Archive for the ‘test’ Category

EME 6646 – Final Project Viewing Page

Tuesday, April 30th, 2024
Classmates’ Submission #2

The assessment checklists can be found at the bottom of this page

Jump to Voting Box

The name you enter is the name of the classmate’s project you are reviewing.

Boylan

Braden

Leaver


Griffin

Roberts


Sabean


Schumacher


Thomas-Cain



Thurson


Trejo

Peer Assessments

Please Vote!

Click the spoiler when you are ready to begin your assessments. Find the name of the individuals to review on the Assigned Peer Reviews Page. The name you enter on each form is the name of the classmate's project you are viewing. The forms will not process unless you make an entry in all the required fields. Ten points total if all elements are checked. For elements 2 and 3, please briefly (25 words or less) describe the moment that the element occurs or note the page number in the case of a pdf or the time stamp if a video.

Don't forget to submit the confirmation survey to receive your points for this assignment.

Peer Evaluations

Click to evaluate how many elements you can identify in your first peer review

Click to evaluate how many elements you can identify in your second peer review

Click to evaluate how many elements you can identify in your third peer review

Click to evaluate how many elements you can identify in your fourth peer review

Change Theory & Design Research

Monday, April 15th, 2024
The Future of Problem Resolution… Going from Zero to One
……………………… …………………..

In the business world, when we think about the future, we hope for the future of problem solving .. meaning the changes/solutions being envisioned are transformative in nature and have the best chance of succeeding. The types of changes take on two forms. Horizontal changes (extending/improving what is already there) means adapting things that may not work or only partially work demonstrated as going from 1-n (on the horizontal line in the above diagram. Horizontal change is less ‘wicked’ is relatively easier to implement because we already know what the current situation it looks like.

On the other hand, vertical (intensive) changes means creating something new and the solutions might not be binary in nature.. meaning that there are confounds and no one consideration or proposed solutions might be correct or ‘best’ — going from 0 to 1 on the vertical axis. Vertical change/solution finding is harder to imagine (and harder to implement and gain acceptance) because it requires doing something that perhaps nobody else has ever done (i.e., asking those questions that no one is asking in design thinking).

According to Thiel (2014), if you invent a new version of an existing product you can replicate 100s of times. A vertical type change might not be replicable based on the circumstance.

For example, if you make a better mousetrap, you are making horizontal progress. If you invent a word processor that replaces the typewriter, you are making vertical progress. In macro economics, horizontal progress equates to the concept of globalization… taking something that already works and then making it work anywhere and everywhere.

……………………… …………………..

Thiel (2014) takes the horizontal versus vertical progress to another level. He equates horizontal progress to globalization/generalizability (i.e., extending what is already there to a larger population) and refers to vertical progress as ‘technology’ (i.e., inventing new tools to ‘extend man’s capabilities). Taken at this level, the concept of technology takes on an extended meaning. Remember this new, expanded connotation of technology as it will serve you well and we will be using it quite often in our discussions.
 

Sidebar #1
If you would like to dig deeper into this conceptualization of progress please refer to Marshall McLuhan’s work on media and technology being an extension of man.

 

These views about technology’s and its capabilities to extend man’s existential ‘being’ did not happen overnight. For about 10,000 years (since the invention of the wheel) it was mostly horizontal… a zero sum gain. Then came the mid to late 1900s and technology seemed to move more rapidly. But to some it was still not enough. For example, we still do not vacation on the moon, the four day work week is still a fringe idea. We have not changed our environment, which still grows in linear fashion.

Surely, computers and communications technologies have expanded but our common everyday experience remain (and in some cases have made it worse). Our challenge is to both imagine and create the new technologies to change our existence for the better.

In summary, a horizontal genius is one who invents new technology but does not invent a new industry.

 

Sidebar #2
As we begin our process of deciding what problem to solve in this course, do not go crazy or over-obsess about whether we can find vertical progress. We present these theories here in order to ‘ground’ or experiences and help you differentiate. Your decision as a leader or visionary is to decide which side of the coin you fall on. There is nothing wrong with horizontal change.

 

Change Theory Presentation

Do This
dothis

Recall our your final project case.

 

  • Is/are The suggested solution(s) horizontal or vertical on nature?
  • think sustainability and resiliency.
    • How do you make incremental changes using formative assessment techniques?
    • Stay lean and flexible .. over-planning is overrated … try things out, iterate and treat design research as what Thiel refers to as ‘agnostic experimentation”
    • Improve on your desired solutions – start with first principles thinking and think about other solutions that have been tried.
    • Focus on solving the problem as well as diffusion. technology is not only about solving the problem but also about implementation…. think also ‘true cost economics’ in our sustainability model. what unintended negative consequences may arise.
    • think appropriate technology both if a digital solution but also if you are using the concept of ‘technology’ in the connotation we present here.
    • what data are you going to use and how are you going to store it, report on it and transform it into something useful.
  • Explain your answer to the question and explain what you perceive to be lessons learned in this follow-up lesson on change.
  • Post your response in the text area of the Drop Box provided in Canvas

Reference(s):

Thiel, P. & Masters, B. (2014). Zero to one: Notes on startups, or how to build the future. New York: Crown Business.

