Role of Openness in Education: Article Summary

In the spirit of open learning, I'm sharing the notes I take while preparing for a research paper on Distance Learning. This post is about the article: On the role of openness in education: A historical reconstruction. by Sandra Peter and Markus Deimann made available under a Creative Commons Attribution 3.0 Unported License 

On the role of openness in education: A historical reconstruction

Peter & Deimann seek to better define the “open” concept in education. Starting with a history of open forms of education, the authors

Learning communities emerged in the late middle ages but, not having a central facility, they met when and where resources and space were available. Local cathedrals provided space and organizational support until religious and political influence tightened conditions and imposed fees on participants.

Renaissance coffee houses emerged as a common space to gather, read and discuss the news. Many locations had their own libraries providing very affordable access to books. Increasing literacy, mail service, and the railway in the industrial age combined to enable correspondence education allowing students far and wide to complete courses of study from London University. In the 20th century, labour groups and local communities created libraries to serve their members. Regional efforts to educate the citizenry included providing easily accessible, affordable education to all citizens in both urban and rural areas.

Openness, say the authors, is “not only a technological, but also a social, cultural and economic phenomenon, not bound by institutional or national boundaries. They identify the use of technological innovations to provide increased access to information and learning opportunities. They also caution against overemphasing social or connectivist elements in open education recommending sensitivity to the learner’s social engagement preferences. Historically, many open systems eventually close as notions of increasing efficiency and productivity trump the notions of providing access.

Peter, S., & Deimann, M. (2013). On the role of openness in education: A historical reconstruction. Open Praxis, 5(1), 7-14. doi:10.5944/openpraxis.5.1.23

Future of Distance Education: Quick Gaze into the Crystal Ball

IMG_3357Distance Education is Where I Am

I have been exploring Augmented Reality as a context/system for learning. With ubiquitous internet (information), accessibility of powerful mobile devices (means to access information), and innovations in interaction methods including physical gestures and the ability to use brain activity to control computers (ability to interact with information), learning need not be tied to place and time. The future of education will look more like everyday learning - distance education will take a radically new form.

The use of sensors to feed our devices environmental information enables more targeted responses from our devices that considers the user’s time, space, activity, plans, interests, and needs. Experimental semiotics (Galantucci & Garrod, 2011) is a field of study that explores novel forms of human communication. Research in experimental semiotics include the exploration of how computers can respond to user’s non-verbal input, such as intellectual interests, emotional state (Iizuka, 2012) in order to respond to the user's needs. In this way, computers will make inferences and decisions based on a more holistic appraisal of the user’s state. One outcome of this line of inquiry is to create computers capable of holding meaningful and personal conversations with a user.

Future of Education

It isn’t hard to imagine a completely individualized program of study delivered just-in-time in authentic contexts. Based on prior assessments, the device is aware of an individual’s learning needs and can recognize learning opportunities tied to time and space. It delivers content, offers engagement opportunities, and assesses the quality of the learner’s responses. The challenge is to create a sequence of interconnected curricula that is more closely indexed to the physical world such that a computer could recognize and illustratively overlay learning material on the user's experiences through a device or interactive glass. Learning takes place not in classrooms, but in the world as we go about our business at work or play, alone or with others, wherever we might be.

Distance education, I predict, will be the norm rather than the exception as we harness (unleash?) the affordances of emerging technologies. Education will happen where we are, when we are there forming a ubiquitous presence in our lives.

 

References

Iizuka, H., Marocco, D., Ando, H., & Maeda, T. (2012, March 4-8). Turn-taking supports humanlikeness and communication in perceptual crossing experiments — Toward developing human-like communicable interface devices. Virtual Reality Short Papers and Posters (VRW), 2012 IEEE (pp. 1-4). Orange County: IEEE. Retrieved from http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6180953&isnumber=6180843

Galantucci, B., & Garrod, S. (2011). Experimental semiotics: a review. Frontiers in Human Neuroscience. 5:11. doi:10.3389/fnhum.2011.00011 Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3043271/


For the next couple of years much of my time will be spent on coursework as I have enrolled in George Washington University's Graduate Certificate in eLearning, the first step toward completing the Masters Degree in Education Technology Leadership. In the spirit of learning in public, I plan to use my blog as a thinking and processing space. I'll use the #GWETL tag here on the blog and the same hashtag when tweets are course related. At the moment, I'm registered in Instructional Design and Applying Educational Media and Technology.

 

Applications of Augmented Reality and Associated Technologies in Teaching and Learning

Introduction

 

Augmented Reality (AR) is the mid-point on a continuum between the real physical world around us, and the virtual digital world online superimposing information on our sensory experiences as we move through time and space (Milgram, 1994). Viewing physical objects through a mobile’s camera, AR uses image recognition, geo-location, the device’s accelerometer, and online databases to provide information relevant in time and space to the user. Research continues into different interaction methods and display possibilities making engagement with online data more natural and intuitive. This report explores current research in AR and associated technologies in order to understand possibilities for learners today and in the future.

Figure 1: AR data superimposed on live image of a city viewed through a mobile device camera.

