Thursday, December 17, 2009

Reflective Synopsis

The first 6 weeks of this course have been extremely enlightening. Already I find myself excited about using these technologies int he classroom to improve engagement and collaboration with students. The idea of using ICTs in the classroom is not new. However, it is still as important as ever as teachers are beginning to be left behind by the rapid advancement of technology. I am of the belief that for the teacher to have engaging lessons, they need to stay ahead of the trend, perhaps shocking the students, digital natives, with their own know-how.

But how can these technologies possibly help student interaction and commitment to work? Students have individual learning needs that are unique, and it becomes nearly impossible to satisfy every student. In some cases, teachers will teach content the way that they learn best, but have they taken into account those students who are active, reflective, visual, verbal, sequential or global? Or what do teachers do about kinaesthetic learners in a maths class or those who are linguistic in a PE class?

The answer is e-learning tools. These tools have the ability to enhance learning experiences for all students who gain more opportunities to understand, problem solve, perceive, and communicate ideas and solutions. Perhaps the greatest assets of e-learning tools is their ability to engage students and provide assistance with collaborative learning. What e-learning tools are there that exist that can help engage students? The answer is many. This blog is filled with over twenty such tools with examples of how teachers can incorporate them into the classroom environment.

Perhaps the most useful e-learning tool that I grew familiar with was the blog. The ironic thing about this assessment is that I am to reflect on how useful blogs can be for students, when in fact I, the university student, am using one. So I guess you could say I am learning first-hand how useful and exciting it is to use these e-learning tool. The genius of this tool lies in its simplicity and collaborative option. Nothing could be easier than posting your thoughts on an assignment to a blog or discussing and reflecting on different content with peers and teachers. I believe that from now on I will be often using blogs in my classrooms, where ever possible. For me, blogs have a lot to do with engaging the students.

In fact, the Engagement Theory does a lot to align itself with the fundamental outcomes of using blogs. Engagement Theory is about meaningfully engaging students in worthwhile tasks in a group atmosphere with the assistance of technology. When this engagement is present, then activities that allow students to create, problem-solve, reason, make decisions and evaluate become easier. I have experienced first hand in the first six weeks of this course how much potential blogs have inside the classroom facilitating learning.

Another reason why I so highly rate e-learning tools is their ability to facilitate team-building exercises. Take WIKIs for example. If I were to use WIKIs for the purpose of assessment, I would have students work in teams, where they would be assessed on communication, planning, and management of team efforts. The modern workplace, and universal to perhaps all jobs, demands that people possess these skills. However, schools tend to drift towards the assessment of the individual, which does not provide meaningful investment into a student's future career as a team member. WIKIs can provide both team building qualities and engagement.

Engagement. Perhaps the most important asset of the e-learning tools. One of my personal favourites was the visual simulation WebQuest idea. Today's students spend endless hours on video games of various types and genres, and are able to memorize millions of facts on these games. So why is it so hard for students to memorize facts inside the classroom? I believe that the WebQuest e-learning tool is part-way there with the solution, the end result being a platform in which students experience their work as if it were a computer game.

Take the Microsoft ESP visual simulation platform, The World Game, for instance. The objective of the World Game is to provide students with an intensive, immerse three-dimensional experience designed to help them develop understanding of the complex nature of global systems as the try to meet the challenges of climate change and the future of energy. However, for the moment, WebQuests are far away from becoming three-dimensional visual simulation wonderlands. Not all e-learning tools that can be used will be so groundbreaking or entertaining, for example, in some cases all a teacher may need is something simple.

Multiple Choice Quizzes, or MCQs, are a simple way of engaging students in content. With a quiz at the beginning of class, students will perceive what they will need to know by the end of the lesson, or by having the quiz at the end of class, teachers are reinforcing what has been learnt. Of course, MCQs require the teacher to write the quizzes and present them in an entertaining way. But there are some e-learning tools that exist that teachers will have to do no beforehand work. I speak of tools like Google Earth.

Google Earth has many uses. Subjects that this tool could be used in range from Geography to Mathematics. Students could in reality spend all lesson tinkering with the technology because it is so vastly engaging, the possibilities for assessment and homework are boundless. Google Earth has the ability to cross over other course work where students can relate a particular subject they are interested in, say Mathematics, to a course that they may have particular troubles with.

In conclusion, E-learning tools have such a great potential to brighten the classroom with engaging lessons and authentic team building exercises that it would be a shame to ignore them. It was not until I personally used some of these technologies in the classroom that I realised how great effect these tools can have on a student's education and commitment to learning. I have had students who tried their hardest to never engage in school work actually volunteering to do exercises and it has been very satisfying as a teacher and a human being to be thanked by students for my lessons. I will always consider this course a God-send.

Damian Coles.


