Sunday, December 7, 2014

Current Issues in IDT

Professional Ethics

One of the tenets of professional ethics involves diversity of opinion. The text states, "It is important to keep in mind that the journey to reach a learning goal may have many paths to the final destination. An example of this concept is the obligation to create a learning situation that allows for an open discussion of various ideas that may differ from those held by the instructor" (Page 343, emphasis mine). A lot of the courses I work on are from the Sociology department. These courses attract a wide variety of opinions, especially from non-sociology majors who haven't been exposed to the subject matter before. We encourage instructors to give students meaty discussion questions to spark a debate, but to stay in the background as much as possible so as not to sway students' opinions--a lot of kids will automatically assume the instructor's opinion on a subject is the "right" one. Allowing for a variety of different opinions is an important part of my job, and one I will continue to focus on going forward.

Diversity and Accessibility

My professional ethics entry touched on diversity, so I'll focus on accessibility here. Accessibility is an important thing to my team. I've heard of a couple lawsuits against universities for not making their courses accessible enough,  so it's going to be a point of emphasis for us going forward. One of the measures we're taking to help in this area is to provide closed captioning for video content. We're working with a company called 3Play, who specializes in captioning and transcriptions. Outsourcing it is fairly cost effective, and makes our content far more accessible. We're also using the WAVE toolbar in our browsers to measure how accessible each course is.

The Changing Nature of Design

The chapter talks about incorporating more art and design in the field of instructional design, as opposed to regarding it as strictly a science or process. Something we're looking at is improving the experience of learners, which the chapter also touches on (Page 361). Similar to how user-experience designers at web-development companies, we're working on ways to streamline menus and make the online course environment simpler, easier to navigate, and better looking. We're planning to experiment with WordPress, which allows us to create a much more pleasing experience than our learning management system.

Works Cited

Reiser, Robert V.; Dempsey, John V. (2011-03-14). Trends and Issues in Instructional Design and Technology (3rd Edition) (Page 343). Pearson HE, Inc.. Kindle Edition.

Saturday, December 6, 2014

New Directions in IDT: Using Rich Media Wisely

Rich media (graphics, video, audio, and so on) adds several dimensions to learning that can engage several different types of learners. Visual learners may understand a topic better if it's explained on video. An audio explanation can help students who miss the face-to-face lecture setting. In an online setting, which I develop for, a video by an instructor is often the only time they will hear the instructor's voice the entire semester. However, it's very possible that these bells and whistles can actually get in the way of good instruction. The text describes it thusly: "Rich media will benefit learners only to the extent that its capabilities are harnessed in ways that support human learning processes" (Page 310).

Resources

  1. Richmedia video series. These videos give a concise and engaging overview of what rich media is, and how it can be used in education. The series covers topics such as the sensory effects that media have, and ways it can be used effectively and wisely. It's worth noting that they make good use of rich media in explaining what it is.
  2. CustomizingThe University Experience with a Rich Media Delivery System. I'll state right off the bat that this video is created by Adobe, meaning it's geared toward people who use their software. Luckily for me, I have access to it through my job, but I realize that isn't necessarily the case for everybody. Now that that's out of the way, it provides a look at how this powerful software company is addressing the specific needs of educational institutions. For instance, it shows ideas for using Adobe Connect for synchronous course sessions, facilitating chat rooms, as well as a video archive students can view later. Other tips on things like closed captioning and making content accessible are very useful for any designer using rich media in a course.

Works Cited

Reiser, Robert V.; Dempsey, John V. (2011-03-14). Trends and Issues in Instructional Design and Technology (3rd Edition). Pearson HE, Inc.. Kindle Edition.

Wednesday, December 3, 2014

Global Trends: IDT in Japan

Country

In Japan, IDT is a fairly new phenomenon--it never really took hold until human resource professionals started to look at e-learning for corporate training. At first, it was merely about making learning materials look more professional online. Gradually, it evolved into "the systematic process for bringing about effective results in education and training" (Page 240). IDT has been growing since then, although it has not grown as rapidly as in other countries such as the United States. Japanese businesses seem to have higher internal bars to clear in terms of linking performance results with the company's bottom line (Page 240).

Japanese schools have been much more receptive to IDT. As schools have integrated technology into the curriculum, opportunities for using IDT principles have increased. The Japanese government has offered training for teachers to learn about using IT in their instruction, and resources have sprung up online that will help build skills and impart strategies (Page 240). However, like the US, these measures are not mandatory, and some teachers are not so interested in using technology. In this way, there is the risk of a digital divide among some teachers, and consequently, their students (Page 242).

