connect Professional, Google Docs and e-mail.  Overall, each technology had its benefits and limitations, some of which were due to long range communication.  From this particular study, it seems as if those technologies that kept some form of written or stored information were significant.  Those that failed to record or permit a written form of communication seemed to be a downfall of such a technology.
The study conducted by Karpova and others examined “what, how and why global learning teams used different types of technology for virtual collaboration when solving complex problems” (2009). It was found that not one technology by itself met the needs of the group. Research showed that a combination of the various technologies which were used at different phases of the problem solving process provided the students with what they needed to accomplish the various tasks.
Dockter, Haug and Lewis (2010) evaluate the use of digital media presentation verse traditional literature-based curriculum in an urban English classroom.  By allowing students to critique and create their own media presentation of a topic relevant to English, students found an interest in the subject that may not have been achieved by traditional means.  By using digital media as an alternative, students had positive feedback about several aspects of the projects which included:
·         The opportunity to build their own understanding of a topic or subject
·         Collaborate in a meaningful way with fellow students
·         Included authentic audiences and consequences
·         Encouragement of critical and creative thinking through a high degree of rigor
Students in this course were provided with an opportunity to analyze media productions and then produce their own documentary film project based upon English history.  Due to the nature of the presentation aspect, many students took additional pride in their work knowing that their family and friends would be invited to see the final presentation.  The authors state “each aspect of the curriculum provided a scaffold for technical, artistic, and critical thinking skills, and focused on deep knowledge with the intention of developing a complex intellectual base for culminating project of the year: the documentary film" (Dockter ,2010).
MacBride and Luehmann address the benefits and limitations of student blogging within the discipline of math and science.  Research provided by Henning, (2003) shows that more than half of those who blog are between the ages of 13-19, which would lead one to believe that this particular form of communication would increase student engagement in a topic if used within school. The authors also provide a list of ways blogging has been used to support learning which include but are not limited to:
·         Promotion of reflective thinking
·         Nurture collaboration and relationship-building
·         Extend learning outside classroom walls
The authors reflect upon the significance of blogging in higher education, and the possible impact and implications that blogging could have on high school students.  The researchers used Internet searches to locate student blogs on the web in order to evaluate them and make a solid claim towards their benefits.  For the purpose of the study, a blog for 11th grade Pre-Calculus was chosen.  The various blog posts over the course of the year were analyzed, and an interview was conducted with the teacher to determine what factors influenced the use of a blog within the class.
                The 11th grade Pre-Calculus teacher incorporated a series of specific tasks within the blog which included the rotation of students to scribe daily classroom activities for that day and reflective writing which allowed students to think about the mathematical processes they were learning.  Other activities encompassed an Editor’s Initiative, Sunday Game Post, Chat Boxes, the sharing of resources, Del.icio.us accounts, Visitors Map, and Digital Stories (MacBride, 2008).
                After further review of the use of a blog within this course, it was found that this Web 2.0 technology increased collaborative learning, promoted a student-centered learning environment, offered a place for reflection, and delivered an enriched classroom experience (MacBride, 2008). At the conclusion of this research, the authors were confident in supporting the use of a blog within a mathematical learning environment and elaborate on the importance of the facilitating teacher’s knowledge of blogging and how they must manage the blog for effectiveness.
Collaboration and communication are among the most important concepts to incorporate into a 21st century learning environment.  With the need to provide more student-centered instruction, the Internet offers a variety of different tools that meet both teacher and student needs.  As the referenced materials provide a fundamental starting point to working towards a student-centered experience, it is evident that the diversity of students and the various ways they learn play a huge part in the decision to choose a particular media to foster learning.  Gray and Waggoner (2002) indicated that Howard Gardner’s concept of Multiple Intelligences suggested that knowledge could be displayed in multiple ways.  As discussed in previous literature, the theory of Multiple Intelligences is relevant to the argument for the use of web–based technologies.
In order to provide a diverse learning environment that will contribute to the success of the entire class, one may wish to utilize multiple tools to meet the multiple learning abilities of the class.  Within this literature, the use of multimedia tools have provided students with an opportunity to control their own learning experience through the use of on-line communication tools, video, and blogging.  It is evident from the research that each tool has proven to increase student interest and resulted in a higher success rate.  The combination of these tools could also provide the various students with a component of learning that meets their specific needs or type of intelligence.
It is suggested that a variety of different forms of communication be available in order to allow the students to choose what works best for their needs.  Brainstorming in an on-line collaborative environment is much different than two people sharing their background information and getting to know each other.  Also, video is one of the most exciting forms of artistic expression that also allows the student to create their own learning experience.  Blogging has also provided students with the chance to share ideas in a variety of ways that all contribute to learning.  By allowing students to use the various technologies expressed in this reading, one would greatly increase the chances of success.
                In conclusion, it is vital to adapt a series of different Web 2.0 tools which are likely to increase student-learning and allow each individual to build their own understanding of a topic or skill.  Both synchronous and asynchronous communication tools support student –centered learning and are a vital component to the classroom of 21st century learners.

