Archive of ‘instructional technology’ category

Open Learning Open University

Open Learning, Educational Media: An Interview with Theo Bastiaens, Newly Appointed Rector Magnificus of Open University and Chair of AACE Edmedia Conference

Open Learning, Educational Media: An Interview with Theo Bastiaens, Newly Appointed Rector Magnificus of Open University and Chair of AACE Edmedia Conference

Since the Open University was founded in 1984, more than 250,000 students have enrolled in courses. The Open University offers courses of study at the bachelor’s and master’s degree levels in cultural studies, education science, law, management, psychology, science and technology. Five of its master’s degree programs were top-ranked in 2017

4CID ID Model  https://edutechwiki.unige.ch/en/4C-ID

http://www.nwlink.com/~donclark/hrd/learning/id/4c_id.html

  1. Learning Tasks — concrete, authentic, whole task experiences that are provided to learners in order to promote schema construction for non-recurrent aspects and, to a certain degree, rule automation by compilation for recurrent aspects. Instructional methods primarily aim at induction, that is, constructing schemata through mindful abstraction from the concrete experiences that are provided by the learning tasks. Design steps:
    • Design learning tasks
    • Sequence task practice
    • Set performance objectives
  2. Supportive Information — information that is supportive to the learning and performance of non-recurrent aspects of learning tasks. It provides the bridge between learners’ prior knowledge and the learning tasks. Instructional methods primarily aim at elaboration, that is, embellishing schemata by establishing nonarbitrary relationships between new elements and what learners already know. Design steps:
    • Design supportive information
    • Analyze cognitive strategies
    • Analyze mental models
  3. JIT Information — information that is prerequisite to the learning and performance of recurrent aspects of learning tasks. Instructional methods primarily aim at compilation through restricted encoding, that is, embedding procedural information in rules. JIT information is not only relevant to learning tasks but also to Part-time practice. Design steps:
    • Design procedural information
    • Analyze cognitive rules
    • Analyze prerequisite knowledge
  4. Part-task Practice — practice items that are provided to learners in order to promote rule automation for selected recurrent aspects of the whole complex skill. Instructional methods primarily aim at rule automation, including compilation and subsequent strengthening to reach a very high level of automatically. Design step:
    • Design part-task practice

++++++++++
more on open education in this IMS blog
https://blog.stcloudstate.edu/ims?s=open+education

Media Manipulation and Disinformation Online

A Review of ‘Media Manipulation and Disinformation Online’

In Media Manipulation and Disinformation Online, Marwick and Lewis (2017) of the Data & Society Research Institute described the agents of media manipulation, their modus operandi, motivators, and how they’ve taken advantage of the vulnerability of online media. The researchers described the manipulators as right-wing extremists (RWE), also known as alt-right, who run the gamut from sexists (including male sexual conquest communities) to white nationalists to anti-immigration activists and even those who rebuke RWE identification but whose actions confer such classification. These manipulators rally behind a shared belief on online forums, blogs, podcasts, and social media through pranks or ruinous trolling anonymity, usurping participatory culture methods (networking, humor, mentorship) for harassment, and competitive cyber brigades that earn status by escalating bullying such as the sharing of a target’s private information.

Marwick and Lewis reported on how RWE groups have taken advantage of certain media tactics to gain viewers’ attention such as novelty and sensationalism, as well as their interactions with the public via social media, to manipulate it for their agenda. For instance, YouTube provides any individual with a portal and potential revenue to contribute to the media ecosystem. The researchers shared the example of the use of YouTube by conspiracy theorists, which can be used as fodder for extremist networks as conspiracies generally focus on loss of control of important ideals, health, and safety.