Resources

  1. Japan: Educating students tothink independently in confronting the challenges of modern society. This video from the Pearson Foundation looks at the evolution of schooling in Japan. Japanese schools are stereotyped as very rigid, and that they discourage creativity and individuality. In the 1980s, new economic realities necessitated changes in the Japanese school structure. This video discusses many of those changes, as well as a new philosophy valuing creative thinking and independence.
  2. The Overseas HumanResources and Industry Development Association (HIDA). This organization works to provide HR development through training and expertise. The organization serves developing countries, but is based in Japan, and thus offers a look in how ID is practiced in Japan.

Works Cited

Reiser, Robert V.; Dempsey, John V. (2011-03-14). Trends and Issues in Instructional Design and Technology (3rd Edition). Pearson HE, Inc.. Kindle Edition.

Monday, December 1, 2014

IDT Trend: University Setting

Trend

The setting I most closely identify with is the University setting. I work for UNC-Chapel Hill at the Friday Center for Continuing Education. We administer all of the University's online undergraduate courses. A very large part of my job is to work with faculty and grad-student instructors to prepare each course for a new semester.

Universities are moving more and more content online. Whereas before, professors could simply type up a lecture and slap it on a website, colleges are now realizing the importance of good design in order to engage their students and improve retention. Due to higher levels of subject-matter specialization, and the fact that instructional technology is becoming more and more sophisticated, ID at a university level is transitioning to a model in which the instructional designer builds the course, and faculty serves as subject-matter experts.

Resources

  1. FacultyFocus: Instructional Design. This blog examines ID principles, trends, and developments with a University audience in mind. Entries address cutting edge topics such as gamification, and how it can providelearners tangible milestones and expectations of learning; as well as the anatomyof successful group projects.
  2. BallState University: Instructional Design and Faculty Support for Online Teaching. This resource from Ball State is a working model of the sort of ID support a university can offer its faculty. I'm using this site in my job as a starting point for training new faculty in online pedagogy. It gives a comprehensive resource on how faculty can get up and running online, and offers help from instructional designers whenever they need it.

Sunday, October 5, 2014

Games in Education

Describe the Instructional Technology Trend.

Games are an effective way to develop students' problem-solving and critical-thinking skills. They present several attributes in their favor, including: They provide an environment in which students can try new things without fear of getting a bad grade; a well-designed game that's fun can keep students engaged for longer than a traditional lesson; games are designed to force players to master a skill, then have them call upon that skill later in order to progress and learn additional skills players will need later.  

How do you think this trend is going to impact learning/education?

Today's generation of teachers grew up playing video games. It's only natural they would want to find ways to incorporate gaming into their teaching. The ubiquity of technology has made game-based learning more feasible than at any other time in history. I think there's a lot of overlap between game-based learning and mobile learning, taking advantage of phones and touchscreens. If there's one thing that Angry Birds has shown us, it's that a game doesn't need to have an enormous budget, or be overly complicated, to be fun to play. A game can be simple and still exercise students' problem-solving capabilities.

As an instructional technologist, what do you need to do to keep up with this trend?

First and foremost, I think I would need to play as many games as I can, both educational and noneducational. I'd play the educational games to see how other educators are incorporating content into the game environment, and I'd play noneducational games to see what games are the most fun, then try to see if there would be any ways to create something similar in an educational context.

Provide two resources for reading that provide more information on this trend and explain why these readings stood out to you.

  • Digital game-based learning: This article is produced by LEARN NC, a K-12 educational outreach group I used to work for. This is actually one of the first articles I ever read on game-based learning (note that the sources it cites are fairly old). That said, I think it mostly still holds up, and it covers areas such as using games for special-needs students. I found it a very good starting point for further research.
  • The GameIT Handbook: Pretty much what it sounds like, this is a handbook for using games in the classroom. It covers everything from a basic introduction to game-based learning, to what the future holds for educational games.

A Video from the web about the trend

http://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter

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Saturday, October 4, 2014

Social Media in Education

Describe the Instructional Technology Trend.

Social media in education uses tools like Twitter, YouTube, Facebook, chat rooms, and other manner of interactive, social tools to facilitate instruction and collaboration. By giving students an environment that lets them communicate with a minimum of friction, they are able to ask questions of themselves and the instructor, and to increase each other's understanding. By getting them more engaged, they are able to take more ownership of their own learning.

How do you think this trend is going to impact learning/education?

Social media has been one of the fastest-growing sectors of the internet in the last ten years. Millions of people are on sites such as Facebook, Instagram, and Twitter. Given that so many students (and teachers) are already using social media, I think a lot of its uses will be relatively seamless--by which I mean, social media is becoming so ingrained in daily routines of teachers and learners, they will begin to use it for regular communication, class discussions, study groups, collaboration, and several other uses. The use of social media nomenclature like hashtags is becoming more and more universal, which helps students and teachers classify ideas and content in real time.