References
Dockter, J. (2010). Redefining Rigor: Critical Engagement, Digital Media, and the New English/Language Arts. Journal of Adolescent & Adult Literacy, 53(5), 418-420.

Gray, K. C., & Waggoner, J. E. (2002, Summer). Multiple intelligences meet Bloom’s
taxonomy. Kappa Delta Pi Record, 38(4), 184-188. Retrieved from http://proquest.umi.com.proxy1.ncu.edu

Johnson, G. (2006, July). Synchronous and Asynchronous Text-Based CMC in Educational Contexts: A Review of Recent Research. TechTrends: Linking Research & Practice to Improve Learning, 50(4), 46-53. Retrieved December 14, 2007, from Academic Search Complete database.

Karpova, E., Correia, A., & Baran, E. (2009, January). Learn to use and use to learn: Technology in virtual collaboration experience. Internet & Higher Education, 12(1), 45-52. Retrieved March 27, 2009, doi:10.1016/j.iheduc.2008.10.006

Mezgar, I. (2005). Trust in virtual organizations. IN S. Dasgupta (Ed.) Encyclopedia of virtual communities and technologies (pp. 452-456) London: Idea Group Reference

MacBride, R., Lachman, A. (2008). Capitalizing on Emerging Technologies: A Case Study of Classroom Blogging. School Science & Mathematics, 108(50) , 173-17-83.

Friday, March 15, 2013

The Theory of Multiple Intelligences and the Use of Internet Technologies



The Multiple Intelligences Theory was developed by Howard Gardner of Harvard University. Originally, Gardner referred to seven different Intelligences which were Linguistic, Logical Mathematical, Musical, Body-Kinesthetic, Spatial, Interpersonal, and Intrapersonal. The concept of Naturalist and Existential were later added to the original seven.

Gardner suggests that an individual should not be assessed solely on their intelligence quotient (IQ), but by a series of different intelligence levels that may be singled out or integrated by the combination with other multiple intelligences. In his literature, Garner refers to a young girl who is being asked a series of questions to determine her IQ. Gardner comments, “This number (IQ) is likely to exert appreciable effect upon her future, influence the way in which teachers think of her and determining her eligibility for certain privileges” (Gardner, 1993, pg. 4). The 21st century learner’s intelligence should not be judged by just one method of assessment, but by a series of different assessments to reflect the various intelligences one may have beyond the standard IQ exam.

Smith (2008) provides a brief definition and example of each of the nine Intelligences. Linguistic implies an intelligence that focuses on spoken and written language. Those who are Linguistic can effectively use language to express one self. People such as writers, poets and public speakers are considered to be linguistically intelligent.

Logical-Mathematical Intelligence is required in order to analyze and solve problems. Individuals who are considered to have Logical-Mathematical Intelligence can easily recognize patterns, solve problems through deduction, and logically complete mathematical and scientific operations (Smith, 2008).

Smith also summarizes the use of Musical Intelligence to perform, compose and appreciate musical patterns, as well as bodily-kinesthetic which gives one the ability to use the whole or parts of the body to solve problems, mainly the use of the mental ability to coordinate body movements (Smith, 2008).

Spatial Intelligence gives one the ability to recognize and use patterns of wide and confined spaces. An example given by Gardner is of a twelve-year-old male Puluwat in the Caroline Islands, and his ability to master navigation by his understanding of sailing, stars, and geography (Gardner, 1993, pg. 4).

Understanding the intentions, motivations, desires, and fears of others as well as one self is a trait of those who poses the Interpersonal and Intrapersonal Intelligences respectively. The Naturalist Intelligence, one of the more contemporary views, looks at the perception among living things such as animals and plants, as well as other elements of nature including rocks and clouds. The final, Existential Intelligence, focuses on those who have a deep insight on life and death, including the purpose of each (Smith, 2008).

With a number of possible intelligences one may utilize, it is a valid argument that one specific evaluation of intelligence is simply not adequate to determine what the individual may need to be successful in life. Gardner’s theory therefore implies that an individual’s education should be matched to their intelligence(s). Educators should promote certain types of learning environments based on one’s potential for a specific level of intelligence. This also means that the levels of intelligence must be correctly measured with relevant assessment to the individual’s strengths. With such a diverse approach to learning, one must call upon the diversity of technological tools, thus enters the Internet.

