Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

The New Digital Shoreline: How Web 2.0 and Millennials Are Revolutionizing Higher Education Review

The New Digital Shoreline: How Web 2.0 and Millennials Are Revolutionizing Higher Education
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The New Digital Shoreline: How Web 2.0 and Millennials Are Revolutionizing Higher Education ReviewThe New Digital Shoreline: How Web 2.0 and Millennials Are Revolutionizing Higher Education offers a fine survey of the complex effects of Web 2.0 on higher education, documenting forces that educators need to know about to modify interactions with students and peers. From understanding how the population of the new Web is different with different expectations to understanding the new mind-set of Web 2.0, this is packed with details supporting a reinvention of higher education to meet these new perspectives - a support which goes beyond just adding new technology to the learning mix. Higher education collections must have this new approach!The New Digital Shoreline: How Web 2.0 and Millennials Are Revolutionizing Higher Education OverviewTwo seismic forces beyond our control - the advent of Web 2.0 and the inexorable influx of tech-savvy Millennials on campus - are shaping what Roger McHaney calls 'The New Digital Shoreline" of higher education. Failure to chart its contours, and adapt, poses a major threat to higher education as we know it.These forces demand that we as educators reconsider the learning theories, pedagogies, and practices on which we have depended, and modify our interactions with students and peers-all without sacrificing good teaching, or lowering standards, to improve student outcomes. Achieving these goals requires understanding how the indigenous population of this new shoreline is different. These students aren't necessarily smarter or technologically superior, but they do have different expectations. Their approaches to learning are shaped by social networking and other forms of convenient, computer-enabled and mobile communication devices; by instant access to an over-abundance of information; by technologies that have conferred the ability to personalize and customize their world to a degree never seen before; and by time-shifting and time-slicing.As well as understanding students' assumptions and expectations, we have no option but to familiarize ourselves with the characteristics and applications of Web 2.0-essentially a new mind set about how to use Internet technologies around the concepts of social computing, social media, content sharing, filtering, and user experience.Roger McHaney not only deftly analyzes how Web 2.0 is shaping the attitudes and motivations of today's students, but guides us through the topography of existing and emerging digital media, environments, applications, platforms and devices - not least the impact of e-readers and tablets on the future of the textbook - and the potential they have for disrupting teacher-student relationships; and, if appropriately used, for engaging students in their learning.This book argues for nothing less than a reinvention of higher education to meet these new realities. Just adding technology to our teaching practices will not suffice. McHaney calls for a complete rethinking of our practice of teaching to meet the needs of this emerging world and envisioning ourselves as connected, co-learners with our students.

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Rewired: Understanding the iGeneration and the Way They Learn Review

Rewired: Understanding the iGeneration and the Way They Learn
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Rewired: Understanding the iGeneration and the Way They Learn ReviewI haven't written a book review on Amazon in over 8 years, but I am motivated to come out of retirement for this one. Please don't waste your time on this book. It does offer some good gems of info, such as the teacher who couldn't get his students to discuss a book in English class, so he created a Facebook group for the class, and asked them to post their thoughts on the book there. These useful anecdotes are unfortunately hidden in a wash of manure. The book is full of gross generalizations about today's youth and their media and technology habits. You've read these facts in a number of news publications, or you probably know enough from kids you spend time with. We get it. Kids use technology. So does everyone else. Kids use it more. Got it.
The author makes a federal case out of multi-tasking, as if no previous generation has had the TV on and been gabbing on the phone while doing their homework. He actually wastes paper defining what an avatar is, and describing how Wikipedia works. At one point he even states that youth "use all capital letters to denote strong emotions such as I AM ANGRY AT YOU." If you're really that clueless, maybe this is the book for you.
The book also discusses how much kids like shallow bursts of information, and states that "even Sesame Street now has more cuts than ever before." Problem is, the article he cites is from 1980. He doesn't disclose this, but I knew this example was outright false, so I took the time to find the referenced article on Google Scholar. The truth is, Sesame Street has been using longer segments, and making fewer cuts per hour episode since about 2003. In another chapter, he shows video and audio podcasts as examples of technology that are more immersive than books. Really? That's so incredibly subjective to the content. I know he wants to push technology, and I do too, but the medium is largely irrelevant there. Just look at how many kids became immersed in Harry Potter books. You can craft an immersive experience in many ways, with many tools and mediums. A great teacher could craft an immersive experience with no physical resources at all.
Those aren't the only instances in this book where he's just making things up.
You could read much better education and technology information on the internet. Please do.Rewired: Understanding the iGeneration and the Way They Learn OverviewLook around at today's youth and you can see how technology has changed their lives. They lie on their beds and study while listening to mp3 players, texting and chatting online with friends, and reading and posting Facebook messages. How does the new, charged-up, multitasking generation respond to traditional textbooks and lectures? Are we effectively reaching today's technologically advanced youth? Rewired is the first book to help educators and parents teach to this new generation's radically different learning styles and needs. This book will also help parents learn what to expect from their "techie" children concerning school, homework, and even socialization. In short, it is a book that exposes the impact of generational differences on learning while providing strategies for engaging students at school and at home.