The device camera in Figure 1 shows the scene in front of the user. Recognizing the user’s geographic location, the device feeds current information about the buildings and businesses in the scene. The accelerometer ensures the data points stay attached to associated buildings as the user changes viewpoint. In other applications, the user can view a 3D model through the device camera as though it existed in physical space.

As interesting as current AR implementations are, research into new interaction mechanisms and data delivery will have far-reaching and deep impact on how we engage with digital content. educational institutions and philosophies. An exploration of AR and associated research follows concluding with a summary vision of future learning experiences.

Interest in AR

Figure 2 When viewed through the device camera, an AR app will recognize trigger images and will overlay digital data

Figure 2 When viewed through the device camera, an AR app will recognize trigger images and will overlay digital data

While the New Media Consortium’s Horizon Report anticipates widespread educational adoption of AR in four to five years (Johnson, 2012), AR is already being used in many ways outside of teaching and learning. The nature of the technology is such that it often goes unnoticed is seamlessly integrated with our sensory experiences. The Report points to the use of AR to superimpose the line of scrimmage on a football field or highlight the puck in a fast-moving hockey game. Entertainment application like Zappar allow users to “create, explore, search and share augmented reality and vision based experiences” (Zappar, 2013) attached to t-shirts, hats, jigsaw puzzles, flashlights, and device cases.

Early adopting educators are exploring AR with students most simply as a way to virtually tack multimedia content to the bulletin board. Examples in higher education, employ AR to bring safe hands-on learning with virtual models of otherwise inaccessible, dangerous, or expensive materials. Manipulating trigger image cards, students can experiment with expensive laser holography equipment to develop the psychomotor skills required in the performance context (Yamaguchi, 2012). Veterinary students in early stages of training use a physical animal model and needle with haptic response actuators with an AR overlay to learn intravenous injection procedures (Jun Lee, 2012). On a larger scale, learning spaces like museums are augmenting the visitor experience with AR experiences (Veldman, 2011). The museum experience can be customised responding to a visitor’s expressed interest.

Figure 3 Educators on Twitter sharing student AR experiences

Figure 3 Educators on Twitter sharing student AR experiences

The way we request and receive information is increasingly more integrated with our natural behaviours in physical spaces. How information is pushed, and what information arrives in response to a request is increasingly more integrated with our position in space and time. Thinking forward, it is exciting to imagine a completely customised education experience delivered to every child based on their interests, behaviours, state of mind, position in space, and time of day.

Components of Augmented Reality

Unlike a Quick Response (QR) code which merely sends the user to online content viewed through a browser, AR superimposes a variety of content as though it existed in real space. Hsin-Kai Wu (2013) suggests AR should be understood as a concept rather than a specific technology. It is helpful to understand AR as a negotiation between the user and content delivery systems leveraging the power of several technologies to create intuitive and seamless interactions between user and technology as illustrated in Figure 4. The negotiated system has several elements:

1) Content creation: Online databases are stocked with data provided by individuals, ambient information gathered by connected sensors, and media pieces from professional, commercial, or entertainment interests. Increasingly, content is created more by sensors responding to individuals users, and less from the direct input of users themselves (Avilés-López, 2012).

2) Need identification: A user’s information needs are expressed by the user, “perceived” by technology, or determined through a negation between the two. A wearable camera that feeds the computer images of the world as seen by the user (Bostanci, 2012), or IoT devices that gather ambient data from the user and the user’s environment during periods of activity (motor, mental, physiological) can respond to observable changes in state to create an optimal environment by adjusting room temperature, lighting, colour intensity of a viewed screen (Kiyokawa, 2012). User interfaces and operating systems themselves are being designed to respond to a user’s state (Mashita, et al., 2012). For example, if the device (and therefore the user) is in motion, the interface is simpler with precise menu, titles, and larger buttons; when the device is still, the interface is detailed and offer more complex interactions. AR in this instance is not a data overlay, but is digital processing of gathered data to make physical and environmental changes to meet user's needs.

Iizuka (2012) describes “experimental semiotics” as computers responding to non-verbal cues from the user (intellectual, emotional, psychological communication) in order to meet information and environmental needs. He goes on to say, "... the integrated system for the ambient information society needs to actively interact with users somehow to read their intention or states rather than passively collecting information."

3) Content selection: Content requested, or “pulled” by the user through a search engine is based on his expressed need. Often context-aware, the search engine provides content that responds to contextual information based on the device position and user’s current state in addition to user-expressed needs. In pushed content, device position and user profile is examined by content providers and services which send information to the user based on the user’s current state and perceived need. Pariser (2011) raises many issues about this kind of filtering suggesting that an algorithm intended to provide more relevant results may, in fact, be sending users into a feedback loop in which the scope of their search results becomes increasingly narrow and reflective of the user’s point of view.

4) Content delivery: The means by which the user receives information is still primarily visual and auditory though work continues on development and implementation of haptic (touch) response systems. Mobile devices display content in any connected location. Innovations like Google Glass (Hayes, 2012) and display-enabled contact lenses bring hands-free access to information that is integrated with our physiology (Parviz, 2009). Interactive projected images can be displayed for shared experiences (MacFarlane, 2013) with images completely covering all surfaces of a room using multiple projectors (Hanhoon Park, 2005).

