Archive for April, 2006

Lone Star Learning — On Protest and Moral Obligation

1984 was a significant year in many regards, and not just because of the title of George Orwell’s novel. Among other things, it was the first year of democracy in Argentina after eight years of oppressive military rule.

I was living in Argentina in 1984. I was a graduate student at the Universidad Nacional de La Plata, and I had the opportunity to witness first hand how students handled freedoms they had never had before. I watched and journaled as they participated in their first student elections, held massive protests, and seized every opportunity to challenge tradition and authority.

Some might describe that year as fairly chaotic, but it really wasn’t for those on the inside. One of the forces that prevented it from unraveling completely was the professors themselves. They were much older and had lived through a number of government changes in their lifetimes. They had been involved in their own protests as youth and had opposed the most recent military government in their own ways. They may have thought the new democracy was a tenuous and too-good-to-believe gift, but they did nothing to dampen the enthusiasm of the students who were experiencing it for the first time. In fact, they did just the opposite. They mentored the students, cooperated with them on choosing times and places for University protests, and worked closely with student organizations to integrate the politics into the learning.

The teachers all understood the relevance and importance of the moment for the students. And, while not all professors participated equally, none gave any opposition to this student experiment in democracy.

In the end, that was the difference between a mess and a meaningful moment.

I’ve always been mindful of that year as I’ve worked with students. I’ve tried to balance big events and sociopolitical happenings with the educational task at hand. Whether the issue was student support for striking workers in 1988 or war protests in 2006, I’ve made every effort to use real events and real feelings to help students develop important critical thinking skills.

Of course, I would be a hypocrite if I didn’t work actively with my students to find their own intelligent and personal voice. After all, one of the lessons I’ve taught in every class over the last twenty-five years is this — if you see someone doing something STUPID, you have a moral obligation to stop, point your finger in the appropriate direction, and say, “That’s STUPID!” Think of it as Responsible Citizenship 101.

Another thing I learned by living in and studying dictatorships transitioning to democracies, is that it’s often hard for people to admit that their own government can do really STUPID things — no matter how STUPID the actions may be. After all, this is the same government that provides for their needs and serves as the anchor for much of their identity. No one wants to believe that the same government is incompetent when it comes to large and important decisions or plans.

When it comes to education in the United States (my country), my personal feeling is that our government has made incompetent decisions and is doing some particularly STUPID things. Others may or may not agree with me, but whether they do or not makes no difference. My personal integrity requires that I point my finger and say, “NCLB (or another plan) is really STUPID!” To do so is my moral obligation.

As an educator, expressing my own personal and intelligent voice can help my students find theirs. It keeps me honest and helps me turn messes into meaningful moments.

I don’t know what the solution is to our problems. I like the ideas being shared about new stories and flat classrooms. But I liked Steve Forbes idea about flat taxes too and that never happened.

From a teaching and learning point of view, however, the actual solution is less important than our willingness to shout out loud that the current system is STUPID and that something must be done. Until we are willing to do that, and until we are willing to suffer the consequences for saying such out loud, we are will lack to common ground necessary for effecting real change.

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Daily Edublogging Update — April 18, 2006

Here’s a summary of ideas and conversations from the edublogging community that have captured our attention in the past 48 hours.

Miguel Guhlin calls upon the words of Dietrich Bonhoeffer to talk about addressing the “totalitarian states” that are our educational systems. How do we stand up to them? How do we appropriately challenge their authority to effect the change we believe in? All good questions and, while the comparisons between the state of educational technology today and the plight of Christians in Nazi Germany may seem farfetched, Bonhoeffer’s prescription seems both timely and apropos. Brian Crosby reacts to Miguel’s post and puts it this way. “The early adopters of project-based. Educational technology driven learning are like those that Bonhoeffer saw disappear early on in the Nazis rise to power when they questioned things. They saw the power of changing paths but were swept out of the way as an impediment to progress. Wasn’t NCLB promoted that way?” As Brian says, “Learning is messy!” Finally, Guhlin follows up with several more posts on the concept of disobedience.

Ray Cha over at if:book has a lengthy response to David Rejeski’s call for a Corporation for Public Gaming.

