Showing posts with label Emerging Technologies. Show all posts
Showing posts with label Emerging Technologies. Show all posts

Sunday, September 13, 2009

Week 2 - Blog Posting #3 - Media Literacy

Brain Rules
The Brain Rules site (www.brainrules.net) reminded me so much of what I learned from Eric Jensen’s Brain based Learning book in my month two course Multiple Learning Intelligences. The concepts purported in the Brain Rules site corroborated with the concepts of the stressed brain and the effect that exercise and rest have on the brain.

Teaching Different Brains
From reviewing the site and indeed upon reflecting on what was brought up in Brain based Learning, and the different times of day for brain alertness, I realize that perhaps I could be more flexible with my students in terms of instruction. I think that I were to spend more time with the children, I'd get a chance to see how each student responds to learning at different times of day. Perhaps the lesson could be modeled around that, so that each child gets a chance to learn in their own way.


Multitasking
My perception of multitasking was challenged when I reviewed the Brain Rules site.
Perhaps this very post is a good example of how multitasking really isn’t beneficial at all. I started out to post this quite early this morning. But due to construction/remodeling of my home, and of course the children not in school, I was “multi-tasking”. And a post which could easily have been completed in 2-3 hours was drawn out over the course of most of the daylight hours.

I was so intrigued by this multitasking myth that I just had to include a reference from a book I own in this post. (C How to Program 2nd Edition: H.M. Deitel/P.J. Deitel ) A few years ago, I become interested in C, an object–oriented programming language. In this book, there was an interesting fact that was raised.
Computers initially were capable of executing merely one job/task at a time. This is referred to as single-user batch processing.
Over time, as computers transformed into even more powerful machines, this process of single user batch processing didn’t make use of the computer’s resources efficiently. As such, eventually computers were developed into machines that multi-programmed. Multi-programming is when many jobs or tasks share a computer’s resources, in order to get better results. Enter timesharing. Time sharing is a particular instance of multiprogramming where users interact with a computer through terminals. This system enables many users to access a computer all at the same time. The access appears to be simultaneous, but what the computer is really doing is running a small segment of one user’s job and then moving onto another one, several times per second. The computer does this so quickly that it appears that things are simultaneous.

This caused me to wonder if the way we programmed computers was telling of the way we viewed how the brain works when different tasks are presented at the same time. Are we referencing our own knowledge of this process and transferring t to computers? Are we trying to perfect this concept of multitasking in computers where we have people have failed? Are we trying to be more like our perfected machine when in reality as the studies have shown from Brain Rules, that it is impossible? I wouldn’t be surprised if that were the case at all. We are expected to work all day with only a one hour break, if that in some cases. Most of us wouldn’t think to leave our car engines running at night. The car wouldn’t run effectively or efficiently. We try to multitask and it really does us no good. This revelation has seriously challenged me to view multitasking differently.

Performace and Simulation: Haptic / Mind Reading Technology
This section of my post is a response to the Performance and Simulation sections of the assignment. These are areas of interest to me because I will be studying more into these topics as they relate to my Action Research. Here is a link that my friend passed on to me, where haptic technology has taken a broad step… Instead of using your body to physically touch a screen or interface, the mind gathers data from your body movements and transfers it to a video game or operate a wheelchair.
Essentially, as each movement is made, there are different areas of the brain that fires electrical impulses at varying frequencies and length. And as the third video, Total Communication conveys, the way we relate to machines is the central focus of this exercise.

Emotive Stonehedge Demo:

http://www.youtube.com/watch?v=YxMux4uEkLI&feature=player_embedded
Retrieved Sunday, September 3, 2009

Wheel Chair Control:

http://www.youtube.com/watch?v=0at3NzNRySg&feature=player_embedded
Retrieved Sunday, September 3, 2009


Mind Control: Human / Machine Interactions (Total Communication)

http://www.youtube.com/watch?v=40L3SGmcPDQ&feature=player_embedded
Retrieved Sunday, September 3, 2009

We’ve seen this technology implemented to a degree in the Nintendo Wii. But from an educational and training perspective this sort of immersive environment lends itself to a plethora of education ideas in knowledge delivery and acquisition. Children can use specialized gloves in order to manipulate dough in a home economics lesson, which would also help to save money on materials. We’ve seen such steps toward immersion in Augmented Reality, (former FSO graduate, Camaal Moten’s History Lesson site: http://www.youtube.com/watch?v=WDnKzfEVEHM) Virtual Reality and Second Life.
In this presentation for Dr. Wyly’s Month 1 MLR course, my group and I discuss our findings on how Science Education is being used in Second Life, and what we believe the implications and applications are and could be in a real life setting.
http://media2point0.comxa.com/