Protected: EME 6646 – Final Project #2 – Submission Uploader

Monday, March 18th, 2024

This content is password protected. To view it please enter your password below:

EDG 4930 Learning Theories: Putting Theory into Practice

Tuesday, June 20th, 2023

Lesson Goals:
After reviewing the readings and doing the activities in this module, it is expected that you will:

  1. understand the role of referencing select learning theories will inform our efforts to properly assess/evaluate learning gains
  2. having made that determination, be able to select the appropriate theories to help validate the assessments/evaluations that are implemented.


Why are Learning Theories Important?

The question is rhetorical because we assume that most of you understand that learning theories are, indeed, important to our discussions. But perhaps you have never really taken the time to understand 1- what the concept of a theory is and perhaps 2- why/how they are relevant to what we do as instructional designers. Of course, you have heard of the term “theory into practice”. But we have to go into this a little deeper in order to understand the full impact of how we are going to attack the challenge of evaluating our experiences as noted in the next module on assessment and evaluation.

Lucky for us, we have access to the introduction to a textbook dedicated to do just that. This book is a collection of chapters dedicated to understanding theory but also how it relates to assessment and evaluation. (especially informal learning).

Click Plus Sign to Read Book Intro


Pay particular attention to the areas that discuss theory into practice and how it influences our ability to evaluate, especially in informal settings…

Putting Theory into Practice offers a toolkit of theoretically-grounded methodologies, methods and imaginaries showcasing ways of pursuing research of learning for life in a vast array of settings. The book makes the case for theoretically well-grounded methods that can help us understand learning as it unfolds over time and across space, attesting fully to its messiness and complexity.

In other words, theories offer us the opportunity to ground the instruction into research-based methodologies.. meaning it is hard to abstract methods from theories. That may be why we generally seem to refer to theories as ‘isms’…i.e., constructivism, behaviorism, etc… while there may be technical differences among them, you are on safe ground when looking at these to validate the methods that are employed. One of the significant theoretical frameworks we will review in this module is Kolb’s ideas on experiential learning. While it is rarely referred to as an ‘ism’, it is safe to assume that Kolb bases his thoughts on research and takes stride s to ensure that experiential learning leans heavily towards the applied end of the spectrum.

To continue, take a look at Roth and Verschaffel’s comments about grounding instruction in socio-cultural theory:

Received models of teaching, curriculum, and researching in the two fields are adopting and developing new ways of thinking about how people of all ages know, learn, and develop. The recent literature in both fields includes contributions focusing on issues and using theoretical frames that were unthinkable a decade ago. For example, we see an
increase in the use of conceptual and methodological tools from anthropology and semiotics to understand how different forms of knowledge are interconnected, how students learn, how textbooks are written, etc. Science and mathematics educators also have turned to issues such as identity and emotion as salient to the way in which people of all ages display and develop knowledge and skills.
And they use dialectical or phenomenological approaches to answer ever arising questions about learning and development in science and mathematics.

The chapters in this book make the case for grounding the study of learning for life in socio-cultural theory, asking what museum going, museum teaching, engagement in an after school, university outreach or gardening program entails; how engagement is socially organized; and how engagement can be understood in light of the activity system or systems in which it is embedded, and therefore explored at many levels simultaneously within and across practices, and in light of the social relations in which the individual is embedded

Pay attention to one word in particular that the authors refer to in this passage:

…While this book offers tools for the study of learning in out-of-school settings, and is essentially about methods, the chapters also allude to the methodologies or broader frameworks tied to epistemological commitments that guide the ways of seeing and pursuing research.

The tie-back from theory to practice (i.e., methodology), then, is the concepts of epistemology and ‘frameworks’ … or how things are learned … the theory of knowledge itself and its ties to using it as a framework for implementing a methodology…


Now that we have that settled, the trick is to find out which ones are appropriate. In EDF 6284 we review the TIP Learning Theories Database, in which you will discover over four dozen theories. While we do not have the time to look into all of them, we offer you a few exemplary handful. Your module ending activity will be to select a few more and to rationalize their inclusion into our exemplary set.