5) Interaction: Once received, the user has a variety of means with which to interact with the data. Keyboard and mouse is no longer the only means of input. Handwriting recognition with a stylus, voice recognition, touch screens, and gesture recognition (Saffer, 2009) create opportunities for new ways to interact with data and devices. Haptic response systems recognize tactile input on customized surfaces, (Reitinger, Werlberger, Bornik, Beichel, & Schmalstieg, 2005) (Jun Lee, 2012). Development of a negotiated non-verbal tactile communication system will allow the user and computer to evolve their own strategies for engagement (Iizuka, Marocco, Ando, & Maeda, 2012), and electroencephalography (EEG) input devices, while still in very early development, allow users to control devices with their minds (McFarland, 2012).

Figure 4 Negotiated Content delivery based on technology-perceived and user-expressed needs

Figure 4 Negotiated Content delivery based on technology-perceived and user-expressed needs

Effects on Learning

Investing in hardware, software, and professional development for new technology, it is reasonable to expect some benefits in terms of learning gains or productivity. In a study using AR to support experiential learning, the unique technology experience generated significant interest and enthusiasm for the learning task compared to the control group (Juan, 2010). This novelty effect demonstrably enhanced learning but only temporarily. The study also found little difference in learning outcomes between the AR group and the control group.

In another study where AR was used as part of a gamified learning experience, Rubina-Freitas (2008) determined that while there was a demonstrable improvement in learning gains over the control group, it was attributable to the gaming structure of the lesson rather than the AR component in particular. Nevertheless, it is suggested that learner motivation itself may be sufficient reason to adopt a new technology because the absence of technology may be a barrier to learning, not just a disincentive to participate (Salvador-Herranz, et al., 2013).

Given the new modes of interaction and content presentation, the most authentic and effective ways of using the technology are likely still being determined. There are no demonstrable benefits, other than the novelty effect, of AR activities that merely translate traditional exercises into an augmented experience. Research identifying the learning domains most affected by AR experiences leads to a better understanding of where best to employ the technology (Schmitz, October, 16-18, 2012).

Combining AR with computer assisted learning applications, Liarokapis et al (2002) explored academic and social elements of augmented activities. While AR interactions are based on an individual's point of view, the opportunity for connectivist learning models still exists as content is still digital and can be shared easily.

Applications

In my current position as a classroom teacher, I take the opportunity to explore AR with my students and colleagues. I see the motivational appeal of the technology and question at what point attention directed to novelty is directed to intended content. While simple experimentation and thought about the technology is fun and engaging, it is important to determine whether the technology contributes to the students’ learning.

I have worked with others to create AR displays of student work for school board presentations and parent nights at the school and am working on creating a school AR channel with which families can access multimedia content using pictures in the school newsletter as trigger images. I would also like to augment my existing texts creating a flipped, or blended learning experience using AR to provide on-demand video, 3D models, and interactive manipulatives.

Summary

While AR succeeds as a motivational hook, gains in learning are less consistently demonstrated. Successful use of new technologies depends on matching technologies with the learning outcomes it best supports. Because of the visual-spatial nature of 3D AR, motor skill learning in particular, can be enhanced through direct manipulation of objects that mimic real conditions.

For intellectual skills, learning gains are attributable to quality engagement, rather than the AR itself. Additionally, a clear articulation of institutional support for digital learning increases the likelihood of successful implementation (Bhati, 2010).

The convergence of so many technologies is creating new ways of interacting and engaging with the world leading to new ways of thinking. It could be we have not yet discovered the best application of these new tools for enhancing learning. Perhaps there are as-yet unmeasured indicators that would support continued use and investment in education.

Vision

Envisioning the future, we could see education delivery happening in non-traditional spaces outside the regular school day as the learners’ devices engage them in problem solving activities customised to their demonstrated levels of proficiency. The activities will be tied to their current activity in their current location. Teachers will not deliver lessons, but will coordinate learning. Skill development will focus less on specific content, and more on process and problem solving. In a time when everything you might ever want to know is instantly accessible, there is a need to rethink the focus of education.

Imagine a 12 year old in the back seat on a family trip looking out the Google glass window. Content delivery systems identify a gap in her content learning from a geography activity and it begins to label landforms as the family travels. She accesses an AR model of the terrain outside and using her book as a target image, she views the surrounding terrain from all sides in three dimensions. She completes the quiz on her learning group’s learning management system and receives a badge of achievement on her digital backpack.

Her younger brother is struggling with perspective in art so his window creates a vanishing point grid aligned with the scene outside. Coming to an understanding, he uses his mobile device to sketch out a picture using perspective and sends it to his learning cohort. Within a few minutes he receives some responses congratulating him on his progress along with some pictures his peers drew.

The convergence of so many technologies into a unified system of information sharing makes possible a greater, deeper understanding of our world. That these systems are increasingly integrated into our sensory experiences brings us closer to Kurzweil’s Singularity, the complete integration of the human organism with digital communication (Ptolemy, 2009).