Playful Learning
One of the concepts that was brought out in the Gever Tully video was that of exploration through independent and collaborative playful learning.
In an ID Model that my former group was assigned last month in Dr. Deason’s Education Design & Evaluation course, the concept of playful learning was brought to the forefront. The article entitled, Computer as Paintbrush: Technology, Play, and the Creative Society by Mitchel Resnick highlighted the various ways in which Lego robots were used to accomplish varied tasks.
Children used crickets, which are small electronic components that communicate with the brick of a Lego robot. This brick then executes the commands run by the cricket script in order for the robots to perform goals such as sense light, react to movement, gather data and navigate a course. The article explained that it was because of the playful explorative nature of the method the children employed to accomplish goals that these goals were actually accomplished.
These investigative steps were explorative in that they employed the use of the trial and error process central to the Gever Tully video.
I would tend to agree with the points that both the Resnick article and Tully video raised. I had the privilege of working with fourth and fifth graders a few years ago in a similar setting. The children had Lego components, software, a mapped course and of course plenty of enthusiasm. One day we all had a warm time trying to code the script for the cricket. This was because each time we ran the script, the timing would change. We wanted our rover to proceed forward for a specified number of seconds, moving up a ramp to pick up an artifact. The problem was that again, each time we practiced, the amount of energy that the robot needed to use from the battery depleted, so after we had our numbers recorded, and tried to proceed with the rest of the mapped course, the robot would stop short of the artifact, each time farther and farther away. From this explorative process the children were able to learn about time and energy relations, and also about value. We used two sets of batteries in three different ways. Generic brand, brand name, and both, Our conclusions told us that when we purchased brand name batteries (Duracell) they actually lasted longer than Energizer batteries, and worked more efficiently than when we combined the batteries, which is something that each brand always labeled that we don’t do anyway. Were it not for this explorative, playful process, the information would not have been retained in quite the same way. These methods employed relevance, which is an important component of the learning process. It also brought up the issue of advertising. One of the girls brought up a point that the “Energizer bunny is fraudulent. Because it doesn’t keep going and going. They just want your money.”

On a related note, our team in Dr. Deason’s course had to create a collaborative learning environment where the concept of playful learning was realized, where the computer is used as a creative implement that aided to “paint” new learning experiences instead of simply a passive tool. This project was our month 3 final group project that was based on the Mitch Resnick paper. This link maybe found here: http://fullsailboas.ning.com/

Teaching Application
Having children become literate in various media takes the willingness for teachers and administrators to work together. It's my hope that as I proceed toward working on my AR project, that I can get the information that I would need in order to work the right channels to be able to integrate my AR project idea of a virtual classroom into a real world setting.
I'd have no problem developing training modules for principals and faculty to how this could effectively work. Kristen, one of my critical friends remarked that keeping perhaps taking disruptive students from out of the school and putting them all in one separate location may be facilitating the negative behavior further. Maybe if I channeled my efforts down the right paths, I'd be able to see where the technology could be best put to use. It is my ultimate hope that the classroom addresses a real safety in the classroom issue, but also addresses the much needed media literacy that the kids need to acquire. Teachers can benefit as well, because they too need to be aware of the technology and how it plays out in the classroom.

In the meanwhile, I think that I can definitely allow for more explorative options in the classroom.
I see where in my school, the computer is seen as a privilege or a reward. If I could find a way to get the computer to be embraced more as part of the in -class curriculum, perhaps that could be a step in the right direction. Right now, there is a computer class given once a week in a separate classroom. The children are not being taught the skills they need such as keyboarding by the computer teacher.
Anytime I've been in there, I see the kids left to play games for 45 minutes. Not that the games are themselves bad or that he couldn't be instructing them when I'm not around, but I've heard complaints from several teachers as to the instructor's attitude, competence and general apathy toward being actually involved. I think that the computer teacher needs to be less of a facilitator and more of a participator. This way, perhaps the computer classes could not only become more frequent, but more engaging too.
There are computers in most classrooms, and I think that by "sneaking" in computer related activitites would be a perfect way to begin to wean the children from off the perception that the computer is a privilege.