Siemens, G (Dec, 2004), Connectivism: A Learning Theory for the Digital Age, http://www.elearningspace.org/Articles/connectivism.htm

The Abilene Christian University Adams Center for Teaching Excellence (2009), What is Active Learning + Why use Active Learning, Abilene, http://www.acu.edu/cte/activelearning/whyuseal.htm

Cronje, J (Dec 2000), Paradigms Lost: Towards Integrating Objectivism and Constructivism, http://it.coe.uga.edu/itforum/paper48/paper48.htm

Oliver, R (2001), Learning Design, Western Australia, http://www.learningdesigns.uow.edu.au/project.learn_design

Blackmore, J et all. (July, 2003), Effective Use of Information and Communication Technology (ICT) to Enhance Learning for Disadvantaged School Students, Melbourne, http://www.dest.gov.au/NR/rdonlyres/D63F92A3-6931-464F-9970-D599BE3E390E/4520/ICTreport.pdf

Stansbury, M (Mar, 2008), Analysis: How multimedia can improve learning, http://www.eschoolnews.com/news/top-news/?=53243

Prensky, M (Oct, 2001), Digital Natives, Digital Immigrants, MCB University, http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf

Felder, F & Spurlin, J (2005), Applications, Reliability and Validity of the Index of Learning Styles, North Carolina, http://www4.ncsu.edu/unity/lockers/users/f/felder/public/ILSdir/ILS_Validation(IJEE).pdf

Gibson, D & Grasso, S (July, 2008), An enterprise simulation platform for education: Building a world game for pre-college students with Microsoft ESP, http://www.microsoft.com/education/highered/whitepapers/simulation/simulationplatform.aspx

Mergel, B (May, 1998), Instructional Design & Learning Theory, Saskatchewan, http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm#The%20Basics%20of%20Behaviorism

Hazlett, T (Sep, 2007), How the 'walled garcen' promotes inovation, http://en.wikipedia.org/wiki/Walled_garden_(media)

Davis, J & Grose, S, Which way? What happens when embedding Aboriginal and Torres Strait Islander perspectives in schools meets the professional standards for teachers and an accountability matrix?, http://www.strongersmarter.qut.edu.au/docs/papers/Which_Way_by_John_Davis_and_Sharon_Grose_for_Wipce_2008.pdf

Kearsley, G & Shniederman, B (1999, April), Engagement Theory: A framework for technology-based teaching and learning, Maryland, http://home.sprynet.com/~gkearsley/engage.htm

GP Training (Dec, 2006), Multiple Intelligences, http://www.gp-training.net.educational_theory/multint/multint.htm

Monday, December 7, 2009

The effectiveness of WebQuests

WebQuests are the messy, ill-structured problem-solving tasks that students take in groups to investigate relevant issues, then by sharing with each other's ideas, students research and apply new knowledge to produce a solution to a existent problem in the world today, for instance, global warming. Students will sometimes not be interested in learning a subject out of a textbook or through handouts, but in a team, when they are in a situation where they feel they are in charge of solving an authentic problem, their interest sparks.

Take the Microsoft ESP visual simulation platform, the World Game, for instance. The objective of the World Game is to provide students with an intensive, immerse three-dimensional experience designed to help them develop understanding of the complex nature of global systems as they try to meet the challenges of climate change and the future of energy. While WebQuests are far away from being a three-dimensional virtual world, it may not be very long away in time. If technology such as these could be mixed with WebQuests, or far that matter any type of learning, students will learn to work with large data sets, model complex processes and share resources about the nature of the content. The future of this technology could go anywhere, students could go back in time, or to outer space.

Gibson, D & Grasso, S (July, 2008), An Enterprise simulation platform for education: Building a world game for pre-college students with Microsoft ESP, http://www.microsoft.com/education/highered/whitepapers/

The effectiveness of WIKIPedia

Wikipedia's usefulness comes in the form of a reference resource. While teachers must always be weary that in the classroom setting Wikipedia can be inaccurate, incomplete, or vandalised, there is an opportunity to use the references down the bottom of the page of any topic to further investigate. Perhaps the best use for Wikipedia is the task we give students that relate to it. An assessment task that involves editing Wikipedia could seem like a really worthwhile task as the students will be able to own a piece of Wikipedia themselves if they were to do sufficient research and editing.

If I were to use such an activity, students would be required to work in teams, where they would be assessed on communication, planning, and management of team efforts. The modern workplace, and universal to all jobs, demands that people possess these skills, however schools have had a trend towards assessing students as indivuduals. "Research on collabarative learning suggests that in the process of collabaration, students are forced to clarify and verbalise their problems, thereby facilitating solutions. Collabaration also increases the motivation of students to learn, a significant consideration in relation with high drop-outrates. Furthermore, when students work in teams, they often have the oppurtunity to work with others from different backgrounds and this facilitates an understanding of diversity and multiple perspectives."

