After yesterday’s post about making the most of Google Keep I received a few emails from readers wanting to know a bit more about how Google Keep works. To answer those questions I recorded the short video that you see embedded below (click here if you cannot see the video).
The U.S. Department of Education’s Small Business Innovation Research program, operated out of the Institute of Education Sciences (IES), funds projects to develop education technology products designed to support student learning and teacher practice in general or special education.
Recently, ED/IES SBIR announced its 2015 awards. There are 21 awards in all, covering a range of topics and forms of technology. For example, Zaption is designing a mobile app to help teachers integrate video into science instruction; Speak Agent is building an app to help students with speech disabilities to communicate; and Lingo Jingo is developing a platform to help teachers guide English learners. (To view short video demos of the eight new Phase II projects, see this playlist.)
The 2015 awards highlight two trends that have emerged in the ED/IES SBIR portfolio in recent years –games for learning and bridging the research-to-practice gap in education.
Trend #1: Games for Learning
- Strange Loop Games to build a virtual world to engage students in learning about ecosystems,
- Kiko Labs to develop mini games to strengthen young children’s thinking and memory skills, and
- Schell Games to create a futuristic “ball and stick” molecular modeling kit and app to augment chemistry learning.
For a playlist including videos of these games and 19 others out of the ED/IES SBIR program, see here.
The games for learning trend echoes the movement surrounding games in the field, and is highlighted by recent ED sponsored events including ED Games Week in Washington, DC, last September and the Games for Learning Summit in New York City, in April. Both events convened stakeholders to showcase games and discuss the potential barriers and opportunities for collaboration necessary to accelerate the creation of highly effective games for learning. Stay tuned for more information and initiatives on games for learning out of ED’s Office of Technology.
Trend #2: Bridging the Research-to-Practice Gap
- Mindset Works, which built on results from prior research including a 2002 IES research grant, to successfully propose a 2010 ED/IES SBIR project to develop SchoolKit. This multimedia platform enables broad distribution of the growth mindset intervention which teaches students to understand that intelligence can be developed through effort and learning. SchoolKit is now in use in more than 500 schools across the country, including half the middle schools in Washington, DC.
- Teachley, which received a 2013 ED/IES SBIR award to develop math game apps and a teacher implementation dashboard building on findings from prior research including a 2010 IES research grant. The intervention is now used in hundreds of schools around the country, and the apps have been downloaded more than 500,000 times.
- Learning Ovations is building on two prior IES research grants in their 2014 ED/IES SBIR project. The prior IES funding supported the research team as they developed and evaluated an intervention to improve children’s reading outcomes,. This award is supporting the development of an implementation platform to enable large-scale use of this evidence-based intervention across settings. The project is scheduled to end in 2016, after which the platform will be launched.
The new ED/IES SBIR 2015 awards continue the research-to-practice trend. An award to Foundations in Learning furthers basic research from a 2013 National Science Foundation grant (NSF); an award to SimInsights builds on 2005 and 2008 IES research projects and a 2011 Defense Advanced Research Project Agency (DARPA) research project; and an award to Apprendris advances a prior 2012 IES research project and prior 2010 and 2013 NSF research projects.
