A former SCSU faculty asked me to help her with literature regarding online learning; she is applying to teach complete online somewhere in the South.
Hey Plamen, Do you have any reading suggestions regarding teaching online? I am applying for a job at ?????? and the program is completely online. I want to be current with the literature if I happen to get an interview.
Hey ???,
It is a simple question, with ever growing complex answer. 2013 was announced as the “MOOC” year and that term literally killed the tag “online education.” Most of the literature on online teaching now is subdued one way or another under MOOC.
However, there are still authors, who are widely cited as “foundational.” E.g.: Susan Ko, Paloff and Pratt
Ko, S., & Rossen, S. (2010). Teaching Online: A Practical Guide. Taylor & Francis.
Palloff, R. M., & Pratt, K. (2010). Collaborating Online: Learning Together in Community. John Wiley & Sons.
Palloff, R. M., & Pratt, K. (2009). Assessing the Online Learner: Resources and Strategies for Faculty. John Wiley & Sons.
Moore, M. G., & Kearsley, G. (2005). Distance education: A systems view (2nd ed.). Belmont, CA: Thomson/Wadsworth. http://isites.harvard.edu/fs/docs/icb.topic541040.files/Moore%20Theoretical%20Basis%20for%20Distance%20Education.pdf
Moore, M. G. (2013). Handbook of Distance Education. Routledge.
There is a long list of articles, which I am collecting through the years. You can peruse them and choose any further readings, if you want…
Adolphus, M. (2009). USING THE WEB TO teach information literacy. Online, 33(4), 20-25.
Andersen, M. H. (2011). The world is my school: Welcome to the era of personalized learning. Futurist, 45(1), 12-17.
Borja, R. R. (2004). New player in online school market pursues profits. Education Week, 24(15), 8-8.
Brooks-Kirkland, A. (2006). Podcasting for learning. School Libraries in Canada (17108535), 25(4), 44-48.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
Ćukušić, M., Alfirević, N., Granić, A., & Garača, Ž. (2010). e-learning process management and the e-learning performance: Results of a european empirical study. Computers & Education, 55(2), 554-565.
de Freitas, S., & Veletsianos, G. (2010). Editorial: Crossing boundaries: Learning and teaching in virtual worlds. British Journal of Educational Technology, 41(1), 3-9.
Department of education report: Its importance, one year later. (cover story).(2010). Distance Education Report, 15(12), 1-7.
Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 41(1), 108-122.
Hrastinski, S., Keller, C., & Carlsson, S. A. (2010). Design exemplars for synchronous e-learning: A design theory approach. Computers & Education, 55(2), 652-662.
Karagiorgi, Y., & Symeou, L. (2005). Translating constructivism into instructional design: Potential and limitations. Educational Technology & Society, 8(1), 17-27.
Keengwe, J., Schnellert, G., & Miltenoff, P. (2011). Technology and globalization in higher education., 2535-2538.
Ketelhut, D. J., Nelson, B. C., Clarke, J., & Dede, C. (2010). A multi-user virtual environment for building and assessing higher order inquiry skills in science. British Journal of Educational Technology, 41(1), 56-68.
Kim, P., Ng, C. K., & Lim, G. (2010). When cloud computing meets with semantic web: A new design for e-portfolio systems in the social media era. British Journal of Educational Technology,41(6), 1018-1028.
Kolowich, S. (2009). MIT tops world ranking of university web sites. Chronicle of Higher Education, 55(24), A15-A15.
Leach, J. (2008). Do new information and communications technologies have a role to play in the achievement of education for all? British Educational Research Journal, 34(6), 783-805.
Levine, A., Levine, A., & Dean, D. R. (2012). Generation on a tightrope : A portrait of today’s college student. San Francisco: Jossey-Bass.
Mangu-Ward, K. (2010). Teachers unions vs. online education. Reason, 42(4), 44-50.
Nistor, N., & Neubauer, K. (2010). From participation to dropout: Quantitative participation patterns in online university courses. Computers & Education, 55(2), 663-672.
Ramig, R. (2009). Social media in the classroom. Multimedia & internet@schools, 16(6), 8-10.
Ramig, R. (2009). Social media in the classroom. Multimedia & internet@schools, 16(6), 8-10.
Schiller, K. (2009). Augmented reality comes to market. (cover story). Information Today, 26(11), 1-46.
Šumak, B., Heričko, M., & Pušnik, M. (2011). A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types. Computers in Human Behavior, 27(6), 2067-2077.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Tallent-Runnels, M., Thomas, J. A., Lan, W. Y., Cooper, S., Ahern, T. C., Shaw, S. M., et al. (2006). Teaching courses online: A review of the research. Review of Educational Research, 76(1), 93-135.
Wang, H., & Shao, M. (2008). Desire2Learn for quality matters., 1335-1339.
Mega shifts in social business will significantly affect the way that business will run in the future.
http://www.socialmediaexplorer.com/social-media-marketing/the-six-biggest-trends-in-social-that-will-blow-your-mind/
1. Big Data
How it works: Businesses collect multiple data points, helping to create hyper-specific marketing for users, while making better predictions with more information from a larger data set.
