2015 archive

on media literacy

Martens, H., & Hobbs, R. (2015). How Media Literacy Supports Civic Engagement in a Digital Age. Atlantic Journal of Communication, 23(2), 120–137. http://doi.org/10.1080/15456870.2014.961636

https://www.academia.edu/12170937/Martens_H._and_Hobbs_R._2015_._How_Media_Literacy_Supports_Civic_Engagement_in_A_Digital_Age._Atlantic_Journal_of_Communication_23_2_120_-137

p. 134 How the different forms of literacy interact and support each other is a key question for future research, giventoday’s complex and convergent media and information environment

p. 135 Our findings support the growing demand for policymakers, educators, and community advocates to embrace media literacy as an important resource to fulfill the promise of digital citizenship.

games and psychometrics

Could Video Games Measure Skills That Tests Can’t Capture?

http://ww2.kqed.org/mindshift/2014/08/11/could-video-games-measure-skills-that-tests-cant-capture/

applying the mechanics of games to the science of psychometrics — the measurement of the mind.

Scholars like James Paul Gee believe video games actually come much closer to capturing the learning process in action than traditional fill-in-the-bubble tests. My note: Duh...

Schwartz’s theory of assessment focuses on choice. He argues that the ultimate goal of education is to create independent thinkers who make good decisions. And so we need assessments that test how students think, not what they happen to know at a given moment.

more on games and gamification in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=gaming

https://blog.stcloudstate.edu/ims/?s=gamification

DGBL and digital literacies

Digital game-based learning levels up digital literacies

http://thinkspace.csu.edu.au/anotherbyteofknowledge/digital-game-based-learning-levels-up-digital-literacies/

My note: excellent Australian article, which presents a very strong point on digital literacies (metaliteracies, see URL below) from educators (versus library) perspective. Connected with game-based learning, it clearly renders the traditional perspective of information literacy as miniscules and the notion of digital literacy being “information literacy on steroids” as obsolete. It clearly shows that the “xxx-literacies” are clearly not a domain of the librarians and if the librarians do not wised up and allow other faculty who are “not librarians” to equally participate, they might well count with those faculty going on their own (as it is transparent from this article).

connections will be made between  digital game-based learning and digital literacies to show that digital game-based learning is a powerful pedagogy that incorporates the elements of digital literacies. Through the adoption of game-based learning, digital literacies can be taught in context. Digital literacies are the skills that connect the learning content (curriculum) and digital games are the platform that these digital literacies can be practised within a meaningful context.

Digital literacies is an umbrella term that includes a combination of literacies – visual literacy, media literacy, collaborative literacy, ICT literacy, information literacy – that are needed to take an active, participatory role in life, now and in the future (Hague & Payton, 2010, p. 2).

Bawden (2008), cites Gilster (1997), who defines digital literacy as “an ability to understand and use information from a variety of digital sources and regard it as literacy in the digital age” (p.18).

Jisc, identify in their Digital Literacy Guide that it is a concept that is contextual and it is not static.  Change is imminent as new technologies develop “at breakneck speeds” (Becker, 2011, p. 76), therefore, it can be inferred the digital literacies required to use these new technologies need to be adaptable and flexible to these changes (Haste, 2009).

Cooper, Lockyer & Brown (2013), highlight this plurality by using the term “multiliteracies” which can be understood as synonymous with digital literacies.  Cooper et al. (2013), explain multiliteracies is required as a “broader view of literacy” (p. 94), is needed as a result of the diverse range of communications tools, therefore, context is implied.  Ng (2012) also highlights this idea that digital literacy is “the multiplicity of literacies associated with the use of digital technologies” (p. 1066).  The combination of multiliteracies and technologies would also suggest that multimodality is an important element of digital literacy (McLoughlin, 2011) .

7 elements of digital literacy in their Developing Digital Literacies Guide (2014), which can be seen below.

DGBL and digital literacy

 

digital games (Pivec & Pivec, 2011), which can also be called computer games (Whitton, 2011), video games (Turkay, Hoffman, Kinzer, Chantes & Vicari, 2014) or serious games (Arnab et al., 2012) rather than gamification.

Digital game-based learning then is using digital games in the learning environment with the purpose of achieving learning aligned with learning theory.

Cognitive constructivism is a learning theory that game-based learning could be aligned (Orr & McGuinness, 2014; St-Pierre, 2011).  This learning theory builds upon the theories of Piaget and Bruner, therefore, an important consideration in the digital game-based classroom would be that choosing games needs to fit the age and level of intellectual development the students are at (St-Pierre, 2011).

A major focus of the socio-constructivist learning theory is that of Vygotsky’s Zone of Proximal Development (St-Pierre, 2011).  The learning is designed “just beyond what the learner can do” (Orr & McGuinness, 2014, p. 223) and takes them beyond where their knowledge already exists.

More on digital literacy (metaliteracy) and DGBL in this IMS blog:

https://blog.stcloudstate.edu/ims/2014/11/30/game-based-learning/

https://blog.stcloudstate.edu/ims/?s=gaming

https://blog.stcloudstate.edu/ims/?s=gaming

 

https://blog.stcloudstate.edu/ims/2015/02/20/digital-literacy-2/

https://blog.stcloudstate.edu/ims/?s=digital+literacy

https://blog.stcloudstate.edu/ims/2014/11/27/reframing-informatioan-literacy-as-a-metaliteracy/

adjuncts

The Cost of an Adjunct

The plight of non-tenured professors is widely known, but what about the impact they have on the students they’re hired to instruct?

http://www.theatlantic.com/education/archive/2015/05/the-cost-of-an-adjunct/394091

When a college contracts ‘adjunctivitis,’ it’s the students who lose

http://www.pbs.org/newshour/making-sense/when-a-college-contracts-adjunctivitis-its-the-students-who-lose/

Here is an “apologetic” article that adjuncts are not that bad for students and learning:

Are Adjunct Professors Bad for Students?

