By Stephen Downes
April 7, 2005
Responding to Faculty Anxiety about Online
Learning
I'll begin today's newsletter with a
mea culpa and criticism of an item I ran yesterday.
First, the author of Why
Online Teaching Turned Me Off, Susan Sharpe, is
obviously not male, as I implied in my summary. That said,
the author of this item, Martha Burtis, also found my
listing "generally too dismissive" and adds, "I'm not sure
we are yet at the point where we can refer to the
traditional, face-to-face classroom experience as the 'dark
ages.'" By Martha Burtis, The Fish Wrapper, April 7, 2005
[Refer][Research][Reflect]
Opposition Mounts to OMA DRM Patent Licensing
Scheme
As this story notes, "Opposition to
MPEG-LA's patent licensing pool for implementers of the OMA
DRM 1.0 standard is mounting, as trade associations in the
mobile industry and academic researchers have begun
formally expressing concerns about it." Some of the
opposition was to be expected, the article written by
proponents of the Open Digital Rights Language. But the
more staid GSM Association goes even further and "implies
that any royalties on DRM patents are unacceptable." The
last paragraph of this article is very misleading and
should be, in my view, disregarded. By Bill Rosenblatt, DRM
Watch, April 4, 2005
[Refer][Research][Reflect]
Duke Puts Restrictions on Free iPod
Program
Results are in from the Duke iPod
experiment and while the devices will be used again next
year, things will be different. This year the university
handed out the devices to all students; next year they will
be handed out only to students enrolled in courses that
will use them. And to judge from this year, that means very
few students will be getting them: "In its roster of
more than 1,000 courses, Duke has only fully integrated the
iPod into the coursework of 16 – that's 1.6 per cent of
classes." By Ina Fried, CNet News.com, April 6, 2005
[Refer][Research][Reflect]
Blackboard vs. Moodle: A Comparison of
Satisfaction
Seb Schmoller sent along this
link to a site offering a detailed comparison between
Blackboard and Moodle. The authors ask, "Can free software
satisfactorily meet the needs of students, faculty, and
instructional technologists for online teaching and
learning?" And, according to this study, Moodle performs as
well as, if not better than, Blackboard. By Kathy D. Munoz
and Joan Van Duzer, Humboldt State University, February 15,
2005
[Refer][Research][Reflect]
The Case for Creative Commons
Textbooks
This is a crime, isn't it?
"University of California students now spend 40 percent
more on textbooks than they did six years ago." This tells
us what to expect from commercial publishers of educational
content. This is, as the author argues, reason enough for
an Open Textbook project, "the idea of establishing a
global coalition... that would acquire and distribute high
quality creative commons content that could be used in any
of the following combinations: a) as the basis of an online
course, b) as an electronic textbook, or c) as a customized
printed textbook for use in a traditional college course."
By Fred M. Beshears, CETIS, April 7, 2005
[Refer][Research][Reflect]
A Billion Essays
Technorati this
week passed the one billion link mark, a number that causes
databases to groan and commentators to stare in awe. Will
Richardson: "One. Billion. Pieces of Writing. You can't
deny the power of that." 8,586 of those are mine - the
total number of OLDaily posts. Edu_RSS, meanwhile, has just
passed the 90,000 link mark. Richardson writes, "Douglas Rushkoff calls
it the "Society of Authorship" this new era that we are
entering, and I like that phrase a lot. But I also like Sun
Microsystems' CEO Jonathan Schwartz's description too: "The
Participation Age." By Will Richardson, Weblogg-Ed,
April 7, 2005
[Refer][Research][Reflect]
Learning to Play to Learn - Lessons in
Educational Game Design
"There is," notes Ip,
citing an unnamed author, "a huge gap between game
designers and educators in the understanding of issues in
'using games' in education." Educators are captivated by
the fancy graphics and stimulating audio. But "Good games
integrate a number of complex elements (moments of
decision-making, challenging goals, rewarding feedback,
etc.) to create a fun play experience." By Albert Ip,
Random Walk in E-Learning, April 7, 2005
[Refer][Research][Reflect]
F For Assessment
Blunt criticism
of the standardized tests currently applied in U.S.