McFarlane (2011) claims that “the theory of Multiple Intelligences (MI) is the most viable and effective platform for the 21st Century educational and instructional methodologies.” McFarlane supports his claim by referring to the diversity of today’s student population, the uniqueness of the modern student, the need for flexibility, and the increase in educational accountability (McFarlane, 2011, pg. 1).

Rulloda (2011) notes that Gray and Waggoner (2002) indicated Howard Gardner’s concept suggested that knowledge could be displayed in multiple ways and where a teacher can reach more students in a particular timeframe. This is relevant to the argument for the use of web–based technologies since it can be argued that the Internet offers an endless variety of ways for an individual to learn a topic or become familiar with a subject. The Internet also gives the learner the opportunity to choose which technology they wish to use. The choice of the learner could have a direct reflection upon their specific intelligence.

Phillips (2010) remarks “The connection between how the mind is organized and the education of students suggests a need for additional classroom teaching and testing applications”. As educators seek to add these teaching and testing applications, it is evident that the Internet is clearly the most effective and efficient means to offer instructional tools to the 21st century learner.


As one explores the various opportunities the Internet has to offer the learning process, using Gardner’s theory is a practical approach to determining what Internet tools should be used to meet the diverse needs of students who may range among the nine intelligences. As this list is infinite, a few can be quickly evaluated in favor of Gardner’s argument.

Traditional learning concentrations on the use of linguistic intelligence, and even though a shift has been made from teacher-centered to learner-centered education, there is still a need for one to read and write about relevant ideas and concepts within a given subject. The days of writing papers and submitting them for a grade are far from being extinct, yet the use of wikis, blogs, and discussion boards now allow students to express their thoughts linguistically while working in a collaborate environment thought the use of the Internet.

The use of gaming and simulation through the web allows students with multiple intelligences to learn while employing their strengths. Gaming in general can require a multitude of skills in order to master the mental and physical requirements, which in turn makes it a valuable tool for building knowledge and engaging the students in the learning process. Games can include the logical-mathematical problems which can be solved, the use of audio patterns and musical skills to accomplish a task, and allow the user to interact both mentally and physically in a bodily-kinesthetic manner.

Finally, reflection upon the main topic of a subject can allow both the interpersonal and intrapersonal intelligences to thrive with the use of discussion boards, blogs and wikis. Allowing one to express their deep thoughts about topics that are covered in class may uncover the strengths of someone who otherwise may be uncomfortable with basic speaking, reading, or writing found in a traditional classroom.

In conclusion, the endless list of web-based instructional tools are more than adequate to supply the demand for teaching a diverse group of students who all differ by the way they reason and perform. Specifically in distance learning, an educator can offer the same content by using a variety of different approaches, thus increasing the opportunity for overall class success. By following the theory set forth by Gardner, an educator can use tools that meet the needs of the 21st century learners while maximizing the chances of providing diverse learners with what they need to be successful.

References


Gray, K. C., & Waggoner, J. E. (2002, Summer). Multiple intelligences meet Bloom’s

    taxonomy. Kappa Delta Pi Record, 38(4), 184-188. Retrieved from


    http://proquest.umi.com.proxy1.ncu.edu


Gardner, H. (1993) Frames of mind: the theory of multiple intelligences 10th Anniversary, Basic

       Books, New York, NY

 

Phillips, H. (2010) Multiple intelligences: theory and application, Perspectives in Learning: A


      Journal of the College of Education & Health Professions Columbus State University 11(1)


Rulloda, R. B., (2011) School improvement model to foster student learning, North Central


      University, 1-13. Retrieved from http://www.eric.ed.gov/PDFS/ED523516.pdf


Smith, M.K. (2008) Howard Gardner, multiple intelligences and education

      Retrieved from http://www.infed.org/thinkers/gradner.htm

Saturday, February 16, 2013

Social Media, Networking, and Bookmarking



This week we explored the vast possibilities of social media and networking within education.  I begin by briefly reflecting on the 2009 Horizon report and the main points made in regards to the personal web.  As the web is an overwhelming source of information for both teachers and students, the benefit of creating such an environment could simplify the process of searching. 

