Friday, March 22, 2013

Examine Research


Three articles that I found interesting were Using Massively Multiplayer Online Role-Playing Games for Online Learning by Marcus D. Childress and Ray Braswell, Games and Simulations by Nathan Balasubramanian and Brent G. Wilson and Cracking the Walnut: Using A Computer Game to Impact Cognition, Emotion and Behavior of Highly Aggressive Fifth Grade Students b L. Jon Hobbs and Zheng Yan.
Each article discusses new ways in which improvements can be made to online courses. The first article by Childress and Braswell focuses on the issues that coincide with taking online courses and provide ways in which these problems could be changed for the better. Its main focus is on using massively multiplayer online role-playing games, better known as MMORPG. These systems provide the opportunities to communicate and interact with other students and the instructor in online courses. The article explores the history of this technology and massively multiplayer online games of MMOGs. The explain how these MMOGs and MMORPGs are being used today to help students to become more involved in their online courses. The article also provides examples and situations in which the MMOGs and MMORPGs have been used and they briefly expand on the future uses of these programs in online courses.
The next article by Balasubramanian and Wilson, analyzes the positives and negatives that are associated with gaming and simulation in a learning environment.  They provided the results from a study that was conducted using different types of educational gaming systems that were developed and released by the Nobel Foundation. The study was based around different junior high school students. The results showed that there were a number of positive gains that were received after participating in these gaming interactions. They also provided five guidelines they deem necessary for the gaming simulations to be successful. They are as follows: “1) the design of games and simulations should be sophisticated and challenging enough for students to be cognitively engaged with the game, 2) the content of games and simulations should be aligned with the standards and viable curriculum in schools, 3) the logistics and usability of the games should reflect classroom realities and time constraints in schools, 4) the feedback and assessments embedded in the games should embody measurable learning outcomes, 5) the teacher guides accompanying the games should provide sufficient ideas, activities and resources to enhance students learning” (Balasubramanian & Wilson, 2004).
Finally, the article Hobbs and Yan, used three different fifth grade students that they believed to exhibit “highly aggressive behaviors” in their study. Their main focus was on analyzing the potential effects of games that were deemed aggressive. They used what they refer to as a single subject multiple baseline research design. They analyzed three different domains for varying effects. Those domains included cognitive, affective and behavioral. Through their results they found that there are some systematic differences in the children. They believe that the game had a sudden effect on peer behavior for all of those that participated in the study. The other domains saw little effects that were measurable or desirable.
Although these articles are all different, they all provide new ways to improve the ever-changing world of education. In today’s society, more and more classes are being taught online instead of in an actual classroom. These articles provide research that has been done on the effectiveness of new technologies and ways that these technologies could also be improved. Although relatively new, I believe that MMOGs and MMORPGs will become more and more popular in online courses across the country. Due to the fact students can connect most with them as well as the ability of teachers being able to challenge the students through this multimedia world.
Instructors who are currently teaching online courses or hope to in the future could definitely utilizes the MMOGs and MMORPs if they are accessible to them. They provide new ways to learn and reach out to those who are sometimes lost and unfamiliar with the new age of online courses. There are many times when teachers or instructors are hard to get into contact with and I feel as though these new models will provide more direct instruction for online courses. It will also provide more opportunities for students to have their questions answered promptly in the online setting.
With the evolution of technology is important for those in the field of education to stay up to date with what is changing around them in order to provide the most adequate learning opportunity for those they are instructing. I believe that these are all examples of how we are taking a big step in the right direction in order to provide the best learning experiences. As well as provide the best materials in order for the student to completely indulge in their learning experience. In this day and age this generation of students is most connected to technology and its continual growth and use in the academic setting.






REFERENCES

Balasubramnaian, N., & Wilson, B. G. (2004). Games and Simulations. Games and Simulations, 1, 1-8.

Childress, M. D., & Braswell, R. (2006). Using Massively Multiplayer Online Role-Playing Games for Online Learning. Distance Education, 27, 187-196.

Hobbs, L. J., & Yan, Z. (2007). Cracking the Walnut: using a computer game to impact cognition, emotion and behavior of highly aggressive fifth grade students . Department of Educational Counseling Pyschology, 11. Retrieved March 22, 2013, from http://homepages.utoledo.edu/jlamber4/5