More on Zaption in this blog:
More on games and gamification in this blog:
50 Alternatives To Lecturing
7. School-to-school instruction (using Skype in the classroom, for example)
9. Problem-based learning
12. Mobile learning
14. Cross-curricular projects (teaching by topic: http://blog.stcloudstate.edu/ims/2015/03/24/education-reform-finland/)
15. Reciprocal Teaching
21. Sync Teaching
23. HyFlex Learning
24. Self-guided MOOC
25. Traditional MOOC
29. Four Corners
30. Accountable Talk
31. RAFT Assignments
34. Gallery Walk
35. Text Reduction
37. Traditional Concept-Mapping (teacher-given strategy–“fishbone” cause-effect analysis, for example)
38. Didactic, Personalized Concept Mapping (student designed and personalized for their knowledge-level and thinking patterns)
39. Mock Trial
40. Non-academic video + “academic” questioning
44. QFT Strategy
46. Directed Reading Thinking Activity
48. FRAME Routine
49. Jigsaw Strategy
53. Bloom’s Spiral
54. Virtual Field Trip (http://web.stcloudstate.edu/pmiltenoff/scw/)
55. Physical Field Trip
56. Digital Scavenger Hunt (http://web.stcloudstate.edu/pmiltenoff/bi/)
57. Physical Scavenger Hunt
Gamification and Learning: conference presentations and discussions in June 2015
- Invitation by the Plovdiv University, Bulgaria: plovdiv university invitation to lead a discussion on gamification, June 15, 2015. 2PM local time. Draft of the plan for the discussion:
- Western Balkan Information Literacy Conference, Bihać Bosnia & Herzegovina June 17-20th 2015. http://www.wbilc2015.kbbi.ba/en/
Link to the paper for the conference: http://web.stcloudstate.edu/pmiltenoff/conf2015/bihac/gaming.pdf
- SOCIO-INT15 – 2nd INTERNATIONAL CONFERENCE ON EDUCATION, SOCIAL SCIENCES AND HUMANITIES 8th, 9th and 10th of June, 2015 – ISTANBUL (TURKEY). http://www.socioint15.org/
alternative link to the program: http://web.stcloudstate.edu/pmiltenoff/conf2015/istanbul/socioint15_programme.pdf
Link to presentation for the conference:http://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings. Short URL: http://scsu.mn/1Rvqao2
Crompton, H. (2013). A historical overview of mobile learning: Toward learner-centered education. Retrieved June 2, 2015, from https://www.academia.edu/5601076/A_historical_overview_of_mobile_learning_Toward_learner-centered_education
therefore, m-learning can occur inside or outside the classroom, participating in a formal lesson on a mobile device; it can be self-directed, as a person determines his or her own approach to satisfy a learning goal; or spontaneous learning, as a person can use the devices to look up something that has just prompted an interest (Crompton, 2013, p. 83). (Gaming article Tallinn)Constructivist Learnings in the 1980s – Following Piage’s (1929), Brunner’s (1996) and Jonassen’s (1999) educational philosophies, constructivists proffer that knowledge acquisition develops through interactions with the environment. (p. 85). The computer was no longer a conduit for the presentation of information: it was a tool for the active manipulation of that information” (Naismith, Lonsdale, Vavoula, & Sharples, 2004, p. 12)Constructionist Learning in the 1980s – Constructionism differed from constructivism as Papert (1980) posited an additional component to constructivism: students learned best when they were actively involved in constructing social objects. The tutee position. Teaching the computer to perform tasks.Problem-Based learning in the 1990s – In the PBL, students often worked in small groups of five or six to pool knowledge and resources to solve problems. Launched the sociocultural revolution, focusing on learning in out of school contexts and the acquisition of knowledge through social interaction
Socio-Constructivist Learning in the 1990s. SCL believe that social and individual processes are independent in the co-construction of knowledge (Sullivan-Palinscar, 1998; Vygotsky, 1978).
96-97). Keegan (2002) believed that e-learning was distance learning, which has been converted to e-learning through the use of technologies such as the WWW. Which electronic media and tools constituted e-learning: e.g., did it matter if the learning took place through a networked technology, or was it simply learning with an electronic device?
99-100. Traxler (2011) described five ways in which m-learning offers new learning opportunities: 1. Contingent learning, allowing learners to respond and react to the environment and changing experiences; 2. Situated learning, in which learning takes place in the surroundings applicable to the learning; 3. Authentic learning;
Diel, W. (2013). M-Learning as a subfield of open and distance education. In: Berge and Muilenburg (Eds.). Handbook of Mobile Learning.
- 15) Historical context in relation to the field of distance education (embedded librarian)
- 16 definition of independent study (workshop on mlearning and distance education
- 17. Theory of transactional distance (Moore)
Cochrane, T. (2013). A Summary and Critique of M-Learning Research and Practice. In: Berge and Muilenburg (Eds.). Handbook of Mobile Learning.