The concept of Diigo is very clear to me, though I find the structure to be very annoying.  I began be struggling to make sense out of the various search options.  It is very unclear as to where you are searching.  At times I was searching Google, or may be my library, or maybe a community library, or who knows where else I was looking.  As I attempted to follow this week’s assignment, I search for a group that was involved in 3d art, particularly those who use 3ds Max.  After 15 minutes of frustration, I finally found a few links but no groups.  The links appeared to have people following, but no join option was available.  I added the link https://www.diigo.com/bookmark/http%3A%2F%2Fnaldzgraphics.net%2Ftutorials%2F40-autodesk-3ds-max-tutorials-for-beginners-and-advance?tab=comment  and then choose save.  I am now one of the people, but I cannot find a way to add this group to my Library. My group was named Naldz Graphics and they had a page of over 40 Autodesk 3ds Max tutorials which is how I continue to learn about the program I teach at Terra.

Now, as I am frustrated with the adding end of this assignment, I believe the benefits of such a concept are unlimited.  Once I got past the organizing part, the use of such resources would more than benefit my students.  As I am not a fan of Diigo, I would rather create my own social network of students and give them an area to share tutorials they find on the web.  I believe Autodesk has such a group named the Area.  This is where artists share work with each other. Currently at Terra, we use a help forum (discussion based) and a wiki for sharing visuals, but to be able to combine these would benefit those students who are intimidated by the fact that the internet has an unlimited set of resources, and you never know which are the best to go with.

As far as the appeal, students who are serious about becoming 3d artists know that they will not learn everything they need to know to be successful just by attending a weekly class.  It is those who search the web for additional resources and spend hours outside of class that are successful.  Such an option will open up the doorway for those who are willing to take this extra step to learn.  The great part of this option is that any age can benefit.  Tutorial based learning typically can be controlled by the viewer, tailored to the specific needs of the student.  They can work at their own pace, and decide which tutorials meet their needs.

Overall, the benefits outweigh drawbacks, but I foresee some issues such as students who fail to learn the basics from their classroom instruction, and try to dive right in on the advanced content.  I have a few of them now that would rather do all the fun affects, yet are not willing the basics.  They quickly learn when they start asking me questions.  I use the philosophy; “we need to learn how to crawl before we can walk”.  If students are made aware of this issue, they can be influenced to follow the proper learning steps to achieving tasks when working with 3d animation.

Johnson, L., Adams, S., and Haywood, K. (2009). The NMC horizon report: 2009 K12 edition. Austin, Texas: The New Media Consortium. Retrieved fromhttp://wp.nmc.org/horizon-k12-2009/chapters/personal-web/


Saturday, February 9, 2013

Gaming



This week our focus in ETPT 7550 was on how gaming, simulations and Augmented Reality are used in education.  Each particular topic this week was briefly summarized and then various examples of how students can use technologies were addressed.  As I claim to be no stranger to gaming and virtual reality, I was impressed with how many other ways gaming and VR are being used that I was not aware of.  As a 3D Animation teacher, I believe I can especially benefit from this week’s content by sharing even more ways for my students to use the skills they obtain in my program. 

Gaming

As I have experienced the negative effects of gaming within the classroom, I reluctantly approach this topic with optimism.  I have struggled for years to get my students to turn off their internet video games so m that they would follow along with me in the classroom.  I have even had to go as far as having specific software installed in our lab to have the ability to turn off the Internet on our systems.  In general, gaming is a distraction that is not conducive to the learning environment.  I however see many of the benefits of using the “right” type of gaming in order to enhance learning and engage students within a topic.  The question is, can every subject benefit from a game?  

After reviewing the many benefits a gaming approach can have on student engagement, I found several facts interesting.  First, as quoted in the 2011 Horizon Report, “the average age of gamers in the US is 35 years old”. (Horizon, 2011, pg. 18) I am having a hard time believing this, considering that children as young as 6 are using games on the Internet, which would also mean that adults well into their 60’s could be playing games.  I am not familiar with many adults that age that play digital based games.  As I do believe more and more adults are experiencing the gaming world that has evolved from the early 80’s, I think the technology still intimidates the older generation.  I find this evident in my classroom, where many of my traditional students (those who are over 40) find difficultly in even using a computer, let alone spend time playing games on them.  Most of my students who are not coming in straight from high school are simply returning to school to learn a new skill.   