Saturday, March 16, 2013

EXAMINE THEORIES


C. Rogers focuses on the idea of experiential learning. His ideas about learning come from the ideas of psychotherapy and different areas in psychology. Compared to other learning theories, Rogers is particularly focused on adult learners.  According to Rogers, experiential learning focuses on the desired needs and wants of the learner.  Rogers initiates four main qualities of experiential learning. These qualities include personal involvement, self-initiated, evaluated by learner and pervasive effects on the learner (Rogers, 1969). He believes that main purpose of experiential learning is to propose the idea of the individual's personal improvement and growth (Rogers, 1969). He believes that all humans have an instinct to learn and improve their knowledge. In these circumstances, the teacher is the person who controls the learning environment.
He believes that there are certain times when learning is to take place. There are many situations when the teacher can provide a positive learning opportunity, Rogers focuses on six examples. The first example includes the teacher providing a positive learning environment. Second, the teacher clarifies the purpose to the student. Third, the teacher organizes and provides necessary learning resources to the students. Fourth, the teacher is able to balance intellectual and emotional components of learning. Finally, the teacher shares thoughts and feelings with the students, but is not too dominant (Rogers, 1969).
There are four main principles to his theory. They are as follows: “learning proceeds faster when the threat to the self is low, self-initiated learning is the most lasting and pervasive, learning which is threatening to the self are more easily assimilated when external threats are at a minimum an significant learning takes place when the subject matter is relevant to the personal interests of the student” (Rogers, 1969).
These concepts could be utilized on internet-based applications. The Internet allows for more in depth discussions because there is not necessarily an end time like there would be in a classroom. This also provides the opportunity for a positive learning environment, which is self-initiated. The self-initiated aspect is a vital component when discussing online courses or assignments. His theory could be applied to adult students who are taking much of their course load online.  The major emphasis would be on a personal interest in the subject matter and self-initiation.

Saturday, February 16, 2013

Blog Post #5

I joined the THE APPLE GROUP on Diigo. Apple and its products have amazed me throughout the past couple years so without a thought when i saw this group I had to join it. Apple is very intriguing to me and how advanced its technology has come in a short time. Also the other thing I am amazed with is how user friendly apple products tend to be regardless of age group generally the use of the product tends to have no issues when learning how to use the product.  In this group there is various resources for different companies and how the apple products are used in different forms for various sources. The uses of the group connect young and old alike to connect and use the apple products in various forms and how they can benefit you personally as well as at work or in the field you may work in. Networking websites being used in a classroom can go many ways in my personal opinion I believe it can affect how the class functions. I believe in showing students various thoughts and opinions so they can be able to build their own on the subject matter or whatever the topic may be. So for me personally I feel having network websites available to the students can help the environment of teaching and learning however lets not allow it to confuse students. I know it can be hard when you hear three or four different opinions about a subject it can be confusing. From my own personal experiences it seems to confuse me as well when I was in school even though networking is not what it is today. I spend most of my personal time networking on such sources as Facebook, Twitter and Instagram I enjoy social media and the ability to network with other peers as well as seeing what others are interested in as well. I am always curious as to what the trends of the world are as well as stay in touch to what people are talking about. By joining this group I think I can benefit by learning how the different companies use the apple products I myself have a Macbook, Ipad and Iphone. So i think by joining this group it can only benefit my personal uses of the apple products.

Saturday, February 9, 2013

Gaming

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Gaming in the classroom seems to be the future of productivity in the classroom. I think with the way gaming has taken over this generation’s hobby we seem to find more kids and students involved in groups and activities that deal with technology based whether it is gaming or simulation. With that being said I think in order for us to keep students involved and attentive to their learning and in the classroom gaming and simulation will help and improve the class room and show that we can incorporate other avenues for learning rather then the usual textbook and notebook way we have used for generations.
The first game/simulation I explored was http://www.3rdworldfarmer.com/index.html it is a simulated game that teaches about the responsibility of the third world countries and the hardships they endure while trying to survive. It teaches valuable lessons for students. Like taking care of live stock and selling livestock as well as building the farm land so that the families do not starve and are able to fend for themselves. It incorporates real life trials and tribulations as well as teaches about responsibility of what I would call running your own business in a sense even though it is simulated. You are only as successful as you make yourself. It is definitely something I would consider using in a classroom setting if I was teaching on the responsibility of running a business and how to establish your self as a patron. I find this game suitable for a classroom environment.
The second game/simulation I explored was http://www.kumawar.com/  which is quite an interesting online simulation of events that are similar to a war type reenactment of different wars our country has been involved in. Each mission is a detailed of some sort of task our military has been involved in. However since it does have some relative events in our history it is reasonable to use however I don’t find it suitable for a classroom environment or setting due to the graphic nature that does have incorporated with it.
The third game/simulation I explored was http://www.coolmath.com/ that is primarily based for elementary based learning. It did have simulation and games that provided different activities for students but it also had different material activities where students could read and work as well dealing with each math subject that may be provided in school. It was pretty self explanatory in the sense that the maneuverability of the site is based for kids at that age. It is very detailed on how to help students improve in the math area. One simulation I looked into that was available on the bottom of the page was this simulated activityhttp://www.coolmath.com/games/lemonade-stand.html and during this activity it allows students to help “stinky and bubba” run their lemonade stand by using math skills in giving change back to customers and other activities dealing with money. It is something I would suggest for a teacher to use when discussing money and how it works. This is definitely an activity that could help facilitate a real life activity for students at a young age.
The benefit of the sites is trial and error like explained in the video “ Schools Use games for Learning and Assessment”-youtube video. Where the military uses a program called pulse that simulates real life situations where they may find themselves involved in the field. It allows them to make mistakes then retract and do the event or situation correctly and be told where and how they went wrong. Especially when dealing with saving peoples lives and how to work with those who are also working with you while trying to do a procedure on a patient.  Explained on the Edutopia site “Sims vs. Games: The Difference Defined” Kids derive many benefits from playing such games. They include learning how to: cooperate, collaborate, and work in teams, make effective decisions under stress. These are all important traits not only in the classroom but also in life. So I think simulation in the classroom can be so beneficial with the way society is heading in the sense to a technology driven society.