Some doubts about a recent study suggesting that part-time faculty fail to “connect” with students.

http://www.popecenter.org/commentaries/article.html?id=2045

 

9 Reasons Why Being An Adjunct Faculty Member Is Terrible

http://www.huffingtonpost.com/2013/11/11/adjunct-faculty_n_4255139.html

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The Adjunct Revolt: How Poor Professors Are Fighting Back

http://www.theatlantic.com/business/archive/2014/04/the-adjunct-professor-crisis/361336/

“Students aren’t getting what they pay for or, if they are, it is because adjuncts themselves are subsidizing their education,” Maria Maisto, president of the adjunct activist group New Faculty Majority, told me. “Adjuncts are donating their time; they are providing it out of pocket.”

The adjunct crisis also restricts the research output of American universities. For adjuncts scrambling between multiple short-term, poorly paid teaching jobs, producing scholarship is a luxury they cannot afford. “We have lost an entire generation of scholarship because of this,”

Adjunct Professor Salary

http://www.payscale.com/research/US/Job=Adjunct_Professor/Salary

The New Old Labor Crisis

Think being an adjunct professor is hard? Try being a black adjunct professor.

http://www.slate.com/articles/life/counter_narrative/2014/01/adjunct_crisis_in_higher_ed_an_all_too_familiar_story_for_black_faculty.html

 

 

big data and student academic performance

Researchers use an app to predict GPA based on smartphone use

http://www.engadget.com/2015/05/26/researchers-predict-gpa-with-an-app/

Dartmouth College and the University of Texas at Austin have developed an app that tracks smartphone activity to compute a grade point average that’s within 0.17 of a point.

More on Big Data in education in this blog:

https://blog.stcloudstate.edu/ims/2015/03/30/big-data-and-education/

Google Keep

Google Keep

http://www.freetech4teachers.com/2015/05/how-to-create-edit-and-share-notes-on.htm

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).

grants for games

Jumpstarting Innovation in Education Technology through SBIR

http://ies.ed.gov/blogs/research/post/Jumpstarting-Innovation

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:

https://blog.stcloudstate.edu/ims/?s=zaption

More on games and gamification in this blog:

https://blog.stcloudstate.edu/ims/?s=games

https://blog.stcloudstate.edu/ims/?s=gamification

alternatives to lecturing

50 Alternatives To Lecturing

Learning Models

1. Self-directed learning

2. Learning through play

3. Scenario-based learning

4. Game-based learning (https://blog.stcloudstate.edu/ims/?s=gaming)

5. Project-based learning (https://blog.stcloudstate.edu/ims/?s=project+based)

6. Peer-to-Peer instruction

7. School-to-school instruction (using Skype in the classroom, for example)

8. Learning through projects

9. Problem-based learning

10. Challenge-based learning

11. Inquiry-based learning

12. Mobile learning

13. Gamified learning (gamification)

14. Cross-curricular projects (teaching by topic: https://blog.stcloudstate.edu/ims/2015/03/24/education-reform-finland/)

15. Reciprocal Teaching

16. “Flipped-class” learning

17. Face-to-Face Driver blended learning

18. Rotation blended learning

19. Flex Blended Learning

20. “Online Lab” blended learning

21. Sync Teaching

23. HyFlex Learning

24. Self-guided MOOC

25. Traditional MOOC

26. Competency-Based Learning

27. Question-based learning

Literacy Strategies

28. Write-Around

29. Four Corners

30. Accountable Talk

31. RAFT Assignments

32. Fishbowl

33. Debate

34. Gallery Walk

35. Text Reduction

36. Concentric Circles

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

41. Paideia Seminar (http://www.paideia.org/, http://www.learnnc.org/lp/editions/paideia/, http://www.mtlsd.org/jefferson_middle/stuff/paideia%20seminar%20guidelines.pdf)

42. Symposium

43. Socratic Seminar (https://www.nwabr.org/sites/default/files/SocSem.pdf)

44. QFT Strategy

45. Concept Attainment

46. Directed Reading Thinking Activity

47. Paragraph Shrinking

48. FRAME Routine

49. Jigsaw Strategy

Other 

50. Content-Based Team-Building Activities

51. Learning Simulation

52. Role-Playing

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

http://www.teachthought.com/teaching/50-alternatives-to-lecturing/

 

 

Gaming 2015

Gamification and Learning: conference presentations and discussions in June 2015

  1. 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:
    http://web.stcloudstate.edu/pmiltenoff/conf2015/plovdiv/
  2. 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
  3.  SOCIO-INT15 – 2nd INTERNATIONAL CONFERENCE ON EDUCATION, SOCIAL SCIENCES AND HUMANITIES 8th, 9th and 10th of June, 2015 – ISTANBUL (TURKEY). http://www.socioint15.org/
    http://socioint15.org/files/socioint15_programme10%281%29.pdf
    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

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