Furthermore, companies are now adding social functionality such as synchronous chat to their applications to help facilitate group collaboration. I've done several projects in the EIST program that required the use of platforms like Google Docs, which features a chat window that enabled conversation between me and my group members.

Another use that bears mention is social media's use for disseminating information. This can include sharing photos, posting opinions, or creating videos. You can interact with students or other professionals via comments sections that keep the discussion going.

As an instructional technologist, what do you need to do to keep up with this trend?

I need to not only continue to use larger networks like Facebook and Twitter, but to also monitor emerging networks. For example, Ello purports itself to be a social network that puts a premium on protecting personal data. This would be very important for educators, as student privacy is a hot-button issue for many administrators and parents.

Provide two resources for reading that provide more information on this trend and explain why these readings stood out to you.

  • Speaking Up in Class, Silently, Using Social Media: This New York Times article covers the benefits of using social media. Among them, the idea that some shy students may open up and contribute more online than they would face-to-face, even when it's for a face-to-face class.
  • Emory University Social Media Professional Certificate: This is a real thing that exists, and it costs $2,500. I'm generally pro-social media in class, but I’m not sure how I feel about a professional certificate for social media. While the program is geared toward social media managers in the corporate world, the fact that a prestigious university is expending so many resources to teach about using social media gives me pause. I find myself questioning whether someone couldn't learn the same things just by experimenting with social media rather than spending $2,500.

A Video from the web about the trend

https://www.youtube.com/watch?v=UJiKT2cRLCc

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Wednesday, October 1, 2014

Learning Analytics

Describe the Instructional Technology Trend.

Learning analytics is the practice of making institutional and instructional decisions based on collected data. The data can involve things like student performance on certain subject areas, but can also include things like teacher performance, survey results, and so on.

How do you think this trend is going to impact learning/education?

Educators can create custom learning experiences for individual learners by carefully analyzing data and implementing the conclusions they make. For example, if students are struggling with a content area, educators can look at data on that particular area to find out exactly what instructional strategies are working and which ones aren't. If most of the class is missing the same question, the teacher can spend extra time on that area, revamp his or her instruction, and even analyze how relevant that area is in the first place.

Further, I think schools are going to make more and more staffing decisions with analytics in mind. If they're not doing so already, schools will begin setting up units of people who do nothing but analyze educational data. Strong data-analysis skills will be as valued on a principal's resume as his or her management skills.

As an instructional technologist, what do you need to do to keep up with this trend?

Obviously, a good way to keep tabs on this trend is to see how other schools are using data. Looking to peers is always a good way to make sure I'm staying current. However, if I wanted to innovate, I think it would be just as important to examine how other industries are using data. For example, there's a subculture in baseball revolving around something called sabermetrics, which uses advanced statistical analysis to decide which players to acquire and which to trade away. Baseball has used statistics for more than one hundred years. Sabermetrics changed baseball because it made a science of discerning which statistics to pay attention to; on-base percentage is more valuable than batting average, for instance. I think educators could follow that example and try to figure out which metrics are more important than others.

Provide two resources for reading that provide more information on this trend and explain why these readings stood out to you.

  • Can Education Be ‘Moneyball’-ed?: If I'm going to invoke Moneyball, I should probably look at some of the hazards of implementing that philosophy in education. This piece from Time magazine looks some of the roadblocks to relying on statistical data. Among them, the lack of quality data on things like teacher performance.
  • How Learning Analytics Are Being Used In Education: This article on Edudemic shows several examples of how different institutions use analytics. If schools are going to improve their use of analytics, they'll need to stay on the lookout for how others are making data work for them.

A Video from the web about the trend


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N/A

Monday, September 29, 2014

Mobile Learning

Describe the Instructional Technology Trend.

More and more students have access to mobile devices, therefore it makes sense to optimize learning experiences geared toward these mobile-equipped students. Mobile learning is a learning experience students can access any time by using a tablet, smart phone, or mobile device of their preference (or whatever is most handy). It is a learning environment designed for devices smaller than a laptop, most likely equipped with a touchscreen.

How do you think this trend is going to impact learning/education?

I believe mobile learning will see the rise of lessons that conform to the features (and limitations) of mobile devices. For example, an assignment might have students go to complete a field assignment, identifying certain types of plant life, taking a picture, and uploading it to the cloud and sharing it with the rest of the class. Such assignments would have a small writing element, but would not be writing intensive due  to the somewhat cumbersome nature of entering text on a device the size of a smart phone's touchscreen. I'm not saying ALL, or even most, assignments will go this route. Just that this type of activity may be more common due to the ubiquitous technology students have at their fingertips.