One tactic they’re using is to package their hate in a way that appeals to millennials. They use attention hacking to increase their status such as hate speech, which is later recanted as trickster trolling all the while gaining the media’s attention for further propagation

SHARED MODUS OPERANDI

Marwick and Lewis reported the following shared tactics various RWE groups use for online exploits:

  • Ambiguity of persona or ideology,
  • Baiting a single or community target’s emotions,
  • Bots for amplification of propaganda that appears legitimately from a real person,
  • “…Embeddedness in Internet culture… (p. 28),”
  • Exploitation of young male rebelliousness,
  • Hate speech and offensive language (under the guise of First Amendment protections),
  • Irony to cloak ideology and/or skewer intended targets,
  • Memes for stickiness of propaganda,
  • Mentorship in argumentation, marketing strategies, and subversive literature in their communities of interest,
  • Networked and agile groups,
  • “…Permanent warfare… (p.12)” call to action,
  • Pseudo scholarship to deceive readers,
  • “…Quasi moral arguments… (p. 7)”
  • Shocking images for filtering network membership,
  • “Trading stories up the chain… (p. 38)” from low-level news outlets to mainstream, and
  • Trolling others with asocial behavior.

teenagers in Veles, Macedonia who profited around 16K dollars per month via Google’s AdSense from Facebook post engagements

a long history of mistrust with mainstream media

If you’re a college instructor of communications or teach digital literacy as a librarian, see the corresponding syllabus for this article. It provides discussion questions and assignments for teaching students about media manipulation. To teach your students how to combat fake news online, see my post on Navigating Post-Truth Societies: Strategies, Resources, and Technologies.

+++++++++
more on fake news in this iMS blog
https://blog.stcloudstate.edu/ims?s=fake+news

Fortnite is good for children

No, Fortnite Isn’t Rotting Kids’ Brains. It May Even Be Good for Them

The popular video game holds promise, but adults should keep on top of kids’ online behaviors

By Kurt Dean Squire & Matthew Gaydos August 8, 2018
https://www.edweek.org/ew/articles/2018/08/08/no-fortnite-isnt-rotting-kids-brains-it.html
Playing video-game shooters, we now know, is not a major contributor to youth violence. Granted, kids’ enthusiasm for Fortnite can be a little much, but we are old enough to remember Garbage Pail kids and have played Pokémon.
Fortnite is, in many respects, a classic “third place”—a place that is neither home nor school, but where kids can socialize and play beyond the watchful eyes of parents or teachers. These are places where kids learn to negotiate conflict, become independent, and explore what kind of person they want to be. They are important experiences that we too often design out of our kids’ lives through structured activities and all of the shuffling back and forth we do in today’s busy world.
we’ve seen that one of the best things educators can do is bystander training.

++++++++++++++
more on Fortnite in this IMS blog
https://blog.stcloudstate.edu/ims?s=fortnite

remember better through VR

Research: People Remember Information Better Through VR

By Rhea Kelly 06/14/18

https://thejournal.com/articles/2018/06/14/study-people-remember-information-better-through-vr.aspx

A study from the University of Maryland found that people recall information better when it is presented to them in a virtual environment, as opposed to a desktop computer.

The project was supported by the National Science Foundation, the state of Maryland’s MPower initiative and the NVIDIA CUDA Center of Excellenceprogram. The study results, published in the journal Virtual Reality, are available on the UMD site.

++++++++++++++
more on VR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+rality+education

VR and stress reduction project

taking video with Vuze: considering different scenes:

  • in the river, with sound of river and geese
  • in the woods lower level camera

discussion about the length of the video segment

contact SCSU faculty: https://www.stcloudstate.edu/cpcf/faculty-staff.aspx

kaschulze@stcloudstate.edu ,nmmerchant@stcloudstate.edu memayhew@stcloudstate.edu kpmayhew@stcloudstate.edu dpmacari@stcloudstate.edu smhoover@stcloudstate.edu tlestrem@stcloudstate.edu

VWMOOC18

https://docs.google.com/document/d/1dVtIha1-P1t6t7GEFjzGYd8aegU_OVzRQM-BHzxYwNg/edit

VWMOOC18 August 1-31, 2018

Excerpts from the program

Sun.

August 5

12NOON SLT CVL Librarians Networking Forum at Community Virtual Library How can librarians help educators in virtual worlds?