Tuesday, September 8, 2009

Week 1 - Blog Posting #1 - Web 2.0

It is the goal of this post to highlight the relevance of Web2.0 in a collaborative environment. I have many different points to bring up and I hope this blog brings some of these items to the forefront.

Facelift/ Upgrade:
Web 2.0 has changed the way we perceive the internet. Now, the internet is truly so; an interconnected community that is no longer restricted to links. Now, lay people as well as professionals are able to utilize the technologies that are available today in order to share ideas. No longer are we limited to the type of information we have access to. We too can be co-creators of many forms of information created by all sorts of technologies. So in essence the internet from its inception, really tried to be interconnected, but on a very restrictive level. This once very sophisticated concept…this internet, now is available to all.

3.0 Segue:
As I was reading Schrum's Web 2.0: New Tools, New Schools I pondered:
“If Web 2.0 is supposed to represent an upgrade from one type of internet experience to another improved experience, then could there conceivably be a future Web 3.0? If so, what will Web 3.0 look like? How will it be experienced?
What technologies will be implemented?

I imagined Web 3.0 as visually, being a virtual upgrade from flat webpages to ones that utilize more of the Z axis in its structural composition. And in my search, I’ve come across the following sites that are already using the existing technologies of 3D and Flash to push the envelope in terms of user experience and interactivity.

1. http://anthemgamegroup.com/
2. http://ecodazoo.com/ select the 3rd link and after viewing the popup book, you can click and drag your mouse in order to change views.
3. http://www.mcbd.co.uk/
4. http://www.whitevoid.com/portfolio.html Simplistically Amazing!

Here is a video that has some Jetson-like, grand ideas as to what Web 3.0 will bring:
http://uadmin.blogspot.com/2006/10/real-web-30-example.html
One blogger’s view of Web 3.0: http://net-ctcc.blogspot.com/2007/08/what-is-travel-30.html

We are not that far from Web 3.0 In Web 2.0, we are already immersed in knowledge and experiences shared by millions of people everywhere. As I understand it so far (and I’m ever learning) Web 3.0 is a development where the user will be completely immersed in an experience by means of portability.
For instance, I saw a Facebook Group that described a portable CPR guide. It’s called ICPR. It’s an I Phone application that you can keep on your phone just in case you’ll ever need to use it in an emergency. Many people don’t have the time to go for a CPR course, and I know of acquaintances who merely acquired the CPR certification as admittedly, I did myself, as a job requisite. With this application, anyone, anywhere has the opportunity to acquire knowledge…Web 2.0 collaborative, sharing feature with a Web 3.0 immersive quality.

Back to Web 2.0; Some reflections and perspectives
When I see all the advances that are being made in technology, I am overwhelmed by a sense of being behind the times. I’ve always seen technology as something that is important in teaching and training, but unfortunately, due to budget constraints, significant advances cannot be made…or can they?
With many of the Web 2.0 technologies, they are free, which is great in any budget.
Teachers and students can be collaborators in their learning experiences. This indeed creates a shift from the web being a platform for distribution as Solomon & Schrum explain to one where people are participants in a collaborative experience.

Children who are stimulated by the latest gadgets and new toys are bored out of their minds in classrooms where there is not enough stimulation for them. Some children can adjust themselves to the humdrum routine of sitting at a desk and transferring information from a black board into their notebook. Others can’t.
I think that there is a need to incorporate more engaging ways to teach and learn through the use of Web2.0 collaborative technologies such as game based learning and Digital Story Telling. I am beginning to see concrete connections between the courses I ‘ve taken here at FSO as each one builds upon another. How will all this materialize? I’ve found that many of my cohorts have great ideas, and it’s my hope to learn from them different ways of doing things.

Interestingly, FSO provides such a collaborative, sharing venue in part with their WIMBA sessions. Here students can chat, and ask each other questions, send links and conference through voice and video. Professors can transfer knowledge to students through the whiteboard application as well, which by the way is a great feature that WIMBA has.
It was a refreshing twist to be allowed access to scribble as we discussed the class last Tuesday. I hope we can scribble our ideas in different ways..I am excited to learn how I can translate my love of teaching into a format that is engaging and relevant to learners.
Thanks to last month’s course, I was introduced to Blip.tv. Blip has tools in which anyone can create videos and upload to share with the world. I am in the process of creating tutorials on how to teach yourself the basics of graphics software. Maybe this could be something I use in the classroom. I hope Websense doesn’t block Blip! It is, after all a video sharing site like Youtube, which is also blocked by Websense.