Now, when we talk about the generations of students who have been born into this technology, let’s call them Digital Natives, the use of gaming is a no-brainer.  The benefits of gaming on the enhancement of cognitive function is a powerful tool.  As educators, our goal is to build a smarter student for our future.  I find the concept of game building to be a great way to get students involved.  This is evident in the statement “One way to engage students with educational gaming is to give them a hand in designing games” (Horizon, 2011, pg.18).  In one of my courses at Terra State, we use Adobe Flash to build interactive media for the web and mobile devices.  Even though we do not specially focus on game building, Adobe Flash is one of the technology platforms used to create interactive games for the web. 
Another benefit of gaming was mentioned on page 19 of the Horizon Report when the author describes that “these types of games make successful learning aids because students are willing to play them more frequently and for longer periods of time than they would otherwise study the material”.  One of the greatest challenges we have as educators is trying to motivate a student to complete work outside of the classroom since we have little control over this.  By introducing games that help learn, we can raise the possibilities of students completing some form of cognitive work outside the class which raises the chances the student will retain more information.

Simulations

I believe simulation is one of the primary ways for a student to learn something.  This especially true in fields where students must complete tasks as part of their responsibility.  Simulations not only provide students with experience, but the simulation can be created to pose additional challenges that would better prepare them for the real world.  A clinical student could spend an entire day in the ER and not see one exciting situation.  However, the use of simulation can provide that students with a variety of real life experiences but maximize the training time.  

Again, my students specifically can learn from this as they look to find ways to use their 3d skills to take on a career in 3d.  Virtual Reality has been around for some time, but now it has become more affordable and more organizations are using it.  As stated in the article Virtual Reality/Simulations, computer simulations improve student learning can aid in their confronting and correcting of common misconceptions held by the student. (Strangman, 2009, pg. 4)

I also found a great interest in how Virtual Reality can be used to cognitively assist patients who may suffer from a painful accident.  In the video entitled “Soldiers Get Virtual Reality Therapy for Burn Pain”, I liked the concept of using a VR game to alleviate pain during the procedures they were conducting. Again, another great use of animation that would allow students such as mine to find an interest in continuing their path in digital media.

Augmented Reality

AR was the most surprising to me.  As I reviewed this week’s literature, I am under the impression that this type of virtual reality technology is being used everywhere, yet I have never seen it in use.  After reviewing various videos on the subject, I can see how exciting this would be for use in education, yet my guess is that cost is still a primary reason I have not seen this used in education.  I make several visits a year to various Science Centers in the tri-state area, and don’t recall seeing this available at any of them.  I however do see a great benefit to them, for the visual 3d perspective can clearly offer more detail then a 2d picture.  I enjoyed watching the video entitled “Augmented Reality Encyclopedia” which clearly showed the visual benefits of such a technology.

Visited Sites

I immediately began with the first option on the wiki which was from PBS Kids.  Having three children under the age of 7, I have already spent some quality time on this site with my children.  As gaming has proven to be a great way to develop cognitive skills within children, the PBS Kids site uses the popular tv characters to allow children to interact with them while learning valuable lessons.  Because this site uses the characters, the children immediately find a great deal of interest and feel comfortable with the learning environment.  Getting the kids away from this is difficult at times because they really enjoy the various ways to explore the character world beyond the television.
Next was Second Life.  I have mixed emotions about this one.  I have used Second Life before in a on-line course at BGSU where we explored the various Art Galleries available in Second Life.  Second Life offers the user an avatar that can be customized to look like anyone.  The detail of the avatar is incredible, for you can purchase clothing and other accessories to personalize them.  As a collaborative tool, it was very useful.  We had to meet twice a week live and interact in a virtual classroom.  Most of us had microphones so we could communicate via voice, but others used the chat option which was a bit slower, especially when they had to present.  The disadvantage is the overwhelming world of SL.  When I began to explore and jump portholes, I ended up in a German Nightclub where all the avatars were crudely dressed, some with no clothes on at all.  Even through it was a digital world, I felt very threatened when a number of them started barking at me in German, and the tone of their voice was not welcoming.  I believe that the ability to navigate anywhere is just as dangerous as letting a child roam free on the net.  Guidelines need to be set and proper training of how to use Second Life should be address before allowing students to use this technology for education.
My final site was Stop Disasters which I believe is very relevant to the recent events of Katrina. On this site, you choose from a variety of different disasters that you can simulate.  You then are given an amount of money and a time limit to build up your city with what you need to protect the people from the disaster you chose. You need to use strategy to protect as many people as possible.  I chose the hurricane scenario where you needed to build new homes to shelter people from the coming storm.  You also needed to create a hospital and school, as well as protect the land with various deferments.  I though this particular game would benefit students who live in areas that may be threatened by major disasters.



           



Johnson, L., Adams, S., and Haywood, K. (2011). The NMC horizon report: 2011 K12          edition. Austin, Texas: The New Media Consortium. Retrieved from




Strangman, N. and Hall, T. (2009). Virtual reality/simulations. Retrieved from