 “One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real.” —William Gibson in a Rolling Stone interview, November 7, 2007

Bibliography

  • Avilés-López, E. G.-M. (2012, March 2). Mashing up   the Internet of Things: a framework for smart environments. EURASIP   Journal on Wireless Communications and Networking.   doi:doi:10.1186/1687-1499-2012-79
  • Bhati, N. M. (2010). Barriers and facilitators to the   adoption of tools for online pedagogy. International Journal of Pedagogies   & Learning, 5(3), 5-19.
  • Billinghurst, M. (2002, December). Augmented   Reality in the Classroom. Retrieved from New Horizons for Learning:   http://www.newhorizons.org
  • Bimber, O. (2012, July ). What's Real About   Augmented Reality? [Guest editor's introduction]. Computer, 45(7),   24-25.
  • Bostanci, E. C. (2012). Vision-based user tracking   for outdoor augmented reality. The Seventeenth IEEE Symposium on Computers   and Communication (ISCC’12) (pp. 566-568). Cappadocia: IEEE.
  • Dede, C. (2004). Enabling Distributed Learning   Communities via Emerging Technologies--Part One. T.H.E. Journal, 32(2),   12.
  • Dede, C. (2004). Enabling Distributed Learning   Communities via Emerging Technologies--Part Two. 32(3), 16.
  • Educause Learning Initiative. (2005, September). 7   things you should know about augmented reality. Retrieved from Educause   Learning Initiative:   http://www.educause.edu/library/resources/7-things-you-should-know-about-augmented-reality
  • Eisele-Dyrli, K. (2010). San Diego pilot: Latest   test of augmented reality. District Administration, 46(6), p. 18.
  • Feng Zhou, D. H.-L. (2008). Trends in augmented   reality tracking, interaction and display: A review of ten years of ISMAR. International   Symposium on Mixed and Augmented Reality. Cambridge. Retrieved from   http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=4637362&isnumber=4637297
  • Freitas, R. C. (2008). SMART: a SysteM of Augmented   Reality for Teaching 2nd grade students. People and Computers XXII Culture,   Creativity, Interaction. 2, pp. 27-30. Swinton: British Computer   Society.
  • Hanhoon Park, M.-H. L.-J.-I. (2005). Specular   reflection elimination for projection-based augmented reality. International   Symposium on Mixed and Augmented Reality, (pp. 194-195). Vienna.
  • Hayes, A. (2012). Reflections: Glass & Mobile   Learning. (L. E. Dyson, Ed.) anzMLearn Transactions on Mobile Learning, 1,   5-9. Retrieved from http://research.it.uts.edu.au/tedd/anzmlearn
  • Hsin-Kai Wu, S. W.-Y.-Y.-C. (2013, March). Current   status, opportunities and challenges of augmented reality in education. Computers   & Education, 62, 41-49. Retrieved from   http://www.sciencedirect.com/science/article/pii/S0360131512002527
  • Iizuka, H., Marocco, D., Ando, H., & Maeda, T.   (2012, March 4-8). Turn-taking supports humanlikeness and communication in   perceptual crossing experiments — Toward developing human-like communicable   interface devices. Virtual Reality Short Papers and Posters (VRW), 2012   IEEE (pp. 1-4). Orange County: IEEE. Retrieved from http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6180953&isnumber=6180843
  • Johnson, L. A. (2012). NMC Horizon Report: 2012   K-12 Edition. Austin, Texas:: The New Media. Retrieved from   http://www.iste.org/docs/documents/2012-horizon-report_k12.pdf?sfvrsn=2
  • Juan, C. L. (2010). Learning Words Using Augmented   Reality. International Conference on Advanced Learning Technologies   (ICALT) (pp. 422-426). Sousse: IEEE. Retrieved from   http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5572407&isnumber=5571093
  • Jun Lee, W. K.-I. (2012). An intravenous injection   simulator using augmented reality for veterinary education and its   evaluation. 11th ACM SIGGRAPH International Conference on Virtual-Reality   Continuum and its Applications in Industry (pp. 31-34). Nanyang: SIGGRAPH.   doi: http://doi.acm.org/10.1145/2407516.2407524
  • Kiyokawa, K. H. (2012). Owens Luis — A context-aware   multi-modal smart office chair in an ambient environment. Virtual Reality   Short Papers and Posters (VRW) (pp. 1-4). Orange County: IEEE.
  • Klopfer, E. &. (2005). Developing games and   simulations for today and tomorrow's tech savvy youth. TechTrends: Linking   Research & Practice to Improve Learning, 49(3), 33-41.
  • Liarokapis, F. P. (2002). Multimedia augmented   reality interface for e-learning (MARIE). World Transactions on   Engineering and Technology Education, 1(2), 173-176. Retrieved from   http://nestor.coventry.ac.uk/~fotisl/publications/WTETE2002.pdf
  • Mashita, T., Komaki, D., Iwata, M., Shimatani, K.,   Miyamoto, H., Hara, T., . . . Nishio, S. (2012). A content search system for   mobile devices based on user context recognition. Virtual Reality Short   Papers and Posters (VRW). Orange County: IEEE.
  • Milgram, P. K. (1994, December). A Taxonomy of Mixed   Reality Visual Displays. IEICE Transactions on Information Systems, E77-D(12),   1321-1329.
  • Pariser, E. (2011). The Filter Bubble: What the   Internet Is Hiding from You. New York: Penguin Press.
  • Parviz, B. A.-.. (2009, September). IEEE Spectrum.   Retrieved from IEEE Spectrum:   http://spectrum.ieee.org/biomedical/bionics/augmented-reality-in-a-contact-lens/0
  • Reitinger, B., Werlberger, P., Bornik, A., Beichel,   R., & Schmalstieg, D. (2005). Spatial measurements for medical augmented   reality. International Symposium on Mixed and Augmented Reality (pp.   208-209). Vienna: IEEE.
  • Saffer, D. (2009). Designing Gestural Interfaces.   (M. Treseler, Ed.) Cambridge: O’Reilly Media, Inc.
  • Salvador-Herranz, G., Perez-Lopez, D., Ortega, M.,   Soto, E., Alcaniz, M., & Contero, M. (2013). Manipulating Virtual Objects   with Your Hands: A Case Study on Applying Desktop Augmented Reality at the   Primary School. Proceedings of the Forty-Sixth Annual Hawaii International   Conference on System Sciences (pp. 31-39). Grand Wailea: Hawaii   International Conference on System Sciences.
  • Schmitz, B. S. (October, 16-18, 2012). An Analysis   of the Educational Potential of Augmented Reality Games for Learning. In J.   M. M. Specht (Ed.), Proceedings of the 11th World Conference on Mobile and   Contextual Learning 2012, (pp. 140-147). Helsinki, Finland.
  • West, D. M. (2012). Digital schools: How   technology can transform education. Washington, D.C.: Brookings   Institution.
  • Wrzesien, M. A. (2010). Learning in serious virtual   worlds: Evaluation of learning effectiveness and appeal to students in the   E-Junior project. Computers & Education, 55(1), 178-187.
  • Wrzesien, M. A. (2010). Learning in serious virtual   worlds: Evaluation of learning effectiveness and appeal to students in the   E-Junior project. Computers & Education, 55(1), 178-187.
  • Yamaguchi, T. H. (2012). New education system for   construction of optica lholography setup - Tangible learning with Augmented   Reality. The 9th International Symposium on Display Holography.   Cambridge, Massachusetts. doi:10.1088/1742-6596/415/1/012064
  • Zappar. (2013, March 1). Terms & Conditions.   Retrieved April 15, 2013, from Zappar: http://www.zappar.com/terms/