Thursday, January 31, 2013

Blog post #3 ethical issues related to using internet in the classroom

The issues that pose for teaching and learning using the internet in the classroom are vast. However these issues are those that can be avoided by taking the steps necessary. With the ethical issues we see in our media today dealing with the use of free content on the internet verse using licensed material that is also found on the internet or publishing material you may publish on the internet yourself can be difficult as an educator. For using content found on the internet is where you run into issues you see in the news like the one dealing with the story and tragic death of Aaron Swartz. The challenges we face as educators is making sure students understand who is the publisher of the material we are using and how students use it in the classroom and in their work. To make sure we dont have the issues of plagiarism and/or the issue of a student or teacher using the material and claiming it as their own. Creative commons explains how we are a sharing culture and that only recently we have put restrictions on sharing on the web and Creative commons explains how they give the ability of their work to be used in many ways but the author gives you the permission of what can be done and how it can be used outside of their own uses. So it allows for people to extend their own identity and create the ability for others to make their work better. I personally believe this is how all content in education and on the internet should be used on the internet because it allows for the author to put the restrictions they want on their work. As a teacher it gives the freedom for students and teachers alike to grow and build on their own work or others without having such legal issues as we saw in the Aaron Swartz saga which lead to something we want for no human being. With E-Books they are changing the hemisphere of academia of books. E-Books answer all the questions I had issues with while i was in school like size and weight of text as well as the availability to students and teachers at any time. But the issues with E-Books are still looming dealing with the availability of text to electronic media. It restricts the material students can get outside of the classroom. "Publishers have at last begun to uncouple print and electronic sales of textbooks, making it easier to choose one or the other as desired. In some parts of the world, DRM restrictions still impede the adoption of electronic textbooks; titles that are released in one country may be unobtainable in another, or available only on certain platforms. Until electronic textbooks are divorced from reader-dependent formats, broad adoption will continue to be problematic for universities." (2011 horizon report) With this dilemna We have the issue of using these because it does not allow for the availability at certain levels and in certain countries. So for this being the future of education it leaves the dilemma for teachers and professors alike of whether this is important for their classes. In closing my only issue with anything electronic is the issue with social media and the ability of students to communicate between each other so by allowing the use of smartphones, Ipads and other smart devices. That is my only dilemma in using material that is available to the internet. So as an educator it can be frustrating to know the availability to information when using such devices.


Saturday, January 26, 2013

In the clouds

Wordle: Untitled http://espn.go.com/blog/los-angeles/lakers/post/_/id/35592/lakers-found-the-formula-can-they-repeat-it

Being an avid sports blogger I chose to go with something other then education due to my Lakers struggling this year.

IN THE CLOUDS

This weeks lesson was the first time I have ever been introduced to the concept of cloud computing. As cloud computing becomes more popular you start to see its impact in education. It does make the transfer of data easy also it allows you to store large amounts of data. Diigo is a neat cloud computing website however it is already not my favorite. (only cloud computing site I have ever used.) Not a fan of having to add another toolbar to the browser.

Going through the applications on the cloud website a couple of them stuck out for uses I feel I would find beneficial to my educational experience. http://en.educaplay.com was one of the first sites that interested me as a cloud based website. It is an interactive multimedia website that allows for teachers to create activities so that the students can interact with each other using the different activities. This is a site where teachers can collaborate together to find ways to use these activities on a distance learning website such as blackboard and Epsilen used at UT. So this is for the use of our educators to collaborate together to find the best interactive ways to educate students which I think is great for education.

 As you go through the different sites you find those that interest and some that are just kind of have a boring presentation. The second one site I found is http://edufire.com It a cloud based learning community that allows you to take your classes so that it can fit your busy schedule. You register for class as if you were a regular student but class is facilitated by a video conference by a teacher that is assigned to that subject. On the website our the lessons and assignments for use to get done at your pace and turn in all on one site. The site has multiple languages as well as multiple subject matters and information regarding these subjects by students who have used this cloud computing source before.I think with secondary education this is the way education is heading in this direction.

The last site I found http://www.thinkbinder.com/ AS a another tool for students to collaborate in a online setting. It is a real time study group that allows for students to complete assignments together outside of a classroom setting. It has all the features to facilitate a study group it has all the capabilities needed to chat and finish classroom work but online. We were required to follow a group on Diigo so I chose to follow Edtechtalk group. As I have only recently began to learn about cloud computing and other internet ventures I have began to see that this group can help with the learning of the tips and tricks of the internet. From this group I feel i can grow my knowledge on education and how technology is continuing and growing in the school environment.It is going to be interesting to see throughout the semester to see the ideas and concepts that people are implementing in a education setting.

As i continue to read about cloud computing since it is new to me I find that it is unlimited to the amount of server space that we can use. It is a great resource for different type of learning environment. I believe this is the evolution of education. Cloud computing is the future of education it is something we as educators need to start in cooperating because it will be the future of education.