“My main contention with Rejeski’s call is his focus on the final product or
content, in this case, comparing a video game with a television program. His
analogy fails to recognize the equally important components of the medium,
production and distribution. If we look at video games in terms of production,
distribution as well as content, the allocation of government resources envision
a different outcome. In this analysis, a more efficient use of funds would be
geared towards creating tools to create games, insuring fair and open access to
the network, and less emphasis funded towards the creation of actual games.”

I agree with Cha’s emphasis on tools rather than end products. We have passed beyond the days of a centralized content providers and have entered the time when ever person expects to have the means of production at his/her disposal.

Remember a recent report that said only 1% of people actually listened to podcasts? Well, Vicki Davis has a nice post on what it will take for the podcasting audience to grow.

Tech Trends — April 18, 2006

Here’s our take on news that matters for Tuesday, April 18. Today’s theme is coming up , and here are a some links to headlines about technology that is changing the way we live and learn.

Lone Star Learning — Bad (and Good) Ideas

I don’t know about you, but I’ve lived long enough to amass a decent-sized list of bad ideas. Now, I’m not talking about the ideas that were ahead of their time, misunderstood by the masses, or just victims of bad timing. No, I mean bad ideas — those that should have been terminated at the moment they first raised their ugly heads.

My list of bad ideas includes such notables as:

  • mobile puppet shows (think bicycles)
  • gourmet soup in a barbeque restaurant
  • self-service multimedia stations for faculty who were afraid of technology
  • a money-making scheme related to literary magazines

Don’t get me wrong. Having bad ideas is really a natural by product of creative thinking in general. In other words, the creative process always leads to false starts. Writers delete many first paragraphs and artists rework initial canvasses all the time. These bad ideas are like primitive seeds that grow into a first generation of foliage that prepares the way for more sophisticated vegetation. Bad ideas are only really “bad” when we become enamored of them and try to foist them off on others as good ideas. The problem arises when we lack the wisdom to know the difference between a bad idea and a good one.

In reality, this is one of the two primary goals of education (the first being to stimulate learners to have ideas in the first place). We want to facilitate the development of discernment in our students. We want to help them learn the difference between good ideas and bad ones.

Of course, this is easier said than done. One of the big obstacles is that there are so many bad ideas out there posing as good ones. Kids today are inundated with bad role models, bad TV, bad movies, and a whole list of other bad products — all posing as the greatest thing since sliced bread.

With that in mind, I’ve gone through the personal checklist I use for keeping me honest about determining good ideas versus bad ones. Here are some rules of thumb I use that might prove helpful to others:

  • Just because you can make money at it does not make it a good idea. If you don’t believe me, spend next weekend watching The Godfather Part III. Public opinion can be remarkably stupid and shortsighted. This is evidenced regularly in political elections and American Idol contestant results.
  • Just because everyone else says nice things about an idea doesn’t make it good. Of course, the inverse is also true here. Critics have unanimously panned movies that became classics for later generations.
  • Just because you like an idea doesn’t make it a good one. Ego is a tricky thing. Sometimes we feel compelled to push an idea because we want to win or position ourselves more favorably. Ego is a good energy source of generating ideas but a horrible one for discerning their value.
  • Just because people don’t understand your ideas doesn’t make them bad. Yes, it’s important that they be understood eventually if others are going to adopt them, but an initial lack of understanding should not discourage you. This is often simply because you are thinking ahead of the curve and you need to develop a bridge that connects where people are to where you want them to go.
  • Cultivate an honest and caring community that will help prevent you from shooting off a toe or foot. I have such a community. It consists of colleagues, family, and friends (some fall into all three categories). There are times they tell me things I don’t want to hear about my ideas. There are other times when they like ideas that I don’t think are really that good. Whatever they say, I know that their motivation is to promote my best interest. It’s a pretty nice safety net to have (as long as I listen to it).

The best way to promote discernment of ideas in our students is to encourage them to have plenty of their own. The key here is quantity. Help them push out as many ideas as possible until they have enough that it becomes easier to detect the differences between ideas, divide them into groups, and assess their real value. We must get learners, first and foremost, to commit to the general act of having ideas, regardless of their eventual worth. In other words, if we can get them to think, mentoring them towards discernment is a relatively easy next step.

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Daily Edublogging Update — April 17, 2006

Here’s a summary of ideas and conversations from the edublogging community that have captured our attention in the past 48 hours.

