EDUC 639
Sunday, December 8, 2013
Sunday, December 1, 2013
Wiki Reflection Blog
First Time Using the Wiki:
I have set up wikis in courses
for my job multiple times, but I have only interacted with them once in a
previous class. Even then, the experience was more for publishing purposes
rather than collaboration as the group updated a GoogleDoc with the information
as needed. I found the setup of the wiki pages to be similar to the GoogleDoc
as it tracked changes for easy comparability. As with the GoogleDoc, formatting
was a bit of a pain within the wiki. The team corresponded by email to compose
the proposal and the formatting was not retained once pasted into the wiki. In
fact, I had to copy the contents of the outline, paste it into WordPad, and
then reformat the spacing within the Wiki. I was unable to format the references
due to the lack of formatting options as well. There were components of the
proposal that were certainly not in alignment with APA because of this. I was
unaware of the option to insert files into the Wiki at the time and wished I
had tried this function initially. I am sure that uploading a Word file would
have alleviated some of the difficulty and allowed for proper APA formatting
throughout.
While Using the Wiki:
For the literature review, each team member was assigned a
portion of the outline to cover in approximately four pages. The team members
emailed the portions to me and I compiled them into a Word document, adding the
title page, abstract, and other components of APA. I edited the paper lightly
and ensured that references were consistently cited and formatted. Once the
paper was peer-reviewed, I made changes to the document initially and sent
remaining questions to team members to address via email. This did not prove
promising as there were issues opening and viewing the comments in the Word
document. As such, I moved the contents to the Wiki for team members to review.
While all were able to view the comments, only one could edit the contents at a
time. This caused a bit of a waiting game. One would try to save edits only to
be prompted to cancel because saving the edits would overwrite the work of
another classmate that was making changes to the Wiki at the same time. The
utilization of the Wiki enable team members to access the information, but I do
not think it enhanced collaboration due to the inability to work on it and save
changes at the same time.
Last Time Using the Wiki:
As with my initial experience, the Wiki served as a means to
publish content rather than interact or collaborate. It was beneficial as team
members were able to add assortments of materials. For example, members added
images and videos in addition to the required text. The widgets made the
integration of different media types easy as well. However, the managing of the
pages did not prove as effective. The team member that set up the Wiki ensured
that all members were able to edit the material, but this did not prove to be
the case. I tried to delete pages within the wiki but was unable to. I could
add pages easily, but the creator had to remove the unnecessary pages for me. While
the project was successful and the Wiki experience proved beneficial to one who
works with educational technology, I do not think the Wiki is the best
technology to utilize for a literature review compilation. It slowed the collaborative
process collaboration and served as a showcasing forum. The forum would be better
suited for an e-portfolio or an assignment that allows the students to work in
separate pages (i.e., a glossary compilation or platform for chapter summaries). The wiki did not serve as a means to foster community or interaction with material as expected.
Wednesday, November 20, 2013
Muddiest Point Blog
One of the muddiest points associated with online learning environments
is plagiarism. There is a common misconception that plagiarism consists of
copying and pasting material information directly and submitting it as one’s
own work. However, it is much more! Referencing ideas or even paraphrasing
previously stated content is considered plagiarism if credit is not given to
the author. As such, plagiarism is often committed unknowingly to the student. Because
of the nearly limitless access to information, the student is able to recycle
information easily. In fact, many times information is shared without proper
crediting and plagiarism is committed unknowingly.
This is of particular concern as resources are offered
openly without charge and as third party companies market pre-written papers
for students to pass off as their own. While products like SafeAssign and Turn
It In help to minimize the instances, the student is still able to manipulate
them and the products do not pick up all instances. For example, older
textbooks are not always in the systems and cannot be detected. Then there are
other ways to detect metadata and keystrokes, but there is the question of
invasion of privacy as content not related to education can be seen as well.
Wednesday, November 6, 2013
Most Important Theory
There is much research to defend the fact that
learning takes place in environments that are engaging. The research I reviewed
this week took the concept further with the creation of the game engagement
theory. The authors took components of adult learning theories as well as results
from a research study that gauged perceptions and motivations to play games in
order to defend the use of gaming as a mode of learner engagement at the higher
education level. The theory is an important, revolutionary one as it has the
potential to greatly impact the distance education learning environments as it
currently stands.
In just the past few years there has been an
increase in gaming with the emergence of mobile devices, tablets, and the apps
associated with them. Applications like Words with Friends, Duolingo, and
Ruzzle have been some of the top grossing apps on iTunes and continue to teach
individuals of various ages outside of educational settings. If this approach
were to be utilized in the educational setting, the results could be incredible
as games are motivating and engaging allowing for content to be soaked in
without bore, monotony, or even an awareness of academic forces. The theory has
certainly opening my eyes to the possibility of bringing “fun” into the
classroom and I look forward to implementing games into the courses I design
and research the effects they have on the students.
Reference
Whitton,
N. (2011). Game engagement theory and adult learning. Simulation
Gaming, 42(5), 596-609. doi: 10.1177/1046878110378587
Wednesday, October 30, 2013
The Most Important Point
The point that stood out to me during my interview was the
impact and issues associated with scalability. Each institution desires to grow
and increase demand for its product. However, expansion affects much more than
I initially anticipated particularly at the higher education level. Once a
course is created and deployed, progress does not stop. Material have to
constantly be updated and maintained. Staff is needed to analyze the needs of
the course, created updated material, and correct technical difficulties once
the course is launched. As a university grows, the amount of individuals needed
for upkeep increase as well. Additionally, as the geographical borders expand,
special attention needs to be given to cultural and language barriers as well
as accreditation and financial aid requirements.
This point is very important as it affects many processes
and involved parties. The interview reminded me how much technology and
distance education has impacted the world. Opportunity is reaching those that
would not have opportunity otherwise. This is especially relevant to me as an
Instructional Designer. It is reassuring to know that there is a growing demand
for the position and the field in general.
Wednesday, October 23, 2013
Collaborative Blended Learning
References
Devon, C. D. (2004). Blended learning in
education, training, and development. Performance
Improvement, 43(8), 35-38. Retrieved from http://search.proquest.com/docview/237232152?accountid=12085
So, H. J. (2009).
When groups decide to use asynchronous online discussions: collaborative
learning and social presence under a voluntary participation structure. Journal of Computer Assisted Learning, 25(2), 143-160. DOI:10.1111/j.1365-2729.2008.00293.x
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