( Galin class, workshop)
According to Cook and Sharples (2010) the development of M learning research has been characterized by three general faces a focus upon Devices Focus on learning outside the classroom He focus on the mobility of the learner
Baby I am learning studies focus upon content delivery for small screen devices and the PDA capabilities of mobile devices rather than leveraging the potential of mobile devices for collaborative learning as recommended by hope Joyner Mill Road and sharp P. 26 Large scale am learning project Several larger am learning projects have tended to focus on specific groups of learners rather than developing pedagogical strategies for the integration of am mlearning with him tertiary education in general
m learning research funding
In comparison am learning research projects in countries with smaller population sizes such as Australia and New Zealand are typiclly funded on a shoe string budget
M-learning research methodologies
I am learning research has been predominantly characterized by short term case studies focused upon The implementation of rapidly changing technologies with early adopters but with little evaluation reflection or emphasis on mainstream tertiary-education integration
p. 29 identifying the gaps in M learning research
lack of explicit underlying pedagogical theory Lack of transferable design frameworks
Cochrane, T. (2011).Proceedings ascilite 2011 Hobart:Full Paper 250 mLearning: Why? What? Where? How? http://www.ascilite.org/conferences/hobart11/downloads/papers/Cochrane-full.pdf
(Exploring mobile learning success factors http://files.eric.ed.gov/fulltext/EJ893351.pdf
Pachler, N., Bachmair, B., and Cook, J. (2013). A Sociocultural Ecological Frame for Mobile Learning. In: Berge and Muilenburg (Eds.). Handbook of Mobile Learning.
(Tom video studio)
35 a line of argumentation that defines mobile devices such as mobile phones as cultural resources. Mobile cultural resources emerge within what we call a “bile complex‘, which consist of specifics structures, agency and cultural practices.
36 pedagogy looks for learning in the context of identify formation of learners within a wider societal context However at the beginning of the twentieth first century and economy oriented service function of learning driven by targets and international comparisons has started to occupy education systems and schools within them Dunning 2000 describes the lengthy transformation process from natural assets Land unskilled labor to tangible assets machinery to intangible created assets such as knowledge and information of all kinds Araya and Peters 2010 describe the development of the last 20 years in terms of faces from the post industrial economy to d information economy to the digital economy to the knowledge economy to the creative economy Cultural ecology can refer to the debate about natural resources we argue for a critical debate about the new cultural resources namely mobile devices and the services for us the focus must not be on the exploitation of mobile devices and services for learning but instead on the assimilation of learning with mobiles in informal contacts of everyday life into formal education
Ecology comes into being is there exists a reciprocity between perceiver and environment translated to M learning processes this means that there is a reciprocity between the mobile devices in the activity context of everyday life and the formal learning
Rather than focusing on the acquisition of knowledge in relation to externally defined notions of relevance increasingly in a market-oriented system individual faces the challenge of shape his/her knowledge out of his/her own sense of his/her world information is material which is selected by individuals to be transformed by them into knowledge to solve a problem in the life world
Crompton, H. (2013). A Sociocultural Ecological Frame for Mobile Learning. In: Berge and Muilenburg (Eds.). Handbook of Mobile Learning.
p. 47 As philosophies and practice move toward learner-centered pedagogies, technology in a parallel move, is now able to provide new affordances to the learner, such as learning that is personalized, contextualized, and unrestricted by temporal and spatial constrains.
The necessity for m-learning to have a theory of its own, describing exactly what makes m-learning unique from conventional, tethered electronic learning and traditional learning.
48 . Definition and devices. Four central constructs. Learning pedagogies, technological devices, context and social interactions.
“learning across multiple contexts, through social and content interactions, using personal electronic devices.”
It is difficult, and ill advisable, to determine specifically which devices should be included in a definition of m-learning, as technologies are constantly being invented or redesigned. (my note against the notion that since D2L is a MnSCU mandated tool, it must be the one and only). One should consider m-learning as the utilization of electronic devices that are easily transported and used anytime and anywhere.
49 e-learning does not have to be networked learning: therefore, e-learnng activities could be used in the classroom setting, as the often are.
Why m-learning needs a different theory beyond e-learning. Conventional e-learning is tethered, in that students are anchored to one place while learning. What sets m-learning apart from conventional e-learning is the very lack of those special and temporal constrains; learning has portability, ubiquitous access and social connectivity.
50 dominant terms for m-learning should include spontaneous, intimate, situated, connected, informal, and personal, whereas conventional e-learning should include the terms computer, multimedia, interactive, hyperlinked, and media-rich environment.