 

Image Sources:

Instructional package for delivering a "Creating a Twitter PLN" workshop

Introduction

This package (PDF; 1.7mb) was created in fulfillment of course requirements for 6401 Instructional Design at George Washington University under the instruction of Prof. Ryan Watkins as part of the Graduate Certificate in Education and Human Development in eLearning. We were challenged to proceed through the instructional design process from beginning to end on a reasonably short learning module. I chose to focus on creating a Twitter-based Professional Learning Network (PLN) thinking that I, and others, may put it to use. The document contains:

  • an analysis of the learning goals with subordinate and entry-level skills,
  • some suggestions on understanding your audience
  • considerations for the learning environment
  • clear statements of learning objectives
  • practice and assessment materials linked to learning outcomes
  • the instructional strategy
  • Student Handbook
  • Instructor's Manual
  • links to some online resources to support instruction

It is my first attempt at this level of instructional design. I would love feedback from anyone who might use it, or instructional designers who have some suggestions.

Creative Commons License
Using Twitter to Create a Professional Learning Network (PLN)Instructional Plan by Miles MacFarlane is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

Goal Analysis

Educators are using social media to create content focused, geographically diverse, and engaging professional learning communities. Twitter enables fast and searchable access to a broadly-skilled range of educators allowing users to interact with leaders and thinkers in their field. This training will equip participants to make connections with a global professional community using Twitter.

Using this tool, participants will be able to engage with colleagues around the world in professional learning on demand. Flexibility is a key component of professional learning networks as participation is not limited or restricted to time or location. Any connected computer or mobile device can link teachers to the collective wisdom and experience of their professional learning network.

Instruction covers four stages in developing a professional learning network

  1. Create a Twitter Account
  2. Connect with content and users
  3. Consume information shared
  4. Contribute / Communicate with others

Participants should already be familiar with basic computer use including keyboard, mouse, launching applications, and browsing the internet. Web-enabled laptop computers will be available for use during training.

 


For the next couple of years much of my time will be spent on coursework as I have enrolled in George Washington University's Graduate Certificate in eLearning, the first step toward completing the Masters Degree in Education Technology Leadership. In the spirit of learning in public, I plan to use my blog as a thinking and processing space. I'll use the #GWETL tag here on the blog and the same hashtag when tweets are course related. At the moment, I'm registered in Instructional Design and Applying Educational Media and Technology.

 

Annual Reflection on Professional Learning 2013

Policy GBI of my district requires each educator to submit evidence of reflection on practice, or Annual Reflections on Professional Learning (ARPLs). They are meant to reflect a public collective dialogue about teaching and learning, Apart from the obligatory conversation with my administrator, there wasn't much more to it than that. In fact, and I can see the reason for this as some teachers' ARPL's may be much more personal, the documents are "kept by the teacher in a secure location and will be accessed only under the teacher's direction."

Last year I made the decision to use a publicly accessible blog for my ARPL partly to make the process more authentic by engaging in more regular and thoughtful reflections on teaching and learning, and partly to extend the conversation beyond the bounds of my school district. In addition, a blog post written a couple of years ago is still in active circulation unlike the artifacts in my personnel file.

