Friday, December 21, 2012

week8 Educational Technologies Blog


Week 8 Assignment 1: Educational Technologies Blog

Hiraman Byrd

Technology #1: Is from learner Chris Ortega

URL: http://www.isafe.org/

The first technology that I chose to use is from the sites iSafe.  From Chris Ortega site I learned that this site is a nonprofit organization that aims to educate people about being safe, responsible and productive use of information and communication technologies. It also provides schools with a organized curriculum. The curriculum that iSafe provides its users with e-safety activities that can be applied in classrooms as well. There are also publications of iSafe that can be purchased online. They can also be used as class materials. I would use iSafe in my classes to raise awareness about the safe and responsible use of Internet. These are good topics for debates, which would help my learners improve their speaking skills. The publications can improve their reading skills while making my learners aware of the safe and responsible use of the Internet.

Rational:

The rational behind choosing this site is it allows my learners to get some training on the proper way to use technology and not abuse it.  If my learners can learn to utilize this site then maybe we can cut down on students uploading inappropriate videos, or not taking the time to realize their audience is now the world once their work is published.

Example one:

I would have the group of the learners watch the video and answer questions afterwards.

Example two:

The learners would get into a small group and design their own set of rules, to make a video and discuss why they think this video will help future learners of  technology devices.

Technology one is from learner Melitta Williams and her site is http://melittawilliams.wordpress.com/

URL: http://www.mirandanet.ac.uk/worldecitizens/

The second technology is World Ecitizens (n.d.) “aims to encourage understanding between peoples and communities and to share the fascinating diversity within nations and across the world web based learning environment is a rich resource for educational collaboration in topics such as responsible citizenship, mutual respect, combating social injustice and conflict prevention and resolution. WE participants can build projects together, join in debates, and develop electronic portfolios.” 

Rational:

I chose this site because it is easy to navigate and the functions this website contains.  This site also offers learners an opportunity to connect and have interaction with other learners in groups from all over the world as well as being able to design educational projects. But what is equally important it that the site provides and additional link called “Etopia Project for educators where they also can interact and collaborate with other professionals” (World Ecitizens, n.d.).

Example One:

The first way learners could benefit from using World Ecitizens is by providing leaners with a discussion questions to answer once done they can explain how they got their answers.

Example Two:

The second way leaners can benefit from using World Ecitizens is by having learners connect with another person from another state that may be working on the same project.  Then have them explain how they believe this experiment will help him.

Thursday, December 13, 2012

Educational Technologies Blog

Week 7 blog

URL:  http://www.digitalcitizenship.net/

Digital Citizenship is a" concept which helps teachers, technology leaders and parents to understand what students/children/technology users should know to use technology appropriately. Digital Citizenship is more than just a teaching tool; it is a way to prepare students/technology users for a society full of technology. Digital citizenship is the norms of appropriate, responsible technology use. Too often we are seeing students as well as adults misusing and abusing technology but not sure what to do. The issue is more than what the users do not know but what is considered appropriate technology usage" (Ripple, 2012, p.1).
The reason I chose digital citizenship site was it sereves as a guide to how we should we act when we are online, and what should be taught to the next generation.  Now a days there are so many adult learners that abuse technology by displaying material that potentially harm their future or job.  Digitial Citzenship also discusses the Nine Elements which is related to Respect, Educate and Protect.
 
Example 1:
 
I would first show a video of the digitial citzenship nine elements which goes into detail about how students should act while online using technology and respect others as well while on line.  They would take a sheet of paper with scenarios and break down how they could have done better based of the nine elements.
 
Example 2
 
I would next put the classroom into a small group and have them make their own Digial Citizenship to help future users of technology respect the online society.  This would also open the group mind to think of different stratgies that could help the future and enhance adult learning.
 
 
The next technology to enhance adult technology is Education World.  This is a website that enhances the adults mind about cyber ethics.  Basicly it informs adults on what is good to do on cyberspace and what is bad to do.  These students will also learn the tools for teaching cyber ethics.  Next this site provides "Ten guidelines of computer ethics, online resources for teaching ethics and Internet safety, and eight tips for establishing a "culture of proper use" of technology in the classroom" (EdcucationWorld, 2011, p.1).
 