Examples: You’ve already seen this when Target figured out a teen was pregnant before her dad did. Even though she didn’t buy diapers or formula, her purchasing habits correlated closely with other customers’ who were pregnant, and Target sent her coupons for her upcoming baby.
Factors: Big data is being powered by the reduction in costs of data storage, as well as an explosion in the ability of businesses to capture data points. Never before have retailers been able to capture as much data about purchases, never before has online tracking been so robust, nor have social platforms offered access to so much data about users.
How to Prepare: As a user, you can expect to see much more targeted marketing, and not necessarily what you may expect. By drawing conclusions from large sets of data, companies might be even a little creepy in being able to predict your life – like the Target pregnancy. For marketers, you can expect to find new ways to streamline your sales funnel and get more analytical data about customers through social networks, web analytics groups and at retail.
2. Social Tool Aggregation
How it works: More and more third-party tools are springing up to help marketers and social network users make sense of multiple networks. Furthermore, networks themselves are offering ways of connecting to other apps and networks.
Examples: Tools like IFTTT and Zapier use social network APIs to trigger responses, while others like HootSuite allow users to aggregate multiple network communication into one tool. At the same time, tools like About.me allow a combined view of an individual’s social activity. Furthermore, networks themselves are beginning to integrate. Facebook allows cross posts from Instagram, Foursquare, Yelp and a variety of others.
Factors: It’s already taking too much time for individuals and marketers alike to keep up with just a couple social networks, and both the social networks and third-party tools know this. By consolidating social network interaction into a single place, users may be able to spend less time trying to make sense of the chaos.
How to Prepare: Users and marketers alike should keep an eye out for how this data is being used. What happens if you like Eminem on Facebook, but check into a venue during a Taylor Swift concert on Foursquare? What happens if you listen to the Glee channel on Pandora? What says more about who you really are? Do these networks share that information? Is it part of the authorization you okayed? The future may tell.
3. Social Network Consolidation
How it works: Social networks and tool providers are consolidating to remain competitive, both in creating a better offering for users, as well as buying market share.
Examples: Facebook has had nearly 40 different acquisitions since 2005 including technologies that help import contacts, manage photos, create mobile apps, and more, with their largest acquisition being Instagram for one beelion dollars (Doctor Evil style, of course.) Not to be outdone, LinkedIn has scored about 10 of their own acquisitions including Slideshare. Twitter has acquired tools like TweetDeck, platforms like Posterous and has created Vine, but acquisitions aren’t limited to social networks, they extend into social tools as well. Salesforce just had their largest couple years so far acquiring Radian6, Buddy Media and most recently, their largest, Exact Target. Adobe purchased Omniture, and Google bought YouTube and Wildfire Apps, and Oracle took over Involver social apps. Everyone is finding some value in social.
Factors: Not only is social the big thing, but it’s the logical next step after Social Aggregation. People want to be able to easily publish across social networks and marketers want to have the ability to create one true set of data. Rather than having multiple tools these companies are attempting to offer consolidated suites for data creation, storage and analysis.
How to Prepare: Marketers need to be aware of evolving tools and networks. When Twitter bought TweetDeck, it dropped many of the supported features for Facebook, LinkedIn, Myspace and others. Be aware of these types of changes so you can make plans for uninterrupted service.
4. Crowdsourcing
How it works: Companies are offering bigger roles to consumers.
Examples: Small and medium business often resort to sites like DesignCrowd, who offers thousands of designers the opportunity to design a logo, print piece or something else. The customer picks the best designs, offers revisions and the winner gets about $200. Starbucks turned to crowdsourcing for coming up with new product ideas, with over 50,000 ideas coming through My Starbucks Idea. Doritos, Lincoln, Pepsi, Pizza Hut, Toyota and others have even crowdsourced Super Bowl ads.
Factors: Customers want to have a stake in companies. As more businesses go to greater and greater lengths to spotlight influential users or creative user-generated work, consumers are expecting to interact more and more with companies in these ways. Furthermore, consumers are expecting more unique messaging rather than traditional corporate marketing speak.
How to Prepare: Find new ways that you can incorporate customer feedback and ideas into marketing campaigns, product updates or other areas of the business.
5. Sharing Economy
How it works: Online networks, “peer-to-peer marketplaces” are set up to pay to use people’s spare assets – rent a bedroom, or car from, or even eat a meal with complete strangers.
Examples: Perhaps some of the first companies in this space followed the crowdfunding model – with Kickstarter and Indiegogo being the top two. Airbnb offers to rent out unoccupied living space from a bedroom to an entire island including 250,000 listings in 192 countries. Taskrabbit allows users to outsource small jobs such as picking up dog food and dropping it off at your door. RelayRides even offers unused personal vehicles to rent.