So here is my ARPL, a summary of the previous year's blog posts.

Almost 60 blog posts were published in the last year: book summaries, reflections on conversations, experiences with technology integration, experiments and research into emerging technologies, epiphanies, stories, etc. All serve to reflect my professional engagement, learning, sharing, opinions, and reflections. In addition to the 60 published posts, I have more than 90 in the draft queue many, I'm sure, will never be fully developed, but all are born of reflective practice and participation in my profession.

My hit counter shows more than ten-thousand visitors in the last year with visits from more than 150 different countries. While this is nice knowing others are reading my reflections, I appreciate the conversations that arise. More than 60 comments have generated some kind of dialogue between me and the visitor. Hundreds more than that take place on Twitter as I and others continue to share the blog contents and talk about teaching and learning.

There are links on this page for each month showing how many blog posts were made. Clicking the link will list that month's posts. I invite everyone who read a post to comment: ask a question, challenge a statement, offer guidance, or share a story. If you have a blog, please share so I can hear what you have to say too.

Respectfully submitted
Miles MacFarlane

Take what you have and get on with it

James Barber, The Urban Peasant"If I only had ___", or, "wouldn't it be nice to have ___", "We can't do that unless we get___." These are familiar refrains in any situation, not just education. Those of you from Canada may recognize James Barber of The Urban Peasant cooking show in the 90s. He was well-known for enabling viewers in the absence of materials. "If you don't have x, use y. If you don't have y, use z. If you don't have z, find something else." Rather than ditch the recipe because we were short an ingredient or two, he thought about what we DID have and encouraged us to forge ahead and make something wonderful.

When I was attending Memorial University of Newfoundland I took a few English methodology courses with Dr. Frank Wolfe. Of the many things I learned in university, this piece of advice was, and still is, the most valuable: He said something like: When you get to be a teacher you're going to walk into your new classroom and think about all the things you want but don't have. You'll never have it all, and it isn't about the stuff you don't have. What you do have is kids - kids to teach. In the end you just have to take what you have and get on with it.

A classmate of mine posted the following description of the very unique teaching situation in which she works. Her job is to teach inmates about financial planning and responsibility:

I have flexible pens (so they can't stab anyone), 4 un-stapled sheets of paper (staples can be used as a weapon) and a white board.  I cannot do small group discussion or ask anyone to come to the board to work out a problem (they are not allowed to leave their seats during class),  cannot have full group "other directed discussions (men are not allowed to talk to women) and while we can have "discussions" they must be directed to me and not each other.  This makes for a difficult environment in which to be creative.

I don't have calculators and most have lower level math skills - making it very difficult to explain compound interest or credit card interest rates in anything more than "this is it" manner.  I have one hour (not a minute more!) and there is no pre-or post class work or ability to familiarize oneself with the material.  I have no access to computers for YouTube explanations or cute examples.  In that hour I have to explain how  income (to those without jobs) and debt (to those without credit or a place to live), long and short-term financial goals (to those who are impulsive and not really known for planning) and explain how to create a budget !  These are things that people have trouble with in the best of circumstances.

What if you have nothing? What if the getting-on-with has to happen when you have nothing to take? Can education happen in a material vacuum? What does my colleague have? Is hers an impossible task? She has words, a whiteboard, a little bit of time, and (with apologies) a captive audience. It raises all sorts of questions about learning expectations, accountability, demonstrable progress, motivation, and more. But is it enough? I guess it has to be, until things change.

In the end, Dr. Wolfe is still right. Taking what we have and getting on with it a required element of all our situations. Meanwhile, we advocate for change, and  seek enabling innovations while tending to our primary task of educating our academic charges.

The saying works with cooking, construction, relationships, finances, gardening, playing with Lego... life in general. Take what you have and get on with it.

Interactive Projection Systems: Meg Athavale of @POMOInc

Emerging Technology

New Media Consortium’s (NMC) 2010 Horizon Report identified both augmented reality and gesture based computing as new technologies likely to achieve wide-spread adoption within the next half decade. In the past year I have been exploring applications in K12 learning and student engagement for Augmented Reality, particularly Minecraft Reality to pull 3D creations out of the game space and virtually position structures in real space, and Aurasma, a mobile app that overlays digital content on physical entities. I’ve also watched with interest how educators like Bryan Baker and Ray Chambers are modifying infrared sensors like Microsoft’s Kinect to create more physically active ways to engage with digital content.

Sharing my interests with a retired colleague, he suggested I visit with Meghan Athavale, CEO of PO-MO Inc. (http://po-mo.com). Her company works with augmented reality and gesture controlled interactive projections using infrared sensors and webcams.

Interactive Projection System

I met with Meghan on February 14, 2013 at the PO-MO offices in Winnipeg, Manitoba. She told me their product is in use at schools around the globe, including India, South Africa, Egypt, and Japan. Using a digital projector, images are projected on the floor. A Microsoft Kinect sensor, or even a web cam is positioned above and calibrated to sense movement on the projected image. Interacting with the digital projection is simply a matter of moving in the projected space. Meghan demonstrated a few of the interactive templates:

  • smoke clears away from where the user is standing to reveal an image beneath
  • a pond ripples when walked on and the fish swim away from the user.
  • a grass field sprouts flowers where a user has walked
  • when stepped on, planets in the solar system rotate and reveal relevant data.