Of course, mobile devices are only as good as the apps they run. That's why I think there will be more classes and lessons that show students how to create their own mobile apps. This could be handled in computer science courses, but with the advent of WYSIWYG app-building tools, students of any stripe will have this capability as well.

As an instructional technologist, what do you need to do to keep up with this trend?

To keep up with mlearning best practices, it would behoove me to familiarize myself with the research on the effectiveness of mobile learning. This would be somewhat easy to do, since there's not very much of it as of yet. With a background of what the research says, I could then network with other educators and find out what's working (and not working) for them. I would also look at non-education specific sites like Lifehacker to keep tabs on the latest apps and ideas. I believe that not all the best educational uses necessarily come from educators; that is, apps designed for something else may end up being pretty useful in the classroom as well.

Provide two resources for reading that provide more information on this trend and explain why these readings stood out to you.

  • 10 Excellent Platforms for Building Mobile Apps: This article from Mashable lists several platforms for building a mobile app. If schools are going to invest so much time and energy in mobile learning, it makes sense for students to try to create some mobile learning technology of their own. Many of these web tools are free and easy to use, meaning creative students can get an app developed (and possibly on the market) quickly.
  • Mobile Learning Portal, University of Texas at Austin: I chose this site because it collects a lot of research, best practices, and expertise in one spot. Someone who knew nothing about mlearning could do worse than to start looking here.

A Video from the web about the trend



This video is effectively a commercial for the Float Mobile Learning company, I like that it looks at mobile learning from a training perspective rather than a school-centric perspective. Not that there's anything wrong with schools' perspective, but an example from the corporate world puts more emphasis on how the mobile learning works in a practical sense, which I think makes for an easier sell to people.

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Sunday, September 28, 2014

3D Printing

Describe the Instructional Technology Trend.

3D printing is a technology that enables creation of real, three-dimensional objects quickly based on computer designs. A computer sends a three-dimensional design to a printer which "prints" the object layer by layer in three dimensions out of resin or plastic.

How do you think this trend is going to impact learning/education?

3D printing will have the biggest impact on education in the STEM fields, in my opinion. For example, in chemistry, an instructor could print a 3D model of a molecule to illustrate a concept. It could also allow biology students to create models of organs or bones for more hands-on study.
However, there are myriad other potential uses for 3D printing in other fields as well. For example, architecture students could create models of buildings for display purposes. Art students could use it as a type of digital "sculpture." I believe it will also have a lot of value simply for its own sake. A 3D printing club, for example, would allow students to collaborate and try to outdo each other with designs. A 3D printer would be indispensable for a robotics club as well, allowing students to fabricate custom parts to better optimize their designs.

As an instructional technologist, what do you need to do to keep up with this trend?

For me, step zero would be to actually acquire a 3D printer, either professionally or for my personal use. From there, I would familiarize myself with software such as Google SketchUp, as well as look at some of the designs available online at sites like Thingiverse. I would also want to take a look lesson plans involving 3D printing to see what's currently being done with 3D printers by other educators. At that point, I think I would try to establish what I find most engaging about the technology. Enthusiasm is a good way to engage students.

Provide two resources for reading that provide more information on this trend and explain why these readings stood out to you.

  •  Purdue UniversitySchool of Engineering Education--3D Printer Lab: I chose this resource because it provides a glimpse into the day-to-day minutiae of a working lab, warts and all. It presents the realities for students such as establishing project requirements; letting students know they have to pay material costs for everything they print, regardless if it turns out right; whose project gets priority; cleaning and maintenance issues and responsibilities; and a host of other real-world concerns. It's all well and good to have pie-in-the-sky discussions on how 3D printing will revolutionize this or that, but I think it's equally important to get a clear picture of what that revolution will physically look like. Seeing how one institution manages this technology can prevent others from having to figure this stuff out on the fly.
  • 3D Printing Will Transform Education: This Forbes piece gives a lot of the basics of 3D printing's uses in education, but it's the publication and the audience that stands out to me more than the content. The fact that Forbes is reporting on 3D printing in education tells me that some financially minded people think that it's both useful for education and a financially viable investment.  Forbes is read by affluent decision makers, exactly the sorts of people who could be persuaded to donate to school technology funds or to make a large grant for the purposes of a school buying 3D printers.

A Video from the web about the trend


I posted this video in my lino, but I wanted to mention it again because it so clearly demonstrates the utility and value 3D printing can have. When a technology can make such a wholesale difference in someone's life, it's clearly one that educators should pay attention to.

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http://linoit.com/users/wferris1/canvases/3D%20Printing%2FWearables