Doug Belshaw provides his faithful service of keeping track of the previous week’s action in the edublogging space. This really is an insightful and useful weekly post and one of the best ways to keep up with things in a busy week!

If you haven’t been keeping up with David Warlick’s posts on “Flat Classrooms,” you can do so via this article on the TechLearning Blog.

“What about an education system that is challenged to prepare children for their
future, and it’s not their father’s future — and their classrooms are also
becoming flat. Traditional education has been an environment of hills and
slopes. The teacher could rely on gravity to support the flow of curriculum down
to the learners. But as much as we might like to pretend, we (teachers) are no
longer on top of the hill. The hill is practically gone.”

Graham Wegner has a nice spin off on the topic as he tries to apply David’s thinking to the Aussie classroom.

Also, I failed to mention Wesley Fryer’s interesting article from last Friday titled “Censored for relevance.” The post starts off with a description of how his blog is censored in some schools because of his posts about MySpace (and MySpace is one of the topics “filtered” by some schools). What follows is a whole treatise on openness and globalization. Most interesting.

Finally, Harold Jarche add to Christian Long’s post on the use of PDAs by medical students.

“Learners need up to date information and access to knowledgeable people in their
own, as well as other, fields. Textbooks no longer meet that need. Unfortunately
for specialists and textbook writers, the digital medium is making many of them
redundant. The textbook is no longer the primary source of knowledge; instead
it’s the messy, disorganised worldwide web.”

Tech Trends — April 17, 2006

Here’s our take on news that matters for Monday, April 17. Today’s theme is getting there, and here are a some links to headlines about technology that is changing the way we live and learn.

A New Series on Educational Gaming

We track a number of trends related to gaming here at XplanaZine. The purpose for this research is to find patterns that help us anticipate the emergence of online gaming as a pervasive learning model in K-20 education. Currently, my prediction is that this phenomenon will begin manifesting itself overtly in late 2007, with a transformative explosion occurring in 2008-2009. By 2010, I expect gaming (or experiential learning through play and discovery) to be an accepted and primary paradigm for education in the K-20 markets.

Having said that, I am not unaware of the common struggles that many are facing with regards to the introduction of blogs, wikis and other new technologies into traditional education structures. Yes, there is resistance to change. Yes, given a choice, people would rather keep doing what they always have rather than introduce any kind of novelty into the equation. So, if there is resistance to new technology in education, and if people would rather not change in the first place, how is it that I am so bullish on such radical change involving new technologies?

The answer requires a multi-part discussion that deals with (at the very least least): historical trends and evolution, markets, platforms, pedagogy, and product design and definition. It is that answer that will serve as a general framework for a new series of articles here on XplanaZine. Each Saturday, for the next two months, I will address the topic of gaming in education. I’ll focus on the ideas and products that are shaping this emerging learning model and the developments that are informing my own predictions. It is my hope that these posts will stimulate a wide variety of comments and thinking on the subject. Today’s article provides some useful definitions and discusses the basic differences between simulations and games.

As a brief introduction to this series, I want to share some useful definitions and a general outline of my thinking. To begin with I would like to talk about how I define gaming and how it is different from what many refer to as simulations.

Online gaming in education implies experiential, discovery-driven learning through play. Whether we are talking about game-based reading intervention programs or role-playing multi-player Business games, my definition of educational gaming insists that several components be present:

  • play/fun
  • a personal experiential framework
  • an impetus for discovery
  • a core learning purpose with some stated outcomes

Note that this definition is more abstract and philosophical. For further clarification, this definition assumes the requisite five essential elements of online games in general (not necessarily related to education):

  • collections
  • scores and ranking
  • feedback
  • social exchange and collaboration
  • personalization

Simulations, one possible sub-component of gaming, are task-replication exercises. They may be pretty sophisticated task replication exercises — think of full-scale flight simulators and elaborate stock market simulations — but they are nonetheless limited in terms of gaming. That is because simulations are something a person does. The focus is on the specific skill or task and, often, simulations try to recreate the task environment as perfectly as possible (think of MS Office simulations). The last thing we want users to do in these simulations is to use their imagination or focus on something that would distract them form the task being simulated. The whole purpose of the simulation is to experience the surface of reality in such a way that if feels authentic. This authenticity is created by the detail of the simulation itself.