Held at CVL main library SLurl:

http://maps.secondlife.com/secondlife/Cookie/206/219/21

Embedded librarianship holds potential for immersive learning.  Come learn how to promote your virtual world communities and the great work of educators in virtual worlds through networking.  https://communityvirtuallibrary.wordpress.com/

 

Fri. August 10 12pm SLT Dieter Heyne (Edward Tarber) Web Based Virtual Worlds in Education Organizing collaboration for 400 students in a web based virtual learning environment. Setting up a “synthetic” college.

In the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62

Sat. August 11 Noon SLT /

3pm Eastern

Lyr Lobo, Cynthia Calongne

Kae Novak (SL: Kavon Zenovka, WoW: Maskirovka)

Chris Luchs (SL: Abacus Capellini, WoW: Cheerwine)

What Can We Learn from the World of Warcraft? Join us as we host a blended reality session featuring a live stream from the World of Warcraft (WoW) as we explore educational opportunities in a massive multiplayer online roleplaying game (MMORPG). We will have a YouTube live stream, a Discord channel for voice discussion, and an immersive event in WoW. Educators from the International Society for Technology in Education – Games and Simulations Network (ISTE G&SN) will host an immersive event & discuss learning in a multiuser virtual environment (MUVE).

To join us in WoW: visit this site: https://worldofwarcraft.com/en-us/news/3128270

Click Try for Free and download the Blizzard Launcher, which manages the download. You’ll need 52GB for the game. Create an account, select Sisters of Elune realm and create a troll if you are new to WoW and using a Free Trial account.

Location: In the World of Warcraft and for those who do not have the game, over a YouTube Live stream (available that day) and hosted after the event over https://www.youtube.com/user/gamesmooc/videos

 

Friday

August 17

9 am slt Lynne Berrett (Wisdomseeker) Howard Gardner’s “Theory of Multiple Intelligences” explored through an Interactive, Immersive Experience in Second Life Dr. Gardner has proposed 8 different types of intelligence, ranging from Interpersonal to Kinesthetic. Join us to discover your own most innate type. You may be surprised, like many of the teachers who have tried this challenge as part of our whole-brain training program.

http://maps.secondlife.com/secondlife/Inspiration%20Island/48/54/22

Fri. August 17 Noon SLT Mark Childs (Gann McGann) Theatrical performances in virtual worlds This is a summary of various performance-based activities in Second Life and how performance studies can provide an insight into the experience of virtual worlds.

Presented in the VWMOOC HQ: http://maps.secondlife.com/secondlife/Madhupak/113/66/62

VR AR MR apps for education

4 Augmented and Virtual Reality Projects That Point to the Future of Education

By Justin Hendrix     Jan 3, 2018

https://www.edsurge.com/news/2018-01-03-4-augmented-and-virtual-reality-projects-that-point-to-the-future-of-education

At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.

the Lab has completed dozens of rapid prototyping projectsexhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.

Kiwi

Mobile AR

https://medium.com/@nycmedialab/14-virtual-and-augmented-reality-projects-emerging-from-nyc-media-lab-this-spring-af65ccb6bdd8

Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/

Street Smarts VR

Training and simulations for police  https://streetsmartsvr.com/

Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.

NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.

Calling Thunder: The Unsung History of Manhattan

Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.

+++++++++++++
more on VR and education
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
https://blog.stcloudstate.edu/ims?s=augmented+reality+education