Example 1:
 
The first way learners could learn from this site is by having them read the information and then either answereing questions or having the students to write a report on how this information could benifit them in the classroom or if not please have them explain why not?
 
Example 2:
 
Another assignment or task to help enhance adult learning would be to put everyone into groups and see if they could come up the ten commandmants of computer ethics.  Then I would also have them talk about how they would implement the information they learned with another class in the future.
 
In conclusion both websites were helpful in finding were helpful in finding enhancements to help adult become better users of technology.
 
Reference:
 
Education World.  (2012).  Tools For Teaching Cyber Ethics.  "The Educators Best Friend."  Retrieved:  http://www.educationworld.com/a_tech/tech/tech055.shtml
 
Ribble, M. (n.d.). Nine elements: Nine themes of digital citizenship. Retrieved May 30, 2012, from http://www.digitalcitizenship.net/Nine_Elements.html
 
 
 
 

Saturday, December 8, 2012

Week 6 Educational Technology Blog

Every since I have been a online learner I have taken advantage of the online sources used to help my eucational program.  At Walden University they offer different technologies to help adult learners enhance their knowledge.  The two types of technolgy that I will use to enhance adult education is Blackboard and E Learning

As a user of blackboard I have notice that learning is now organized and easy to navigate on the internet.  By having Blackboard students and instructors may communicate on a topic in the synchronous chat room within Bb. Real-time communication with Whiteboard tools can be used for collaboration and off-site office hours.  This also make it easier to have students communicate with other classmates and instructors.  Blackboard is a tool that allows faculty to add resources for students to access online. Powerpoint, Captivate, video, audio, animation, and other applications are created outside of Blackboard and added into Blackboard courses for students to enhance teaching and learning efforts.

Example 1

I would use blackboard and assign students a assignment to complete by Wensday.  Once complet the student would have to respond to at least 2 classmates by no longer than Sunday.  This would be put into plact to make sure more students could participate in the discussion board.

Example  2

I would also use blackboard as a tuturing tool to help adults in need of extra help.  With this option student can be helped through differtn students colloaborating to make sure students understand the question.


Discussion Tool: Bb provides a threaded discussion, which allows students and instructors the ability to share concepts, ideas, questions and answers. One way to use this tool is for Frequently Asked Questions (FAQ). Create a Forum that allows students to see FAQ questions/answers. They may be able to help each other and you can post all questions/answers there instead of emailing to individuals.
Discussion Forums can also extend class time discussion by providing tools outside of class. You may find using a Forum for exam-related questions very helpful as well.

Group Tools: Bb provides a collaborative area for student groups to discuss within a threaded discussion board, chat (synchronously) with their group members, exchange files for review or additions, and/or send email to each other. Students today have many responsibilities and finding a time and place to meet can be very difficult. These Group tools allow all users to meet on their own timelines.

Next tool I would use is E-Learning.  When it come to adult learning E learning is one of the best enviorments to visit. One particular type is Classroom 2.0.  "Classroom 2.0 is a method of using a type of Multi-User Virtual Learning Environment set-up to connect schools across geographical frontiers (known as 'eTwinning') to enhance educational outcomes and cultural integration.  Schools based on the Classroom 2.0 concept make use of CSCL and the Internet to allow learners in one school to communicate with learners in another that they would not get to know otherwise. E-Learning systems based on Classroom 2.0 are culturally aware and take account of the different preferences of learners. Classroom 2.0 has been used effectively in Wales, England, Spain, and Italy" (Wikipedia, 2012, p.1).

Example 1:  I use this assignment to compare and contrast the differtn outcomes on a test or study hall.  By having this program more students will have the oppurtunity to share their opinion to other students from other classrooms.  They also will have th oppurtunity to explain thier answer. 

Example 2 I would use this disk to do another project this time it would be on a  larger scale sot that more students could compare their results to other countries ( such as England, Spain and Italy).

In conclusion both tools are good tools for technology that will help adults enhance adult education. 