Games, on the other hand, are something a person becomes. They are experiential, and unlike simulations, insist that players bring their imagination to the experience and participate in the formation of the environment. Games may or may not create a “real” surface reality and are not inherently concerned that the game reality correspond directly to the players’ reality. Since games are about personal experience, they emphasize strong emotional identification and, therefore, employ devices such as role playing and story-driven structures.

This distinction is critical in education. In Higher Education in particular, most early work in “gaming” has stopped at the simulation level. We have created virtual environments that allow uses to hone their skills on specific applications or tasks. From a learning perspective, we have focused on exit exams (written) or practical demonstrations of skill acquisition.

There has been very little work, however, in developing more immersive learning environments that focus on story, role playing, and the seamless integration of learning objectives into the game framework. There are only a handful of products that are designed to get learners to learn in spite of themselves, to motivate them to study without even realizing they are participating in a learning activity. These learning games may feature embedded simulations but they are much larger in scope, imagination, and learning experience than any simulation can ever be. In teaching vernacular, a learning game is an entire course while a simulation is an activity or, at best, a course unit.

Such learning games are few for a number of reasons (which we will be discussing in the upcoming weeks). The biggest philosophical obstacle is that, in order to create them, you have to be willing to believe that the story element is more important than the information we are asking students to process. Game creators must be committed first and foremost to story and character, and they must understand intuitively that strong story and characters will produce in learners a more effective and permanent internalization of course information.

Next week, I’ll give a general overview of the gaming industry as well as provide an introduction to gaming in education.

He Said She Said — Perspective and Perception in Podcasting

(This is a text summary of the He Said She Said podcast from April 14, 2006. This is a weekly podcast that deals with a wide range of topics on Education and Educational Technology. The show’s host is Rob Reynolds and he is joined by Susan Smith Nash. A new He Said She Said podcast is available every week on Xplana Radio.)

In this podcast, Rob and Susan discuss podcasting and different perspectives on and perceptions of the technology. Rob begins the conversation by commenting on the recent Forrester projections and relates a recent encounter he had with a podcasting client. Susan follows with insightful comments on the differing perceptions and definitions of the technology in education. Both agree that, in order for podcasting to realize its real potential in education, both perspective and perception will need to be altered.

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Students on Student Technology — Why We Like Xanga (Part 2)

Is it important for a kid’s Xanga to be private? Yes, by all means. While Xanga does act as a social network, many use it as an online journal or diary. No teenager ever wants their diary read, especially by their parents. That is usually one of the most unforgivable offenses a parent can make. When parents read Xanga’s they may not always like what they see, but usually all of the “bad stuff” is merely venting on the kid’s part. My friend’s mom read her Xanga all the time, so my friend just kept creating a new Xanga each time her mom found it. If parents insist on reading their children’s Xangas, the children will find ways to outsmart the parents. If a parent is really concerned or just curious, they should ask their kid if they can read the Xanga. The teenager will probably refuse because it is their personal journal, but occasionally, if a parent asks nicely, the kid will let them see it or at least explain how it works. I can only think of one or two extreme situations where it is okay for a parent to read their kid’s Xanga without their permission, and both of those involve police and jail time. As long as parents spend time with their kids and are involved in their lives, there is no reason for a parent to read a Xanga.

Don’t kids put a lot of inappropriate material on their Xangas? How can that be good?

Kids curse, scream, play disgusting music and post dirty jokes on their Xangas all the time. But if they do that on Xanga they probably do that in real life too when they’re with their friends. Since it is like a journal some kids let loose more than others and get a little out of control. But really it’s all just a special kind of venting which helps teenagers get through their whole rebellious phase that must quicker. What’s important to understand is that Xanga isn’t a place where kids act any differently than they usually do when they are not in the presence of their parents. If a kid is cussing all the time in his Xanga than he probably does the same all the time when his parents aren’t around. Xanga is merely a reflection of who a person is. It’s not always good but it is pretty accurate.

What do you say about all the concerns parents have regarding safety on the Internet? Is Xanga safe?

The concerns of parents about Internet safety are not unfounded. The anonymity of the Internet is a double-edged sword. A child may think they are talking to another kid their age in a different state or country, but it’s always possible that they are talking to a forty-year-old child molester. The only safety tips I can offer to parents are these:

  1. Keep your children away from chat rooms
  2. Discuss the importance of never giving away any personal information to anyone online.