social media adoption education

Arshad, M., & Akram, M. S. (2018). Social Media Adoption by the Academic Community: Theoretical Insights and Empirical Evidence From Developing Countries. The International Review of Research in Open and Distributed Learning, 19(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/3500
Building on the social constructivist paradigm and technology acceptance model, we propose a conceptual model to assess social media adoption in academia by incorporating collaboration, communication, and resource sharing as predictors of social media adoption, whereas perceived ease of use and perceived usefulness act as mediators in this relationship.
According to the latest social media statistics, there are more than 2 billion Facebook users, more than 300 million Twitter users, more than 500 million Google+ users, and more than 400 million LinkedIn users (InternetLiveStats, 2018).
although social media is rapidly penetrating into the society, there is no consensus in the literature on the drivers of social media adoption in an academic context. Moreover, it is not clear how social media can impact academic performance.
Social media platforms have significant capability to support the social constructivist paradigm that promotes collaborative learning (Vygotsky, 1978).
+++++++++++++
technology acceptance model (https://en.wikipedia.org/wiki/Technology_acceptance_model):
  • Perceived usefulness (PU) – This was defined by Fred Davis as “the degree to which a person believes that using a particular system would enhance his or her job performance“.
  • Perceived ease-of-use (PEOU) – Davis defined this as “the degree to which a person believes that using a particular system would be free from effort” (Davis 1989).

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). USER ACCEPTANCE OF INFORMATION TECHNOLOGY: TOWARD A UNIFIED VIEW. MIS Quarterly27(3), 425-478.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d10758835%26site%3dehost-live%26scope%3dsite
++++++++++++++

proposing a Social Media Adoption Model (SMAM) for the academic community

Social media platforms provide an easy alternative, to the academic community, as compared to official communications such as email and blackboard. my note: this has been established as long as back as in 2006 – https://www.chronicle.com/article/E-Mail-is-for-Old-People/4169. Around the time, when SCSU announced email as the “formal mode of communication).Thus, it is emerging as a new communication and collaboration tool among the academic community in higher education institutions (Roblyer, McDaniel, Webb, Herman, & Witty, 2010). Social media has greatly changed the communication/feedback environment by introducing technologies that have modified the educational perspective of learning and interacting (Prensky, 2001).

++++++++++++++
Theory of Reasoned Action : https://en.wikipedia.org/wiki/Theory_of_reasoned_action
++++++++++++++++++++

the Theory of Reasoned Action (Fishbein & Ajzen, 1975) and the Technology Acceptance Model (Davis, 1989) have been used to assess individuals’ acceptance and use of technology. According to the Technology Acceptance Model, perceived usefulness and perceived ease are the main determinants of an individual’s behavioral intentions and actual usage (Davis, 1989).

Perceived usefulness, derived from the Technology Acceptance Model (TAM), is the particular level that an individual perceives that they can improve their job performance or create ease in attaining the targeted goals by using an information system. It is also believed to make an individual free from mental pressure (Davis, 1989).

Perceived ease of use can be defined as the level to which an individual believes that using a specific system will make a task easier (Gruzd, Staves, & Wilk, 2012) and will reduce mental exertion (Davis, 1989). Venkatesh (2000) posits this construct as a vital element in determining a user’s behavior toward technology. Though generally, there is consensus on the positive effect of perceived ease of use and perceived usefulness on users’ attitude towards social media, it is not yet clear which one of these is more relevant in explaining users’ attitude towards social media in the academic community (Lowry, 2002). Perceived ease of use is one of the eminent behavioral beliefs affecting the users’ intention toward technology acceptance (Lu et al., 2005). The literature suggests that perceived ease of use of technology develops a positive attitude toward its usage (Davis, 1989).

Collaborative learning is considered as an essential instructional method as it assists in overcoming the communication gap among the academic community (Bernard, Rubalcava, & St-Pierre, 2000). The academic community utilizes various social media platforms with the intention to socialize and communicate with others and to share common interests (Sánchez et al., 2014; Sobaih et al., 2016). The exchange of information through social media platforms help the academic community to develop an easy and effective communication among classmates and colleagues (Kaplan & Haenlein, 2010). Social media platforms can also help in developing communities of practice that may help improve collaboration and communication among members of the community (Sánchez et al., 2014). Evidence from previous work confirms that social media platforms are beneficial to college and university students for education purposes (Forkosh-Baruch & Hershkovitz, 2012). Due to the intrinsic ease of use and usefulness of social media, academics are regularly using information and communication technologies, especially social media, for collaboration with colleagues in one way or the other (Koh & Lim, 2012; Wang, 2010).

++++++++++++++++
more about social media in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+education

1 61 62 63 64 65 135