51 Criteria for M-Learning
second consideration is that one must be cognizant of the substantial amount of learning taking place beyond the academic and workplace setting.
52 proposed theories
Activity theory: Vygotsky and Engestroem
Conversation theory: Pask 1975, cybernetic and dialectic framework for how knowledge is constructed. Laurillard (2007) although conversation is common for all forms of learning, m-learning can build in more opportunities for students to have ownership and control over what they are learning through digitally facilitated, location-specific activities.
53 multiple theories;
54 Context is central construct of mobile learning. Traxler (2011) described the role of context in m-learning as “context in the wider context”, as the notion of context becomes progressively richer. This theme fits with Nasimith et al situated theory, which describes the m-learning activities promoting authentic context and culture.
unlike e-learning, the learner is not anchored to a set place. it links to Vygotsky’s sociocultural approach.
Learning happens within various social groups and locations, providing a diverse range of connected learning experiences. furthermore, connectivity is without temporal restraints, such as the schedules of educators.
m-larning as “learning dispersed in time”
my note student-centered learning
Moura, A., Carvalho, A. (2013). Framework For Mobile Learning Integration Into Educational Contexts. In: Berge and Muilenburg (Eds.). Handbook of Mobile Learning.
p. 58 framework is based on constructivist approach, Activity theory, and the attention, relevance and confidence satisfaction (ARCS) model http://www.arcsmodel.com/#!
to set a didacticmodel that can be applied to m-learning requires looking at the characteristics of specific devi
How to reform education
two articles in the New York Times, which are relevant to SCSU and LRS
What to Learn in College to Stay One Step Ahead of Computers
- Two strains of thought seem to dominate the effort to deal with this problem. The first is that we teachers should define and provide to our students a certain kind of general, flexible, insight-bearing human learning that, we hope, cannot be by computers. The second is that we need to make education more business replaced-oriented, teaching about the real world and enabling a creative entrepreneurial process that, presumably, computers cannot duplicate. These two ideas are not necessarily in conflict.
- Richard J. Murnane and Frank Levy in their book “The New Division of Labor”
- the study certainly suggests that a college education needs to be broad and general, and not defined primarily by the traditional structure of separate departments staffed by professors
- The developing redefinition of higher education should provide benefits that will continue for decades into the future. We will have to adapt as information technology advances. At the same time, we must continually re-evaluate what is inherently different between human and computer learning, and what is practical and useful to students for the long haul. And we will have to face the reality that the “art of living in the world” requires at least some elements of a business education.
Why More Education Won’t Fix Economic Inequality
- strengthening education so that more Americans can benefit from the advances of the 21st-century economy. This is a solution that conservatives, centrists and liberals alike can comfortably get behind.
- Brad Hershbein, Melissa Kearney and Lawrence Summers o
- Hamilton Project, a centrist research group operating with Wall Street funding and seeking to find third-way-style solutions to America’s problems that can unite left and right.
- “Increasing the educational attainment of men without a college degree will increase their average earnings and their likelihood of being employed,” the authors write.
- In other words, it’s worth pursuing more and better education for working-class Americans on its own terms, because it will improve their lives and economic potential. Inequality, meanwhile, is a deeper problem, and its potential solutions remain ideologically divisive.
Polls and surveys tools for education
SCSU faculty asked for help with Kahoot.it Great tool. Especially the reward system, which most likely might engage students in the learning process. However, Kahoot is very “synchronous.” It assumes that the faculty is in a synchronous environment (F2F or online). At least the free version.
In 2012, six SCSU faculty members worked together and recommended “heavy duty” survey/polling options also known as Classroom Response Systems (CRS):
Among the considered vendors were Turning Technologies, which have both hardware and completely online option and integrate with D2L (http://blog.stcloudstate.edu/ims/2013/09/10/crs-clickers-turning-technology-instructions/) and TopHatMonitor (http://blog.stcloudstate.edu/ims/2013/04/10/clickers-documentation/), which is completely online, no hardware solution.
Here are additional free resources, as recommended for use in education:
1- Kwiqpoll (my note: seems out of business)
This is a simple poll making tool. It does not require any registration. Just visit the homepage and start creating you poll right away. You have the choice to provide multiple choice answers. You will also be provided with a generated URL to use when sharing your polls.