Xanga is probably one of the most safe blogging sites I’ve come across. Its purpose is not to connect a kids with other kids from all over, only to their friends that they already know. Only a kid’s friends know their Xanga name and site because only a kid’s friends really care about what’s going on in their life. Having said that, I did take it upon myself to try to go out and find some “bad” stuff on Xanga. It took me about ten minutes — which is an extraordinarily long time to search a huge server like Xanga — before finding something bad. I mean I did find stuff, but the point is I had to hunt for it. And the reality is that if you look for bad stuff anywhere on the Web you’re eventually going to find it. The bottom line is that I’ve uised a bunch of blogging sites as a teenager and, in my opinion Xanga is one of the safest blogging sites currently in existence.

Lone Star Learning — Where to Go with Learning Objects

The grandmother of a good friend died recently and while attending the family meetings and funeral, he picked up old photos she had taken of the two of them over the years. His grandmother was 100 years old, and the pictures spanned the time from his family’s arrival in the U.S. from Cuba to just a couple of years ago. There were pictures on boats, at the beach, and at parties. There were pictures of cooking, dancing, and talking. In short, there was a fantastic collection of moments from different eras of their life as a family.

Obviously, those snap shots were not the complete picture. Each of them, individually, represented a specific and limited point in time. They could be stitched together by his narrative to create an abbreviated “movie” of her life, but it would be an extremely limited movie. So much would be left out.

In my opinion, this is one of the conundrums associated with learning objects. Traditionally, regardless of the exact definition we might hold, we have thought of these as tangible, static objects that could be stored and which contributed in some way to the overall learning process. In other words, they were like snap shots that could be put away and retrieved on demand to tell a static part of a learning story. They could even be stitched together in collections with the assistance of our narratives. By putting enough of them together, we could even make a whole learning movie–a course–even though that movie would be limited. So much would be left out.

The limitation of our traditional notions of learning objects is that they are not big enough or complete enough. Our models have accounted for only a piece of the process — a quiz, an assignment, or some reading material — and have not dealt with the multi-faceted and fluid nature of the real learning process. How do we account for the teaching that goes into the formation of the object and extends beyond it? How do we account for the user who brings his or her own interaction to the learning object and actually transforms it (albeit temporarily) in the process. The reality is that learning objects — movies, images, and quizzes — are never the same object for one user as they are for another. This is a variation on Heraclitus’ comments on stepping into the river, as well as an echo of the reader-response theories advanced by Iser, Fish, and Tompkins.

In other words, we have lacked a model that could account for all sides of the learning object — the creator, the object, and the learner. The learning object is itself a dynamic and fluid construct. It is the quiz in the mind of the instructor creating it; it is the physical quiz that exists to be taken; it is the student taking it along with the results garnered. While this model of the learning object doesn’t fit as neatly into a physical repository (at least not the way we have them designed at present, anyway), it does reflect more accurately what is really involved and what our models need to address.

———-

One of the good things about my work is that I actually get paid to read on the job (well, at least part of the time). And yesterday, while I was doing my official research for the day, I ran across George Siemens’ post in which he talked about what it takes to become and remain an expert (this, in response to Dave Cormier’s original post on the subject). George writes, “Learning is a process of exploration. It is more like a river than a lake…more like a process than an event.”

I couldn’t agree more. I also think technology itself has evolved so much over the last two years that it defies all attempts at static categorization and classification. Think of wikis and blogs and podcasts, Oh my! In yet another example of this evolving fluidity, we have wikiCalc a product by Dan Bricklin co-author of VisiCalc. As the Web site says, “The wikiCalc program is a web authoring tool for pages that include data that is more than just unformatted prose. It combines some of the ease of authoring and multi-person editing of a wiki with the familiar visual formatting and data organizing metaphor of a spreadsheet.”

In other words, wikiCalc allows for the creation of shared and editable data pages on the Web. It is application and collaboration. It is product and process.

As many of our learning tools and platforms evolve along these lines, how can we change our thinking to handle the flux? How will we account for multiple user roles in our definition of the learning object? Honestly, I’m not sure “how” we will do it. I only know that it must be done.

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