Wednesday, July 8, 2009

Global Competition: U.S. Students vs. International Peers

The U.S. has been leading a movement of discussion about the importance of educational technology and 21st Century Skills that all students need. But several countries are doing a better job of preparing students with technology skills which means that US schools could fall behind other countries in using educational technology to improve K-12 schools.

Australia, Britain, China and South Korea have launched plans to make sure students will know how to effectively use technology for learning and work. Developing countries such as India are making financial commitments to ensure that technology skills are taught in schools.

What makes the difference between U.S. students and international students? According to the article U.S. students know how to use cellphones, computer applications and multimedia equipment but they are not being taught to think critically about what they present, how to analyze content or how to employ tools for specific tasks and problems. Students are not receiving consistent, engaging, comprehensive instruction in how to apply technologies to the kinds of assignments given in schools or the workplace.

According to Donald G. Knezek schools need to instill critical thinking, analytical and technology skills as well as creativity, collaboration and communication into the curriculum. According to the article many states in the US have become more deliberate in infusing technology into the curriculum since the No Child Left Behind Act but states have been left to figure out how to reach this goal. How can schools help students gain “technology literacy”? How can schools engage students to use technology for more than Web research or as a presentation tool?

Here are several sources of information for teachers:
ISTE’s Educational Technology Standards for Students
http://www.iste.org/Content/NavigationMenu/NETS/ForStudents/NETS_for_Students.htm

Partnership for 21st Century Skills – Framework for 21st Century Learning
http://www.21stcenturyskills.org/index.php?option=com_content&task=view&id=254&Itemid=120

Intel Education Programs and Resources
http://www.intel.com/education/technologyliteracy/

Benefits of Technology Literacy Projects
http://download.intel.com/education/common/en/resources/technologyliteracy/teach/Overview_Benefits_Technology_Literacy.pdf

Teachers: Content Literacy
http://www.literacymatters.org/tech/intro.htm

Article from Digital Directions - June 16, 2009http://www.edweek.org/dd/articles/2009/06/17/04global.h02.html

Wednesday, June 24, 2009

Online School for Girls Launches This Fall


This will be the first ever online school in secondary education for girls. The online school was developed by a consortium of independent all-girls’ schools.

The four private schools that will offer the pilot courses next school year are: Harpeth Hall School located in Nashville, Tennessee, a 5th – 12th grade college preparatory school; Holton-Arms School located in Bethesda, Maryland, a 3rd – 12th grade college preparatory school; Laurel School located in Cleveland, Ohio, a K – 12th grade college preparatory school; and Westover School located in Middlebury, Connecticut, a selective boarding school for 9th – 12 grade girls.

Currently 44 states have some type of virtual secondary schools but none of these virtual schools specifically address the educational needs of girls. Ann Pollins, President of the National Coalition of Girls’ Schools stated, “We believe that girls inhabit online spaces differently than boys and that this initiative can combine a powerful, transformative online learning environment for girls with a high-quality, twenty-first century academic experience.”

The Online School will offer two pilot courses this fall with four additional courses being offered spring semester of 2009-2010 school year. The Online School will focus on several key principles based on current research on how girls learn best: emphasizing connections among participants; incorporating collaboration into the learning experience; inspiring and rewarding creativity; and engaging in real-world problems and applications.

In the future the Online School will provide an online education that is flexible, affordable and accessible to a diverse, worldwide student base including students who need a flexible school schedule, students who are home schooled, or students who need opportunities for challenging and/or unique coursework.

To read the complete article from Harpeth Hall School:
https://www.harpethhall.org/podium/default.aspx?t=204&nid=538755
To read the complete article from Nashville Business Journal
http://www.bizjournals.com/nashville/stories/2009/06/22/daily10.html
Image from Microsoft Clip Art

Tuesday, June 16, 2009

Online Games for Learning

Online games have been described as casual games, serious games and advergames but to teachers and parents what do these labels mean?

Casual Games
Casual Games are designed for entertainment. Some casual games are preloaded on computers such as Solitaire while other casual games are downloaded. Learning can occur but mostly casual games are for fun.

Serious Games
Serious games are designed for learning. Simulations, military training, corporate education, health care are just a few ways games are designed for learning. It’s easy to find educational games on the internet from pre-school to university level. Serious games are categorized by genre, complexity, and platforms building maturity and learning.

Serious games focus on specific learning outcomes that can be measured. But do these serious games really promote learning? When the game design is focused on learning outcomes, then learning is possible. According to Mary Jo Dondlinger a game that motivates players to spend time on tasks mastering the skills of the game, is time spent stimulating learning outcomes. Even some casual games like EVE Online can produce real learning outcomes. One player from EVE Online stated that once he had managed a virtual corporation that spanned a universe he could easily manage a real corporation.

Computer games with 3D graphics are being used in the workplace, for recruitment, to improve communication and train employees at all levels. The military trains soldiers using “virtually real” environments where soldiers build teams and prepare personnel for specific missions. One of the most popular games online today is America’s Army.

Advergames
Advergames are a combination of casual and serious games and have been used as a form of marketing for movies and television shows. Advergames are sometimes the most visited section of brand websites promoting repeated traffic and reinforcing the brand.

But what does this mean for education in public schools?
A virtual learning environment needs to encourage content exploration, be learner-centered and individualized. Our digital native students prefer to:
  • Receive information quickly
  • Multitask
  • View pictures and videos
  • Interact and network with others
  • Receive instant gratification and rewards
  • Learn information that is relevant, useful and fun

Digital learners today need online learning that is stimulating and develops critical skills. Once successful program is DiDA Delivered, a diploma program in IT skills for secondary students in the UK. To check out the site please click here: http://www.dida-delivered.org/
The curriculum for this program includes 4,000 learning objects and 300 serious games and teachers can develop their own content to add to the learning environment. DiDA looks similar to Second Life and Active Worlds.

Considering that children ages 8-18 spend at least 50 minutes per day playing video games education needs to provide stimulating, learning environments where students acquire 21st century skills necessary for today’s workforce. To do this learning designers and game designers need to work together to provide a more engaging and effective learning environment for all students incorporating social networking, and other Web 2.0 technologies.

To learn more about online games for learning please read the entire article Serious Games: Online Games for Learning at: http://www.adobe.com/products/director/pdfs/serious_games_wp_1107.pdf

Wednesday, June 3, 2009

Who are the Virtual Students in Your Class?

Here is an interesting article to think about. As face-2-face teachers we all have ways to encourage class participation, behavior and time on task but how does this work in an online class? Who are the other students in an online class when students are enrolled from across the state or around the world?

Meet Jane Malan, a thirty-something part-time school teacher interested in languages. Jane was given the duty of being the second facilitator in an online class contributing to theoretical and technical assignments, and at times giving advice to students in the course. Jane seemed to know how to model collaborative behaviors the students could follow and she regularly participated in the “social” posts. I guess some would say she was the model student, or was she?

Jane Malan was placed in the online course to start discussions among the students, encourage others to stay with the course, and to participate in all discussions including the social posts. I imagine the other students liked her but Jane wasn’t real. Jane was a “ghost student” created by the instructor of the course and Jane was controlled by the instructor.

At the end of the course the instructor revealed Jane’s identity. The instructor wanted to answer two questions by “infusing” Jane into the course:
  1. How does a virtual student enhance online community?
  2. How do students feel about the ethical issues of instructor’s hiding and then disclosing the identity of a virtual student?

I’ve taken online courses and I began to wonder if any of the other students in those past courses were “ghost students” and how would I know? My next thought was why did the instructor feel she had to create a ghost student for the course? The instructor called her Methical Jane, the combination of mythical and ethical created to improve students’ online learning success. The instructor rationalized that if an online course had ineffective facilitation or lack of communication the students’ success and performance would be lower. Also a controlling instructor could weaken online communication and lower students’ success.

I do not see the rationale behind the instructor choosing to create Jane Malan and there is definitely an ethical issue of trust between the instructor and the students. Considering that students should follow proper netiquette when posting to an online class the instructor should already have the ability to monitor forums, blogs, assignments and other postings. So why be a ghost student?

If the instructor is worried about the quality and quantity of collaboration and communication between the students then the instructor needs to be better trained and prepared to teach online without resorting to “ghost students” selectively placed in a class. Another ethical issue would be the idea that an instructor could become a “ghost student” in a colleague’s course. For what reason? To spy? To take information from a colleague’s course to use in their course? To find a way to defame the colleague and/or their teaching practices?

This study raised a lot of ethical questions for me. More than I can ask in one short blog posting. So I invite you to read the entire study and the short summary article to see what ethical questions you have and to ask that you share your thoughts on the issue of “ghost students” in an online course?

To read the entire student please go to:
Methical Jane: Perspectives on an Undisclosed Virtual Student
http://jcmc.indiana.edu/vol12/issue4/nagel.html

To read a summary article outlining the study please go to:
Chronicle of Higher Education
http://chronicle.com/free/v55/i38/38a01001.htm?utm_source=at&utm_medium=en