PO-MO authored an easy-to-use interface application allowing users to create their own interactive spaces. Effect variables are customizable with easy-to-use function sliders and some of the image elements used in the projection can be uploaded by users themselves.

From Business to Education

Marketed primarily as a commercial promotion / attention grabbing product, Meghan has had many educators and parents approach her with educational applications. They have worked with special educators to create, for students with autism, sensory spaces that respond to the child’s movements. Meghan described a student who was physically agitated and distressed when others engaged in conversation around him. Using the sensors, and building on the child’s love of animals, PO-MO developed a jungle scene of animals that would look scared and hide when there was extreme movement detected. With this, the student gradually learned to manage his physical responses to nearby conversations.

Whole-body interaction with digital media delivers the benefits of kinesthetic learning. “Moving around and seeing the projection respond stimulates more of the brain,” says Meghan, suggesting that greater physical engagement combined with intellectual engagement leads to better learning results.

Application in Education

Interactive images could be projected as a movement motivator in rehabilitation units of a hospital, or school spaces where students are in physiotherapy. Projections on a gymnasium during physical education class could be programmed to respond to a particular level of intensity encouraging more vigorous participation. Schools currently using the technology create hide-and-seek type activities where users move to a location in the projected space to reveal answers or portions of an image.

Because the system responds to height variations in the projected area we tried to imagine unique curricular applications. We speculated on using this over a sand box where students could model geographic features and the system would project water, mountains, grass, and other features, relative to the elevations detected in the target area.

It is easy to see this as a neat gimmick to hook students into an activity, but it is important to discover authentic applications that allow for user interaction impossible in any other way. Beyond special education applications, and the engaging novelty of the effects, I am still grappling with what this technology may be able to achieve. New method of digital interaction brings with it as-yet- undiscovered applications and the corresponding development of apps that capitalize on the unique properties of the technology.

Combining the overlay of digital data in a real space with gesture-based interactions, this technology embodies two of the NMC’s predictions for wide-spread adoption within the next five years. But, as with any new technology, authentic application will take some time, thought, and reflection.

Have you seen systems like this? Are you using these technologies in your classroom? Please share your experiences. What kinds of interactions has it enabled for you and your learners?

References

 

"Digital Schools : How Technology Can Transform Education" by Darrell M. West: Speed Read

digital-schools-how-technology-can-transform-education-darrell-m-west-hardcover-cover-art"Digital Schools : How Technology Can Transform Education" by Darrell M. West

I called these posts "speed reads" because I really zipped through the book, skimming and scanning and synthesizing my own understandings into the statements below. I trust that readers will use the comment block below to correct me if I have erred in understanding, or to share their experiences and understandings of the text and extend the conversation.

New Models of Education

In 1915, John Dewey observed, "If we teach today's students as we taught yesterday's, we rob them of tomorrow." This quote sets the stage for introducing innovations in technology, new tools of teaching and learning, that enable/require new ways of thinking about how, where, why, when, and with whom we learn. This chapter explores historical innovations and how education has adopted or resisted change. Technology itself necessitates development of new skill sets. What communities value and demand of their educational programs evolves rapidly, yet institutional reforms are slow to change.

Personalized Learning

West explains the possibilities for individualization in learning programs made possible with technology. Breaking from production models where every child learns the same thing at the same time over a dozen years of schooling, personalized learning opens the door to personal pursuits that are more engaging, personally meaningful, and effective at achieving learning goals.

Translating traditional learning programs to digital format is insufficient; rather, a complete rethinking of programming, content, community, engagement, and assessment is required to elicit technology's benefits for teaching and learning.

Blogs, Wikis, and Social Media

Interactivity amongst internet users in the forms of social media and blogging spurred the creation of learning communities and professional networks. The ease with which a user can communicate, collaborate, and publish is revolutionizing the publishing industry. Groups can now source their own learning content, can assemble materials and activities to support each other. Classrooms of students can collaborate with others half-a-world away. Virtual learning spaces are ubiquitous, mobile, flexible, and both synchronous and asynchronous. Information distribution is no longer an expensive proposition - anyone can create a platform for their message and assemble communities of like-minded people. Publishing, collaborating, co-creating, and synchronous discussions can be local to world-wide distribution.

Video Games and Augmented Reality

Play as an essential skill speaks to the value of creativity, nurturing exploration to find new ways of understanding. It speaks to how we come to understand - through inquiry rather than direct instruction. Gaming has long been a fixture of computing; adopting gaming strategies into instruction is a growing field. Feedback systems, formative and summative assessment built into a scaled / leveled set of engaging experiences in the context of a game is a powerfully motivating learning environment. Speaking to Augmented Reality, West focuses mostly on virtual environments and simulations rather than the superimposition of digital data on physical reality when viewed through a digital device. He describes the value of immersion in a situation, experimenting to understand variable and decision-making that results in a dynamic and complex articulation of the decision consequences.