Sunday, December 2, 2012

Week 5 Electronic Game Technology

Week 5 Game Technology
 

Growing up I was taught that playing video games are fun and it was designed for entertainment.  After researching I now know that video games can now educate adults in different ways. This week were asked to identify two types of video games to enhance adult education.  The two I chose to use was The Sims and Active Worlds. 

The Sims video game is a game that can be found on the computer or any game system Play Station, Xbox, etc.  The Sims game teaches life skills such as living in a home, buying food, working, having a family, and dying.  The video game also supports social interaction with other avatars online.  The Sims is a strategic, life simulation video game series developed by Maxis and later by The Sims Studio, and published by Electronic Arts. It is one of the most successful video games series of all time. As of May 2011, the franchise has sold more than 150 million copies worldwide, and is also the best-selling PC franchise in PC history.

 

The games in The Sims series are more of a sandbox game in that they lack any defined goals (except for some later expansion packs which introduced this gameplay style). The player creates virtual people called "Sims" and places them in houses and helps direct their moods and satisfy their desires. Players can either place their Sims in pre-constructed homes or build them themselves. Each successive expansion pack and game in the series augmented what the player could do with their Sims.

There are different types of games available: those that are played online, those on a computer, and those on a handheld device. The Leapster company is one of the leaders in handheld games, with their first system designed to help kids learn to read. The books let the kids read along and touch the screen to hear words spoken. They now make similar systems to teach kids other subjects such as math and science. There are even video games meant for consoles like the Nintendo Wii and XBOX 360.

More and more educational video games are now appearing on the computer and Internet. These games teach basic computer skills while also offering insight on a particular topic or subject. Sim City is a good example of this because the game teaches the players basic controls on the computer, but also teaches them on how cities are planned, built, and run.

Teachers and parents are now learning the benefits available to students who use video games. At home kids can use the games to better learn and understand the ideas they’re taught in school. For example, kids who are in reading class can use reading games to ensure that they know the basic skills before they move on to the next level. Parents can also use these video games to test their knowledge, with kids using the games prior to a test or quiz.

In the classroom, these games can be used to make learning more fun. There are studies that show some kids learn by outside stimuli and these games benefit those students. Kids can use the games in addition to their coursework or instead of their coursework. For example, some kids might find a typing game a better way to learn the computer keyboard than having a teacher talk to them about it. Teachers can even reward those students with the highest score in a game with a sticker or small treat, which encourages them to learn.

The game I selected to discuss is the virtual game known as Active Worlds (http://www.activeworlds.com/overview.asp) . When I viewed this online game system; I was simply amazed at the 3D supported graphics that enable individuals to create, develop, and basically “live” in a virtual community. The game offers a comprehensive platform for individuals to immerse themselves in 3D virtual reality.  Participants can choose a vast array of avatars that most fit his/ her personality, shop, make friends, build a home, and even travel all over the world.  Activeworlds also supports 3D technology for businesses where organizations can conduct on-line corporate training and other e-learning initiatives.

 

Unfortunately, I have not had much experience with this type of virtual gaming system, but my Emerging Technology Proposal is based on a very similar concept of a virtual “university”. I believe that engaging in a virtual community is beneficial for learning because players can participate in various communications and chats. As Steinkuehler (2012)  indicates,  discussions going on in the game, chats, blogs, and discussions that the game encourages will increase the constellation of literacy. In addition, by using this virtual community; adult learners have the capacity to increase their collective sharing of group intelligence (Steinkuehler, 2012).

 

Although I fully believe that this technology is an effective learning system; the only potential challenge I can forsee is by the increase of “virtual community interactions” will ultimately decrease the amount of time the individual can interact within a live “face-to-face” community.

 

If I had the opportunity, I would incorporate this virtual learning community into an online college course for adult learners.  The software has the ability to offer e-learning options and interactive course lecturers. I would take the opportunity to integrate this game into my learning curriculum to deliver interactive, online communication in a virtual reality for students.

 

References:  

 


Activeworlds (2012).  Activeworlds Virtual Community.  Retrieved from: http://www.activeworlds.com/overview.asp

 

Steinkuehler, C. (n.d.). Cognition and learning in MMOs. Retrieved May 30, 2012, from http://www.gameslearningsociety.org/research/cognition-and-learning-in-