Factors: It could be the downturn in the economy making some folks want to rent out their cars and rooms for extra cash, or causing others to avoid committing to a car payment. Furthermore, people are increasingly aware of the toll on natural resources in manufacturing and the high costs of parking in major urban areas. Sharing based businesses help to alleviate these problems and make use of otherwise idle resources.
How to Prepare: See if there may be a natural fit in working with one of these sharing services or offering your services through one. Jeremiah Owyang offers an example where Marriott could work with a shared lodging hosts to offer a “stamp of approval” of sorts, where hosts could agree to abide by certain standards or receive certain training to become certified. Marriott could even offer bedding, linens or other materials that could both help guests feel more confident in their accommodations while helping guests distinguish themselves from competitors.
6. Quantified Self
How it works: Individuals using devices or social networks to track information about themselves. This data can be cross referenced to identify some interesting trends about yourself.
Examples: FitBit tracks your physical activity, while foursquare tracks the types of businesses where you check in. It’s not too difficult to find out that when you go to movie theaters, you tend to eat poorly, and when you go to museums, you add an extra thousand steps to your routine. Apply that across other areas of life, music, work, love and you can some very interesting trends can turn out.
Factors: People are increasingly using technology to extrapolate information to work more efficiently. Furthermore, an increase in the scrutiny of the NSA and increased awareness of privacy have perhaps made people more interested in creating and storing their own information.
How to Prepare: Companies need to offer APIs and other ways for users to control and access their own information where possible. Connect to services like IFTTT and Zapier so users can import data and manipulate it, and make accommodations for people using personal technology like FitBits, Nike Fuelband, Jawbone Up, and others.
Overall, these mega shifts in social networking and social business can significantly affect the way that business will run in the future. Are you prepared? Have you seen these shifts or experienced them? Look for our future posts on the Micro-Trends within each of these larger trends and let us know your thoughts in the comments.
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CES 2014: Four mega-trends for the professionals
Summary: Trends matter at CES. While there may not be major product announcements, trends will emerge to shape 2014. Here’s what to watch in business tech.
http://www.zdnet.com/ces-2014-four-mega-trends-for-the-professionals-7000024727/
1. Wearables
2. The Internet of Things
3. Contextual computing
4. Consumerization of business tech
blog under the articles holds good information
A Quick Start Guide to Participating in Twitter Chats
http://www.guide2digitallearning.com/blog_tom_murray/quick_start_guide_twitter_chats
This past week, I had the privilege of introducing US Secretary of Education, Arne Duncan, as a guest moderator for #edtechchat, an educational Twitter chat that I founded with four members of my personal learning network (PLN). Over the course of 60 minutes, almost 2,000 people from around the world, shared about 10,000 tweets in response to the Secretary’s six questions related to being a Connected Educator. Secretary Duncan (@arneduncan) and his Office of Educational Technology (@officeofedtech) deemed October “Connected Educator’s Month” for the second straight year. To close #ce13, Secretary Duncan used the #edtechchat forum to engage in conversation with educators from all over the world.
In reflecting on the chat, many people asked how to get started, and how to possibly follow such a quick flow of information. For one, 10,000 tweets in an hour is by no means typical; but then again, neither is the opportunity to interact with the US Secretary of Education. Although this particular chat with the Secretary may be an extreme example of what possibilities can arise when connecting with others online, each week there are over 160 chats that occur. Virtually all topics are covered in some fashion. Whether you’re a 4th grade teacher (#4thchat) in Maryland (#mdedchat), a principal (#cpchat) in Arkansas (#arkedchat), a new teacher (#ntchat) in Rhode Island (#edchatri), or a parent (#ptchat) connecting on a Saturday (#satchat), there’s something for you.
This Quick Start Guide to Participating in Twitter Chats was created as part of the Digital Learning Transition MOOC (#dltmooc), an online “Massive Open Online Course”, developed by The Alliance for Education (@All4Ed) and the Friday Institute (@FridayInstitute) as part of Project 24 (@all4edproject24). Feel free to download and share the Quick Start resource to help educators get started.
Furthermore, the Official Chat List was created by Chad Evans (@cevans5095) and me (@thomascmurray), with help from our good friend Jerry Blumengarten (@cybraryman1). This resource (shortcut: bit.ly/officialchatlist) is a comprehensive list of the educational Twitter chats that take place each week.
Start small. Choose a chat that peaks your interest. Lurk, listen, and learn. When you’re ready, jump in head first. Grow your PLN and get connected through a Twitter chat this week! Your students will benefit.
– See more at: http://www.guide2digitallearning.com/blog_tom_murray/quick_start_guide_twitter_chats#sthash.W1DPfmY1.dpuf
http://mashable.com/2013/11/16/finland-tech-education-schools/?utm_cid=mash-prod-email-topstories&utm_emailalert=daily&utm_source=newsletter&utm_medium=email&utm_campaign=daily
Finland Eyes Programming Classes for Elementary School Students
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Beyond Mindcraft: Games That Inspire Building and Exploration
http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/
Garry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod,students are exposed to physics concepts while having madcap fun.
Kerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.
Sound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.
For creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.
Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.
Codecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.
Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.