Social Media
Some of the concepts that I found intriguing from the reading includes that of viewing the web as a platform for collaboration. This collaborative medium is cost effective. It is free. The open source nature of it allows for revisions and modifications; all the while remaining true to the heart of Web 2.0, which is sharing and collaborating. A programmer can build upon an existing framework. So no longer is a software proprietary. It is shared and enhanced by like-minded individuals with common goals. This modified software is now even more robust than if there were a smaller number of privileged programmers working on it.
I have found these videos to be quite useful in explaining in a clear and simplified form exactly what social media is. There are also examples of this social media, like RSS Feeds and Twitter explained in their own separate videos that I found on
Youtube:

Social Media in Plan English:

Retrieved Monday, September 7, 2009 from http://www.youtube.com/watch?v=MpIOClX1jPE


Social Networking in Plain English:

Retrieved Monday, September 7, 2009 from http://www.youtube.com/watch?v=6a_KF7TYKVc&NR=1

Twitter in Plain English:

Retrieved Monday, September 7, 2009 from http://www.youtube.com/watch?v=ddO9idmax0o


Benefits of Social Media within a Web 2.0 Age
Business and meetings can be conducted remotely and still have far reaching effects thanks to VOIP services such as Skype, WIMBA and other conferencing technologies. All of these advancements beg the question: How can education keep up? How can educators use these technologies to address education?
Quite a few of the Action Research blogs I have read have touched upon the same issue. How technology can be embraced in an arena that is fueled by tradition.
The saying “If it ain’t broke, don’t fix it” appears to be the mantra for many in school administration. These people in power either don’t think anything is wrong with the way children are learning, and therefore don’t see the need to become technologically progressive or because of a shoestring budget are forced to make due with what they already have. Still some take making advancements in collaborative, technology-driven environments to the extreme as is evident in a story provided by one of my critical friends, Laura Rebecca: http://www.engadget.com/2009/09/05/boston-prep-school-nixes-all-the-books-in-its-library-replaces/
In the attempt to integrate collaborative technology, it’s imperative that we can find that happy medium, one where there is a healthy balance of meeting a need and doing it with enthusiasm. In a web 2.0 environment, some of the greatest features are that of being cost effective. These tools are free! This has certainly leveled out the playing field of accessibility. There does not need to be a time where price is a concern or issue.


Web 2.0 Collaborative Technologies
One technology that I have found recently is Linkd In. This free service is a social networking service that connects professionals. This is a totally different paradigm from that of other social networks whose purpose is mostly for connecting through an informal way based upon mutual interests and hobbies. Sites like Friendster, Myspace and Hi5 are a few of the sites I am referring to. Although these sites could be used as a means to sell one’s talents to a potential employer, its main goal is for informal casual networking. Sites like Link’d In and Facebook are more professional avenues for social networking in the business and education community.
For instance, during the course of the last few months, FSO teachers have been able to exchange and transfer information to the students through these social networking vehicles.
Through Twitter, important class updates can be noted. Netvibes offers a way to remix the web, true to the Web 2.0 form. Now the Web does not have to be what your browser serves you as a default setting that Internet Explorer, Firefox, Safari and other browsers define. Netvibe takes the concept of creating a homepage a step further. Its free service allows one to integrate live feeds from other websites.
I think a really interesting and engaging assignment could be the use of Netvibes to create a science report. With engaging videos, a student could readily incorporate other aspects such as RSS feeds, HTML code, widgets and such the link for a really interesting delivery method. Taking a look at some of the websites from Go2Web20.net has really opened my eyes to the applications of free collaborative features accessible to educators.


Increasing numbers of college students are seeing the need to create multiple profiles on social networks. Potential employers have been searching the internet for the social profiles of potential candidates. They see the usefulness of these social networks in being able to bring a candidate/applicant to life. What they see on a resume does not paint a clear picture as to the character, integrity or “realness” of a person. In a related article, there is proof that employers do use social networking sites to check people, and consequently sum them up.
http://mashable.com/2009/08/10/social-media-misuse/

Perhaps, in the future, it would be interesting to see where resume development services lead. Perhaps high school beacon programs that have resume preparedness workshops, could teach students how to set up virtual profiles that supplement online resumes. I believe this would build practical real world experience in a vital Web 2.0 technology.