schools: "in most instances these evaluations are
inaccurate. That's because the standardized tests employed
are flat-out wrong." Some of the tests, argue the author,
are designed to elicit responses based on social profile
rather than learning. "This kind of test tends to measure
not what students have been taught in school but what they
bring to school... they're unable to detect improved
instruction in a school even when it has definitely taken
place." By W. James Popham, Edutopia, April, 2005
[Refer][Research][Reflect]
From Student Work to Exemplary Educational
Resources
Following a link on the EdResources
mailing list I find the contents of the current issue of
E-Learning - access, I guess, is normally restricted but
appears to be open for a time at least (they should
consider opening it permanently - the content is good and
it seems a shame to lock it away from potential readers). I
cite four articles from this issue, with the warning that
access may be restricted at any time (so download a copy of
the articles). In this first article the authors "describe
in this article a way that student work can be
systematically made available for use by others beyond the
immediate learning context within which it is created."
Good stuff. By James A. Levin, Nicholas C. Burbules and
Bertram C. Bruce, E-Learning, April, 2005
[Refer][Research][Reflect]
Children Online: Learning in a Virtual
Community of Practice
After some preliminary
discussion of the distinction between Wenger and Vygotskian
theories of learning in communities, the author gets to the
much more interesting discussion, "how these children are
producing social capital and learning through the
discursive and social practices of that community." What's
interesting is that "children are learning that to be
literate is to have power." And through a process of trial
and error, shared negotiation and criticism, and a gradual
increasing of skills, the community develops, and with it,
the skills and abilities of the members. PDF. By Angela
Thomas, E-Learning, April, 2005
[Refer][Research][Reflect]
Can "Blended Learning" Be
Redeemed?
After an extended discussion arguing
that the term 'blended learning' is hollow, the authors
argue that, rather than being abandoned, the term can be
"redeemed" by interpreting it from the perspective of
variation theory, "the idea that for learning to occur,
variation must be experienced by the learner." Thus,
"Blends of e-learning with other media may make it easier
to help students experience the variation in the critical
aspects of the topic being learnt." I am certainly in
favour of diversity of experience. But it seems to me that
blended learning is more about increasing the confort level
of the experience for non-digital learners than it is about
increasing diversity, and so this recasting has the air
more of patina than redemption. PDF. By Martin Oliver and
Keith Trigwell, E-Learning, April, 2005
[Refer][Research][Reflect]
Learning by Design: Good Video Games as
Learning Machines
PDF. James Paul Gee asks,
"How do good game designers manage to get new players to
learn long, complex, and difficult games?" Here's how
(quoted from the text):
- Learners feel like active agents (producers) not just
passive recipients (consumers).
- Different styles of learning work better for different
people.
- People take on a new identity they value and in which
they become heavily invested.
- They can manipulate powerful tools in intricate ways that
extend their area of effectiveness.
- Early problems are designed to lead players to form good
guesses about how to proceed when they face harder problems
later on.
- Challenges feel hard, but doable. Learners feel - and get
evidence - that their effort is paying off.
- Repeated cycles of learners practicing skills until they
are nearly automatic, then having those skills fail in ways
that cause the learners to have to think again and learn
anew.
- Give verbal information just in time and on demand
- Create simplified systems, stressing a few key variables
and their interactions.
- Risks and dangers greatly mitigated (one of the worst
problems with school: it's too risky and punishing).
- See the skills first and foremost as a strategy for
accomplishing a goal and only secondarily as a set of
discrete skills.
- People learn skills, strategies, and ideas best when they
see how they fit into an overall larger system to which
they give meaning.
- Make the meanings of words and concepts clear through
experiences the player has and activities the player
carries out.
There isn't one principle here that I would disagree with
in any great measure, and indeed, I find these principles
definitive not merely of game-based learning but also of
network learning. By James Paul Gee, E-Learning, April,
2005
[Refer][Research][Reflect]
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