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Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration (Essential Knowledge Resource (Pfeiffer)) Review

Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration (Essential Knowledge Resource (Pfeiffer))
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Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration (Essential Knowledge Resource (Pfeiffer)) ReviewAs a corporate training manager and learning designer starting to utilize Virtual Worlds, this book provides a solid foundation/architecture for taking learning to a new level. Must have book for 3DLE designers and all corporate learning leaders.
The community involved in putting this book together is AMAZING! Hats off to Karl and Tony. Loved the insights by Randy Hinrichs of 2b3d (someone who played a critical part in opening my eyes to the possibilities Virtual Immersive Environments hold for the future of learning).Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration (Essential Knowledge Resource (Pfeiffer)) Overview
Praise for Learning in 3D

"Learning is the key to our future and powerful learning will result from immersive, interactive, and creative 3D designs. Tony O'Driscoll and Karl Kapp have written a disruptive book about a disruptive technology that we all need to explore. This is a must read!" -Elliott Masie, chair, The LearningCONSORTIUM
"Karl Kapp and Tony O'Driscoll are, amazingly, both the best theorists and practitioners in using virtual worlds in every type of educational venue. Many will love their vision, but I am more hooked on their practicality and hand-holding."-Clark Aldrich, author, Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction
"Kapp and O'Driscoll nailed it. The right balance of case studies, theories and practical advice for any organization pursing the use of virtual worlds for learning. If you are interested in virtual worlds for learning and collaboration, this book is for you." -David A. Manning, managing partner, Performance Development Group
"The big contribution of Learning in 3D is that it provides research informed guidance and practical tips and techniques for using 3D virtual environments to achieve real business results...the case studies are outstanding." -Lisa Clune, president, Kaplan EduNeering
"As the world makes its way through a period of significant change, Learning in 3D couldn't come at a better time. Today, organizations and individuals are being challenged to make the most of learning collaboratively. This book stimulates our thinking on how to maximize the impact of technology, while providing a practical blueprint-with 'revolutionary' examples-of how to bring a new dimension to learning." -John Malitoris, regional managing director, Duke Corporate Education
"Tony O'Driscoll and Karl Kapp remind us that learning is the fourth dimension-and the one that really counts in collaboration. A must-read for the future of learning in environments virtual and otherwise." -Cathy Davidson, Ruth F. DeVarney Professor of English at Duke University and co-director HASTAC/MacArthur Foundation Digital Media and Learning Competition.

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The Multiplayer Classroom: Designing Coursework as a Game Review

The Multiplayer Classroom: Designing Coursework as a Game
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The Multiplayer Classroom: Designing Coursework as a Game ReviewWhen I first heard about what Lee Sheldon was doing in his college course, by way of a viewing of Jesse Schell's DICE Convention talk (distributed by TED), I looked for more info. Using XP to grade? How would this work? My gut told me that it was worth investigating further, so I poked around...and discovered that this textbook was about to be published, a scant week from my investigation. TIMING!
Having placed my order for a copy, I scoured TED for relevant talks (and found several), and began some cursory plans for my classroom.
When the book arrived, I put all planning on hold and read it. It proved to be a quick read, in part, no doubt, because the author had been/is a writer (for TV shows, notably Star Trek: The Next Generation; and for some of the best computer games out there). He knew how to keep the info engaging. One small example: Instead of chapters, the book has levels.
The Multiplayer Classroom offers a sturdy skeleton for a rethinking of your classroom content delivery. It shares the youthful history of using a gaming overlay in education step by step, as it evolved, and unashamedly allows for the criticisms of such restructuring to be voiced as well as the praises. (The latter easily overshadow the former.) The book explains the mechanisms games use to engage and entertain the player, and suggests how to use those same mechanisms to facilitate learning. And, it shares concrete examples from real-life applications.
Now, I will tell you straight up: There is content in this book that feels like filler. There are several tentative case-studies, reports of initial experiments that teachers at various levels in various disciplines have attempted. Not all of these have solid, decisive conclusions to share.
But why would we expect otherwise? We are talking about a true paradigm shift here: An entirely new way to cast--and consider--the content in your classroom. Very few educators have even heard about this possibility. Even fewer have tried implementing it.
I used to tell students when they entered my classroom for the first time that they had a clean slate. The implication? An "A+" was there, waiting for them to maintain. Now, I plan to go into this coming school year with the opening line Lee used: "Good morning. Welcome. Everyone in this class is going to receive an F." To be followed, after a pause, with, "Unless...."
More importantly, I am now working to intertwine my content (in my case middle school English) with a compelling story line, with surprises and rewards for the player (ie, students) along the way.
And I'm changing the terminology that will be used in the classroom. Why "write a free-choice paper" when you can "adventure"? Why "do a project" when you can "go on a quest"? And who'd prefer to "take a quiz" when they might "be inspected by an official from another province" or "take a test" when they might "tame a beast"? Words are amazingly powerful, and the connotations that certain terms bring can instantaneously engage or disconnect a reader/listener. In my class, students will unlock achievements, discover treasures, and battle illiteracy....
There is no change in content. My curriculum maps are still my guide. State-mandated standards are intact. What's changing? My delivery. The way I FRAME the content.
That's what this book is all about. It's cutting edge, and largely untested. But it's based in logic, in common sense. Its premise, in a nutshell: Using, in a classroom, those strategies which make games compelling...will make the classroom experience more compelling.
I'm creating my plans for the coming school year with both a confidence and an excitement I have not felt in years.The Multiplayer Classroom: Designing Coursework as a Game Overview

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