Kearsley, G & Shneiderman, B (1999, April), Engagement Theory: A framework for technology-based teaching and learning, Maryland, http://home.sprynet.com/~gkearsley/engage.htm

The effectiveness of WIKIs

WIKIs have a wide variety of uses and are in my opinion the most useful way of engaging students in collaborative work. With WIKIs, students are able to work as a team through managing ideas, splitting work, and posting acivities. I have already gone through several instances in my mind for where WIKIs would be useful in a classroom, whether it be for an entire class WIKI where I answer queries from students, to students controlling their own WIKI sites where they submit group assessments.

I believe that this has a lot to do with Engagement Theory. Engagement Theory is about meaningfully engaging students in worthwhile tasks in a group atmosphere with the assistance of technology. When this engagement is present, then actvities that allow students to create, problem-solve, reason, make decisions and evaluate become easier. Students become more motivated with technologies such as WIKIs and therefore learn more.

I recently did Learning Experience with a group of students who, when introduced to the idea of doing their work in the form of a WIKI, jumped at the chance to control the presentation of their work, as one student put it, it was like "controlling my destiny".

Kearsley, G & Shneiderman, B (1999, April), Engagement Theory: A framework for technology-based teaching and learning, Maryland, http://home.sprynet.com/~gkearsley/engage.htm

The effectiveness of YouTube and TeacherTube

YouTube has become an international phenomenon. All over the world, young and old alike, are using YouTube to post "how to" videos, songs, and other sometimes inappropriate things. But aside from the misuse that occurs in technology such as this one, YouTube and Teacher tube have great potential in the classroom. I have seen many videos in classrooms, sometimes done by myself, that grips the students' attention and doesn't let go, even for a topic which the majority find boring. When combined with a PowerPoint that can provide much needed visual help for those students who learn best that way. The most useful thing about this technology is that it can be used for anything; documentaries, how to's, and even practical workshops.

Students can be categorised into three ares: Kinesthetic, Auditory, and Visual. While YouTube can fulfill two of those types, it lacks the physical activity wanted by Kinesthetic learners. Although it is fair to say that YouTube, if used as a "how to" activity, could fall under that category. It possesses within it, videos and sounds, sound-bites and music, and possibly design activities and physical movement.

GP Training (Dec, 2006), Multiple Intelligences, http://www.gp-training.net/training/educational_theory/multint/multint.htm

The effectiveness of Quizzes

Quizzes designed by the students provide an excellent opportunity for students to learn the best way they can, by teaching others. Students have the ability to understand many minute and key ideas behind their favourite video games, so why can't class be the same? If students were able to demonstrate their knowledge or even show it off in a way to "beat" the other students, then they would be more inclined to learn content for themselves. While technology has been a large factor in this subject, it comes down to the idea that a teacher possesses that engages the student. Quizzes can provide a great opportunity for students to be re-engaged in content that they may have lost their motivation for because it provides a chance for students to trump the other students and prove that they know more than the others. This tactic can also be used in groups.

What is also very important for the successful implementation of this technique is that feedback is given. There are four important mechanisms and contexts for learning: the characteristic of the learner, the nature of the content, the role of the community, and ongoing feedback. Quizzes have been shown to work well with every student, with content being unrelated to the "game" the quizzes can become. When students work in groups on the production of these quizzes, and the teacher provides ongoing feedback about their progress, learning has taken place.

Prensky, M (Oct, 2001), Digital Natives, Digital Immigrants, MCB University, http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf

Gibson, D & Grasso, S (July, 2008), An enterprise simulation platform for education: Building a world game for pre-college students with Microsoft ESP, http://www.microsoft.com/education/highered/whitepapers/simulation/SimulationPlatform.aspx

The effectiveness of SlideShare

SlideShare is a program that allows anyone to add voice to PowerPoint presentations. While anyone can does this, teachers may make good use of this in the classroom. In my posting about PowerPoint presentations, I already went over the usefulness they can provide with visual and auditory learners, only this time, there is chance for the teacher to not only add a lecture to explain the slides, it also gives the teacher time to keep an eye on the class at the same time. There would be no need to stop the lecture or lesson for interruptions. Students can be quietly disciplined while the lecture continues.

That brings us to the research on behaviour. If for example, I use the above technique in a class, I would focus my attention on behaviour. Behaviour can then be split into two: good and bad. For good behaviour, if students are attentive to the lecture and are writing notes, then I will reward this so the behaviour may be repeated in them and others. If students are misbehaving then they will be warned and punished. Responses that bring about undesirable outcomes for the students are unlikely to be repeated. During all of my classes, it is imperative to get the students into the rhythm that when they do positive actions they will be rewarded and when they do poor actions they will achieve nothing.

Mergel, B (May, 1998), Instructional Design & Learning Theory, Saskatchewan, http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm#The%20Basics%20of%20Behaviorism