3- Urtak (my note: dead – server not found message)
4- Vorbeo (my note: seems out of business)
This is another free and simple to use poll tool. Teachers can use it to create their own polls and customize them the way they want by adding colours, adjusting width and many more before sharing them on their blogs or websites.
This is another popular polling service that allows users to create free polls and surveys containing up to ten questions.
Micropoll allows users to instantly create a poll using a set of questions and answers then one email address. It also provides embed codes to share polls online.
9- Kwik Surveys
This is another great polling service. It allows users to design their own surveys, form, polls and feedback forms. It is free but it does require a sign up.
This is a great polling tool. It has different pricing plans and also has a free plan but very limited and allows for just 40 responses per poll.
12- Poll Junkie
This is another easy and simple poll creating tool. It basically allows users to create their own surveys or online invitations. It does not require any registration.
Why People Are Obsessed With Teaching Kids How To Code
Computers and the software they run are not magic. Nor should they be perceived as such.
Learning to code is not valuable because everyone needs to program computers, but because such an integral part of modern life needs to be understood at a basic, comprehensible level.
More on coding and education in this blog:
The answer requires us to think about power. If you look hard at the structure of academia, you will see a lot of teachers who, in one way or another, lack power: adjuncts and term hires (a large population, and growing); untenured faculty (especially in universities like mine); faculty, even tenured faculty, in schools where budget cuts loom; graduate students, always and everywhere. You might see evaluations as instruments by which students, or administrators, exercise power over those vulnerable employees. But if you are a student, and especially if you are a student who cares what grades you get or who needs recommendations, then teachers, for you—even adjuncts and graduate teaching assistants—hold power.
Chairmen and deans also need to know when classroom teaching fails: when a professor makes catastrophically wrong assumptions as to what students already know, for example, or when students find a professor incomprehensible thanks to her thick Scottish accent. My note: indeed, when chairmen and deans KNOW what they are doing and are NOT using evaluations for their own power.
Philip Stark is the chairman of the statistics department at the University of California, Berkeley. “I’ve been teaching at Berkeley since 1988, and the reliance on teaching evaluations has always bothered me,” he says.
Stark is the co-author of “An Evaluation of Course Evaluations,” a new paper that explains some of the reasons why.
Michele Pellizzari, an economics professor at the University of Geneva in Switzerland, has a more serious claim: that course evaluations may in fact measure, and thus motivate, the opposite of good teaching. Here’s what he found. The better the professors were, as measured by their students’ grades in later classes, the lower their ratings from students.
“Show me your stuff,” Stark says. “Syllabi, handouts, exams, video recordings of class, samples of students’ work. Let me know how your students do when they graduate. That seems like a much more holistic appraisal than simply asking students what they think.”
7 Ways Social Media Has a Role in Education
The Stats – College, Career, and Citizenship Success
Look who’s watching:
1/4 of college admissions officers consider digital footprint
3/4 of human resource managers
1/3 of employers reject candidates based on something found in profiles
Ensuring Students Are Well Googled
Here are some ways to get started. My note: well LinkedIn
Social Credibility is the New Credentialing
Read more about how Armond developed social credibility here.
Student Learning Networks
In the age of social media, the teacher is no longer the center of learning. The student is. One of the most important things an educator can do is support students in developing a powerful learning network. It also requires an understanding of how to effectively use these tools to connect, collaborate, and grow learning. Want to know more? 15-year-old Alex Laubscher explains here.
Work More Effectively
Social media allows you to change the paradigm from “teacher” as expert to “group” as expert. This reduces emails and increases the access to good answers and connections. My note: it is extremely important to understand that “teacher” in this case covers librarians
Connect with Experts via Twitter
You can find a world of experts on any topic if you have literacy in using Twitter also know as “Twitteracy.” Just know the right hashtags and how to find experts and you have the world’s best knowledge at your fingertips. It is better than any rolodex allowing you to connect anytime, anywhere, with the interested parties who are available now.
Release the Amazing Work of Students from the Classroom to the World
We hear stories in passing about the great work happening in schools, but usually it’s locked in a school or classroom or trapped on a laptop. Social media puts an end to that. Click here to find out what it was.
More on social media in education in this blog: