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Showing posts with label K12. Show all posts
Showing posts with label K12. Show all posts

Saturday, May 5, 2012

What’s the Problem with Online Education?


Recent studies have demonstrated that online courses, properly handled, can meet and even exceed educational standards established by traditional face-to-face courses. So why aren’t more schools embracing this potentially powerful educational weapon?
Several barriers stand in the way of widespread use of online education. Some barriers relate to enrollment in distance education programs. Rezabek (as cited in Muilenburg & Berge, 2001) grouped these barriers into three broad categories. “Situational barriers result from an individual’s general situation or environment, and include such issues as transportation, age, time constraints, and family responsibilities. Institutional barriers are created by an institution’s programs, policies, and procedures, and include problems with admissions, registration, scheduling of courses, financial aid, and support services. Dispositional barriers result from an individual’ s personal background, attitude, motivation, learning style, and self-confidence.”
Also in the Muilenburg study, Leggett and Persichitte were cited as identifying five basic barrier categories to the implementation of technology in K12 classrooms: time, access, resources, expertise, and support. Muilenburg and Berg’s study, through the study of a myriad of other resources, developed their own list which ultimately identified a total of 64 categories of barriers which the authors used as survey questions for their study.
Berg (1998) identified multiple barriers to online education, including:
· "faceless" teaching
· fear of the imminent replacement of faculty by computers
· diffusion of value traditionally placed on getting a degree
· faculty culture
· lack of an adequate time-frame to implement online courses
· many distance learners who lack independent learning skills and local library resources
· lack of formalized agreements to sustain program commitment though difficulties and problems
· high cost of materials
· taxpayer ignorance of the efficacy of distance education
· lack of a national agenda, funding priority, and policy leadership
· increased time required for both online contacts and preparation of materials/activities
· the more technologically advanced the learning system, the more to go wrong
· non-educational considerations take precedence over educational priorities
· resistance to change
· lack of technological assistance

One definite barrier to online education is the attitude of the instructor toward technology. According to Christiea and Juradob (2009), educators have historically been slow to embrace emergent technology. “Older teachers required time to adapt to the use of overhead transparencies even when they instinctively knew that it was pedagogically smarter to show a picture of complicated equipment during a lecture than to try to describe it in words… It took time and a lot of trial and error before teachers made the next step to PowerPoint….” Christiea and Juradob went on to state that many teachers currently using PowerPoint technology were failing to use it for pedagogical reasons, but rather as speaker notes.  These users had not recognized the potential of the technology for illustration, engagement, or enhancement of their presentation. Similar problems exist with the current use of computer education.
Some might argue that it is fear of technology which impedes its general use more than any other barrier. “…the most critical obstacles reported in this survey appear related to persons' resistance to or fear of the many changes that must occur at the individual and organizational level. Add to these fears the lack of support for the changing roles of students and teachers and you have the ingredients that often lead to significant impediments to success in online education” (Berge, 1998).
Another key problem appears to be related to access. The best online program, if students are unable to access it, get it to work correctly on their home system or mobile device, or figure out how to use it, is worthless. This barrier is so pervasive, Lorenzo and Moore (2002) list access as one of the five pillars of quality online instruction. “One of the most comprehensive and experienced models of access-related issues can be found at the one of the oldest and largest providers of online education, UMUC… Merrily Stover, former Assistant Dean of Undergraduate Studies at UMUC, outlines the multifaceted structure of an institution focused on providing a full-range of services to make online learning easily accessible to students. For example, UMUC’s Student Success Center offers a full range of online orientations, 24-hour technical support, and easy web-based access to online courses and programs. The school’s Better Opportunities through Online Education Program helps low-income workers gain access to higher education.”
The good news is that educators are beginning to recognize the potential of the technology to provide high quality education to larger numbers of people. Institutes of higher education, public, private, and chartered K12 schools, and even state governments are beginning to offer, promote, and fund online education in vast numbers. Pedagogical changes are improving the quality of these programs, and organizations such as the Sloan Consortium are driving increased access and helping to overcome the digital divide. Unfortunately, it may take a generation for many of these barriers to be overcome. As digital natives graduate and join the ranks of educators and policy makers, I believe we will see a tremendous growth in online education and witness many of these barriers slipping away.

References

Berge, Z. L. (1998, Summer). Barriers To Online Teaching In Post-Secondary Institutions: Can Policy Changes Fix It? Retrieved May 3, 2012, from Online Journal of Distance Learning Administration: http://www.westga.edu/~distance/ojdla/summer12/berge12.html
Christiea, M., & Juradob, R. G. (2009). Barriers to innovation in online pedagogy. European Journal of Engineering Education, 273–279.
Lorenzo, G., & Moore, J. (2002, November). FIVE PILLARS OF QUALITY ONLINE EDUCATION. Retrieved May 3, 2012, from The Sloan Consortium: http://www.edtechpolicy.orgwww.edtechpolicy.org/ArchivedWebsites/Articles/FivePillarsOnlineEducation.pdf
Muilenburg, L., & Berge, Z. (2001). Barriers to Distance Education: A Factor-Analytic Study. The American Journal of Distance Education, 7-22.

Sunday, April 22, 2012

Playing Games in the Classroom – the Role of Simulations and Game Play in K12


I have long been a proponent of the use of video-games in education. As a mother of students with learning challenges, I was often surprised at the intensity my sons applied to their video-game pursuits; failing and retrying a multitude of times without hint of frustration. This same intensity was absent from their school applications. My sons frequently failed to apply themselves to a school based assignment out of fear of failure no more threatening than that which they faced undauntingly during gaming. Seeing this contradictory behavior made me realize that something about the virtual environment of their games engaged them more deeply in the process while disengaging them from the stigma associated with failure. They approached the game with a determination to conquer it. I am convinced that this engagement and determination is what is missing from traditional educational approaches. If we can find a way to simulate that through educational use of game play in the classroom, I believe we can revolutionize education.
Few studies have been conducted on the effective use of video-based game play in the classroom. Part of the reason for this is the negative attitude toward game play by educators in general. “Many school leaders and teachers react negatively to video games and gaming culture, bashing video games as diversionary threats to the integrity of schooling or as destructive activities that corrupt moral capacity and create a sedentary, motivation-destroying lifestyle” (Halverson, 2005). Halverson goes on to say that the problem is exacerbated by the standards-driven environment we have embraced in the light of No Child Left Behind and other such legislation. “Standards specify what to teach; school leaders and teachers construct efficient pedagogies and learning environments to teach it.”
An and Bonk (2009) discuss the components necessary for developing educational games that will engage student in learning. They are proponents of a context-based rather than content-based approach. By this the authors mean that learning needs to be authentic and meaningful, surrounding a realistic situation or problem, rather than disconnected facts to be committed to rote memory. “Context is more important than content since learning is a process of ‘developing abilities to see, think, do and be in the world,’ rather than accumulating discrete facts (Squire, 2005b, p. 19).” This seems to be in direct opposition to the standards-based curriculum of the classroom, which demands a content-first approach. However, if approached correctly, I believe video-games and simulations can be used to teach directly to standards and can improve student retention and learning.
Steen (2008) cites research that demonstrates that learning increases proportionately with our interaction with the material. According to his example, a teacher utilizing visuals with lecture and textbook reading assignments might expect students to retain 50% of the materials being taught. This teacher can dramatically increase student retention to 70% by incorporating a class or small group discussion. Learning increases to 80% if students are allowed to experience the material. This is the realm of the video-game.
Part of the resistance to video-game use in the classroom is that there is not an efficient way to assess or measure learning, and in fact, students might learn at different rates or fail to apply what they have learned to school-related concepts. Halverson (2005) states that video games “provide inefficient and unpredictable environments for learning school-based material and have learning outcomes that are difficult to map onto curriculum standards. Learning in endogenous video games can be a protracted and indirect affair with a steep learning curve when compared with standard curriculum units on mathematical fractions, Egyptian history, or European expansion.”
Halverson (2005) goes on to explain that the cure for this lies in the way teachers facilitate the lesson. He feels that teachers can extract valuable lesson plans from existing commercial video games through several steps. His first suggestion involves mapping the learning potentials of commercial games to existing standards-based content. “Commercial endogenous games require an integrated lesson design that incorporates the depth of gaming insights into standards-based school environments.”
The second step outlined is to change the structure of the traditional classroom to allow for facilitation of learning from the game to derive the desired content. “The role of the learning environment in a traditional school setting is to provide a context to make structured content accessible to students; the role of the learning environment in an endogenous game-based setting is to scaffold prompts for helping students construct legitimate analogies between what can be learned in the game and what schools need to teach” (Halverson, 2005).
Next, Halverson (2005) suggests using the built-in risk-taking and controlled failure of the games as an authentic measurement for assessment of learning. “Designing environments to integrate games into schooling can thus draw on the assessment devices already built into games. The technology of multi-player gaming, for example, generates tangible records of prior game moves in the form of discussion threads that can be used to spark reflection on the assumptions behind earlier game moves (see, for example, the Rise of Nations Universe site). Learning environment designers can use these public representations of game-based information to discuss school-based learning outcomes. The arguments players develop online to defend in-game moves open valuable windows into the players' thinking processes. The outcomes of game-play also provide authentic artifacts of student learning that can be used as summative evaluations of learning.”
Halverson’s (2005) final suggestion may seem a bit over the top, but it makes sense if educators are to attend to the other suggestions. He proposes that in order to best learn how to use commercial games in education, educators need to play them. “…nowhere is the current generational gap in technology greater than in game literacy, and while asking school leaders and teachers to play commercial video games may be a stretch, integrating game-based learning experiences in their professional development may help them see the merits of gaming from the inside.”
I am convinced that educators need to devote some time to research the potential for use of commercially available video-games for education, and instructional designers need to become aware of the need for authentic game-based learning experiences and build games designed to meet standards-based instructional needs which are engaging for students to play.

References

An, Yun-Jo and Bonk, Curtis J. (2009). Finding that SPECIAL PLACE: Designing Digital Game-Based Learning Environments. TechTrends, Vol. 53, No. 3.
Halverson, Richard (2005). What Can K-12 School Leaders Learn from Video Games and Gaming? Innovate. Retrieved April 22, 2012 from http://www.innovateonline.info/index.php?view=article&id=81.
Steen, Henry L. (2008). Effective eLearning Design. Merlot Journal of Online Learning and Teaching, Vol. 4, No. 4.

Friday, March 30, 2012

Augmented Reality - Innovations for the classroom


Our society has already begun implementing Augmented Reality (AR) into our culture in ways we are not even fully aware of. If you have watched a televised sporting event recently, it is likely that you have already experience AR (Hamilton, 2011). The yellow first down marker on the football field, enhanced puck in a hockey game, even the advertising appearing behind the batter in a baseball game are all examples of AR used by sports broadcasters, overlaying the real images with additional "virtual" information.
Another pervasive use of AR by our culture is the increasing presence of QR markers on just about everything. Businesses, churches, and even schools use these markers to link their clients to additional information, upcoming events, and applicable downloads. Retail shoppers can scan QR codes for point-of-purchase information, reducing the need for sales floor representatives in every area of the store. I met one gentleman with an app which scanned the bar codes and QR codes on the products he consumed and tracked his caloric, fat, protein, cholesterol, and carbohydrate intake each day to assist him with maintaining a balanced and healthy diet.
Wii and Xbox Kinect are also examples of AR applications invading our culture. These gaming systems use "gestures" to control game play, allowing users to experience the game as though they were actually participating in the event. The result is kids (and adults) participating in on screen "virtual" experiences while mimicking the actual required motions in reality. Want to learn to ski (without the snow), get fit, play the violin? All possible virtually using one of these games.
Special AR browsers are already available which layer AR information over an image captured by your phone's camera and using your GPS coordinates to provide additional information about your location. The educational uses for this type of application are boundless and incredible.
My research into this subject went far past the assigned readings and videos for the week as I was extremely fascinated both by the subject and the implications for use in the classroom. What I've uncovered only begins to scratch the surface and with the velocity at which technology is changing and improving will be out of date tomorrow.
For example, lets start with the use of webcams and markers to bring virtual 3D experiences into the classroom. I already spoke of the applications for Google Sketch-Up (Google) and its Inglobe Technologies Counterpart (AR-media Plugin for Google SketchUp, 2012) for displaying the models in AR. Our videos this week included one from Thailand's Larngear (Learngears , 2008) showing applications such as 3D modeling of atoms and 3D popup books about robots which seem incredible to me, with far-reaching implications for the classroom. I located a website called ZooBurst (About Zooburst) which allows teachers to create their own 3D popup books which can be viewed on the computer or displayed virtually via a webcam. Another cool application being developed by Qualcomm in association with Sesame Street (minipcpro, 2012) allows physical 3D toys to interact with a virtual environment, so plastic toy Ernie and Bert can "visit" their virtual 3D apartment and come to life, talking and interacting with the environment and each other. Applications such as this can be used in early childhood education to help develop language skills, early motor skills and more.
Take the markers away, and how does AR interact with our environment? The game our reading discussed this week called Environmental Detectives (Peters, June 2007; Klopfer & Squire, April 2007) is just one example of geo-tagged AR gaming which allows students to learn in the context of their own environment. The Handheld Augmented Reality Project (Handheld Augmented Reality Project) provides innovated educators of middle school math, science, and ELA classes the opportunity to test an AR project lasting from 5-10 days in their classroom and provides equipment, assessments, and support. The project, called Alien, "invites students to explore an area outside of your school with handheld computers, requires students to form hypotheses and analyze bits of evidence, and requires students to present persuasive oral and written arguments supporting their hypotheses." This game builds students' problem-solving, collaboration, math, and science literacy skills while providing a fun and engaging simulated game play.
While Xbox Kinect and Wii might seem like pure virtual fun, teachers are using both retail and custom gaming solutions in the classroom to engage students and teach important skills.  The Microsoft News Center includes a press release (Kinect in the Classroom: Scratching the Surface of Potential, 2012) that explains how an innovative high school math teacher is developing a custom Kinect game which will help math students understand abstract math concepts such as acceleration, velocity, and distance. The game allows students to graph these functions using their bodies instead of paper, allowing students to relate the abstract concepts to their physical motions. The article also mentions a first grade teacher who is using the retail game Disney Adventures to take her students on a virtual field trip to Disneyland. The activity teaches math skills (budgeting, finances), geography (students plan the driving route), and collaborative skills (each group of students is allocated 30 minutes in the virtual Disneyland park and must agree how they will spend their time).
The Layar Reality Browser is one of several new AR supported browsers which overlay the real world as seen through your mobile phone’s camera with virtual information geo-tagged to the location found by the GPS on your phone. This type of browser overlays multiple types of information on the screen image from your phone’s camera. Point the camera at the sky to retrieve up-to-the-minute weather forecasts and see the image of the sky change based on the prediction. Point it at a business to search for job openings, and access an online application. Point it at a restaurant to make a reservation, preview their menu, even place a take-out order. Point it at a movie theatre to see what’s playing, watch trailers, and buy tickets.
This type of layering has many implications for education. Imagine visiting a local historical site such as famous battlefield or the location of a large discovery of gold. Students with AR enabled browsers could look up geo-tagged information on the history of that site. What did it look like when the battle took place? With this type of layering the student could experience that. Science applications could include pointing the camera at a certain tree or plant to identify it and learn more about it, or seeing the simulated effect of global warming over period of time on their environment. Genuine applications for geometry could be explored by having students overlay a photo of a room with formulas to calculate the amount of flooring needed to cover it.
The 2010 Horizon report (Johnson, Smith, Levine, & Haywood, 2010) estimated that Augmented Reality was four to five years from implementation in the classroom. These cases are evidence that some classrooms are already experimenting with AR, and many more will be soon to follow. The potential is mind-boggling, and I am excited to see how this plays out in the future.

References

About Zooburst. (n.d.). Retrieved March 30, 2012, from ZooBurst: http://www.zooburst.com/zb_about.php
AR-media Plugin for Google SketchUp. (2012). Retrieved March 30, 2012, from InGlobe Technologies: http://www.inglobetechnologies.com/en/new_products/arplugin_su/info.php

Google. (n.d.). Google SketchUp. Retrieved March 30, 2012, from Google SketchUp: http://sketchup.google.com/download/

Hamilton, K. E. (2011). Augmented Reality in Education. Retrieved March 30, 2012, from WikEd: http://wik.ed.uiuc.edu/index.php/Augmented_Reality_in_Education

Handheld Augmented Reality Project. (n.d.). Retrieved March 30, 2012, from Harvard College: http://isites.harvard.edu/icb/icb.do?keyword=harp&pageid=icb.page69587

Johnson, L., Smith, R., Levine, A., & Haywood, K. (2010). The 2010 Horizon Report: The K12 Edition. Retrieved March 30, 2012, from New Media Consortium: http://wp.nmc.org/horizon-k12-2010/chapters/augmented-reality/

Kinect in the Classroom: Scratching the Surface of Potential. (2012, March 6). Retrieved March 30, 2012, from Microsoft News Center: http://www.microsoft.com/presspass/features/2012/mar12/03-06KinectEducation.mspx

Klopfer, E., & Squire, K. (April 2007). Environmental Detectives—the development of an augmented reality platform for environmental simulations. Education Tech Research Dev .

Layar Browser. (2012). Retrieved May 30, 2012, from Layar Browser: http://www.layar.com/browser/

Learngears . (2008, November 5). Augmented Reality Learning Media, Learngears in classroom education. Retrieved March 30, 2012, from YouTube: http://www.youtube.com/watch?v=iT2ek8N0VlY

minipcpro. (2012, February 27). Sesame Street Augmented Reality Dolls Take AR to the Next Level . Retrieved March 30, 2012, from YouTube: http://www.youtube.com/watch?v=U2jSzmvm_WA&feature=share

Peters, K. (June 2007). m-Learning: Positioning educators for a mobile, connected future. International Review of Research in Open and Distance Learning .

Monday, March 26, 2012

Blended Learning for Grade Schools


 Blended Learning for Grade Schools

As a teacher-in-training I tend to look at the topics I am learning about through a filter – one which lets through only those applications and procedures which could be applied to grade school education. Unfortunately, despite increases in the availability and even the acceptance of technology in the classroom, schools tend to be slow innovators (Cuban, 1993). I had hoped to find examples of a blended learning approach in public schools in my search of the literature, but true blended learning as defined by Graham (2004) appear rarely in a search of the literature.
In the K12 classroom, blended learning tends to take one of two forms. One form is that of computer-enhanced learning, where a traditional classroom approach is supplemented through the use of computer technology. A quick visit to Edutopia.org unveils dozens of blogs, articles, and videos demonstrating the use of computers in K12 education. These examples range from adaptive technology for students with physical or learning disabilities to the use of the computer for extended learning activities, drill and practice, presentations or projects, scenario- or problem-based learning, webquests, or other extensions of the traditional classroom.
Another way we see blended learning in the classroom is through the use of “virtual” programs; courses taught entirely online but used as supplements to offer additional options or makeup classes for missed, or failed courses. “Often, the virtual programs fill curriculum gaps, providing Advanced Placement and other courses that are not available, or courses that help students make up credits for missed or failed classes” (Tucker, 2007). 
Research indicates that a blended approach to education improves student performance both in the classroom and on standardized tests (Center for Technology in Learning, 2009;  Umbach, 1998). Successful implementation of virtual programs into traditional schools can “serve students ‘at both ends of the bell curve – not just AP students but also those needing remediation’ ” (Tucker, 2007).
Blended learning may provide answers to today’s educational challenges. Hopefully as schools become aware of the benefits of this approach we will see an increase toward a more truly blended learning environment.

References 

Center for Technology in Learning. (2009, May). Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies. Retrieved March 26, 2012, from U.S. Department of Education: http://repository.alt.ac.uk/629/1/US_DepEdu_Final_report_2009.pdf

Cuban, L. (1993). Computers Meet Classroom: Classroom Wins. Retrieved March 26, 2012, from  http://www.tcrecord.org: http://sdexter.net/xyz/CompMeets%20Classroom.pdf

Graham, C. R. (2004). BLENDED LEARNING SYSTEMS: DEFINITION, CURRENT TRENDS, AND FUTURE DIRECTIONS. In C. J. Bonk, Handbook of blended learning: Global Perspectives, local designs. San Francisco: John Wiley & Sons, Inc.

The George Lucas Educational Foundation. (2012). K-12 Education & Learning Innovations with Proven Strategies that Work - Edutopia. Retrieved March 26, 2012, from Edutopia.org: http://www.edutopia.org/

Tucker, B. (2007, June). Laboratories of Reform: Virtual High Schools and Innovation in Public Education. Retrieved March 26, 2012, from www.educationsector.org: https://jasonhuett.wiki.westga.edu/file/view/Virtual_schools.pdf/173365961/Virtual_schools.pdf

Umbach, K. W. (1998, July). LEARNING-RELATED OUTCOMES OF COMPUTER TECHNOLOGY IN K-12 EDUCATION. Retrieved March 26, 2012, from California Research Bureau: http://www.library.ca.gov/crb/98/10/98010.pdf