Real-Time Student Assessment

Interactive response systems, microblogging backchannels, and content delivery systems with embedded assessment tools provide in-the-moment data reflecting learner engagement, understanding, and content mastery. Technology provides a foundation for learning systems that customize a program based on the learner's responses. Testing student understanding can be immediate and come with analytics highlighting deficits and pointing to next learning steps.

Evaluating Teachers

Using computers to perform statistical analyses of student test scores is offered as a method of determining the effectiveness of the individual teacher with a group of students. West acknowledges the controversy surrounding this application of technology. Nevertheless, technology enables more complex, detailed, and specific data processing than ever before.That these powers are used in novel and innovative ways is not surprising but West also highlights the disputes over how well the resulting data measures what proponents claim it measures.

Distance Learning

While correspondence courses have been around for decades, technology enabled more frequent communication and engagement with a learning community as well as the delivery and production of multimedia materials to support learning. Again, the message must be adapted to make best use of the technology. Instructional design that recognizes and capitalizes on the unique opportunities provided by technology will lead to quality programming, one of the greatest concerns expressed by leaders in higher education.

The same technologies used to deliver learning programs at a distance are also being used to supplement and augment in-class learning. The Flipped Classroom sees students engage with content at home and learning activities at school with the assistance of peers and educators. While some initiatives provide open access to learning materials, some for-profit providers have a foothold in the industry raising concerns on both sides over quality, exploitation of funding programs in order to maximize profits.

Nontraditional Students

Students with special learning needs are finding technology solutions that compensate for elements of their learning challenge. Foreign language learners have instant access to translation services as well as audio/visual examples available on demand to develop proficiency. Assistive technologies are much more accessible than they once were and West acknowledges the importance of teacher training to understand and use them effectively.

Dewey's Exhortation

Technology is an engaging platform for teaching and learning, alone it is insufficient to create a revolution in education. Opening our minds to the possibilities that it brings about in how we do education is a first step. Technology creates new ways of engaging with each other, new forums for creating community, new contexts for learning. Traditional classrooms, indeed, school buildings themselves, are mismatched to the most effective applications for teaching and learning.

 

West, D. M., 1954. (2012). Digital schools: How technology can transform education. Washington, D.C: Brookings Institution.

Rethinking age restrictions for social media participation

20130320-103150.jpg

Mr. 9 at my house is a Minecrafter and game player. He is into the culture of Minecraft including fan-made content like songs, poems, and YouTube video walkthroughs and strategy sharing. He recently asked for his own YouTube account so he could share his own content and participate in the ongoing conversation.
Our own conversations about his intentions made it more clear to me that this was far more than a gaming exercise. We talked about his intended audience, the voice he was bringing to the conversation, the content focus for each video, how long they should be, what he appreciated in other videos he watched, the characteristics of a quality vlog.

The metaphor that came to mind was pencils and pens. As I recall, I don't think I was allowed to use a pen in school until grade 2 or 3. I imagine the reason was that we make mistakes when we are younger and writing with something as permanent as a pen was ill-advised. After all, how could we fix our mistakes? The tool was limited until we were old enough to write error-free.
Moderated spaces like KidBlog are terrific giving kids a chance to engage with the blogging medium in a safe place where errors (in spelling and judgement) can me mediated before going live online. But there is the issue of permanence. Understanding that if you can see it on the screen, there really is no way to prevent it from being collected and redistributed.

Mr. 9's mom and I talk frequently about his consuming and participating in social media at this age. We understand that these communication technologies are not going away, that more and more of our communication takes place in public spaces, and that there are skills in craftsmanship and critical thinking that make such engagement productive and safe. We reasoned that, at this age, we could better monitor and guide that skill development laying a foundation for positive social media participation. So, the boy has accounts (for which we know all the passwords), and with our permission and guidance, is learning the who, what, when, where, and hows of the online world. At the same time we talk about his digital footprint/tattoo and how important it is to protect his reputation.

These are also ongoing conversations in my classroom with my teenage students who are already fully immersed with different levels of guidance at home. These conversations are a critical element to learning appropriate and effective use of these communications technologies - the reading, writing, viewing, representing, speaking and listening, strands of the language arts must also be explored in a digital context with the ever-present and far-reaching audience.

image source: http://www.flickr.com/photos/matthamm/2945559128/

Jump on the social media bandwagon by Matt Hamm, on Flickr

Instructional Design Cartoon Style: Learner and Context Analysis

Instructional design is full of terms for every element of a learning experience. Occasionally I use little sketches to help me visualize and understand these concepts.  Don't use this for studying or as an authoritative source of information on instructional design. This comic illustrates elements of Context Analysis:

  • Learner Analysis
  • Learning Context and Learning Context Analysis
  • Performance Context and Performance Context Analysis

Context Analysis 1

understanding context analysis

context analysis 3

context analysis 4

context analysis 5


For the next couple of years much of my time will be spent on coursework as I have enrolled in George Washington University's Graduate Certificate in eLearning, the first step toward completing the Masters Degree in Education Technology Leadership. In the spirit of learning in public, I plan to use my blog as a thinking and processing space. I'll use the #GWETL tag here on the blog and the same hashtag when tweets are course related. At the moment, I'm registered in Instructional Design and Applying Educational Media and Technology.