From the TIP Learning Theories Website:

The Theory Into Practice (TIP) database contains descriptions of over 50 theories relevant to human learning and instruction. Theories were selected for inclusion in the database based upon their relevance to some aspect of human learning and instruction. All theories come from published literature (English language only). The database does not include theories of learning that have limited scientific support or are primarily philosophical in nature. [i.e., have been shown to be at least somewhat valid and reliable]

In cases where there are a number of researchers associated with a theoretical framework, the version associated with the originator or most prominent researcher is presented. The descriptions of theories provided in each article, including the examples and principles, were developed from the analysis of secondary sources as well as the primary works of the theorists.

One important consideration to keep in mind when reading the articles is that theories evolve over time. The descriptions herein present theories at a particular stage of development (usually their most well-known form). Furthermore, almost all of the theories discussed are substantial; the brief summaries provided only outline the basic ideas and implications. TIP is intended to be a guide that identifies theory relevant to particular instructional settings. Further examination of primary or secondary sources will be necessary to understand a given theory in detail.

One could argue for or against adopting any one on this list to be utilized in our discussions.  One of the over-arching principles for us to include any of these ideas is to help us determine whether they can be used as a basis for making informed decisions as to their efforts to support us as instructional designers to assess/evaluate the educational efficacy of the informal learning activities that we create. . As you will see in the subsequent module on assessment and evaluation (and as we have been referring to since the beginning of this course), attempting to analyze whether actual academic learning takes place in the informal environment is not as precise as with that which is attainable in the formal situations where testing is an integral part of the design components. (We admit that one could also argue that even with formal testing that there are no guarantees that learning has been adequately assessed).

We will try to distill the theories down to a manageable list but we first need to tell you that we do not claim that our views are complete and final. In fact, the activity at the end of this module will be for you to sort through the TIP Database and see if you can find a couple more that you would like to add with the assumption that they can be validated. The idea is for you to defend your choices in anticipation of some interesting conversations to occur next cycle.

In Summary
The following are intended as starting points for our discussions on which theories should be included in our design to provide some valid and reliable basis for our assessments/evaluations (the “E” in the ADDIE acronym)

The theories below represent a continuum of learning visualized as such:

Learning is incremental, adding
bit by bit to a reactive (i.e., passive) mind
Learning Theory ——> Learning is active, leading to a restructuring of the mind
(Stimulus-Response/Didactic)   (Discovery Learning/Constructivism)

Please note that we make no judgment as to which side of the continuum is best… we are simply making observations and allowing you to decide the best way forward….


(Click to Open Tab) Stimulus-Response/Didactic Learning(Click to Open Tab) Discovery Learning/Constructivism

Starting on the left side of the continuum, we begin with stimulus-response and its corollary methodology – didactic/expository – direct teaching. Leading theorists included Robert Gagne in which he suggested the steps necessary to develop individual concepts (Nine Stages of Instruction). He was considered an anti-Piaget and schema theory:

The cumulative learning theory proposes a conception of ‘what is learned” .. which differs from Piaget’s theory… a specific intellectual skill of ‘identifying equal volumes given compensatory changes in length and width , height remaining constant” is acquired through learning .. if the necessary specific capabilities are learned, perhaps by being taught in some systematic fashion… the child will be able to perform the conversion task…”

Museums organized on didactic, expository lines will have:

  • exhibits that are sequential, with a clear beginning and end, and an intended order
  • didactic components (labels and panels) that describe what is to be learned
  • a hierarchical arrangement of subject from simple to complex
  • school programs that follow curriculum with a hierarchical arrangement of simple to complex
  • educational programs with specified learning objectives determined by the content to be learned

In addition to telling a story with a beginning and an end, didactic exhibits generally make some claim that the story they are reporting is true… and it is the way things really are…

Stimulus – response formulations of learning are at the heart of early behaviorist psychology


The shift from the left side of the continuum above to the right side represents a dramatic change in orientation. It emphasizes that attention is now being focused on the learner, as well as (or even rather than) the subject. Shulman and Keisler cautioned in 1966: “just because teaching is inductive (and engaging) it does not always follow that the learner is discovering. The converse is also true. This relates back to the discussion in the RETAIN model where someone can be immersed in an activity but it does not necessarily follow that the learner is being engaged in the correct academic area (I can be immersed in traffic but not necessarily engaged in my driving due to distractions etc.). Active learning is often translated into the necessity for a physical activity that is associated with the learning… commonly referred to as ‘hands-on learning’.

It is also linked to lifelong learning: “give me a fish and I will eat for a day… teach me to fish and I will eat forever”.

While this type of learning is attractive at the outset, problems exist (as noted below). Perhaps linking the two sides together into one framework will provide a more certain result? This may be more appealing arrangement because the learner will end up discovering ‘truths’ as a result of his or her ‘learning through doing’.. the question is, can this be guaranteed to happen?

Once one abandons the idea that there is only one way to systematically present information to the learner and that the logical structure of the subject should guide our teaching, we are left with the suggestion that learners can learn by actively constructing. But are the conclusions learners come to determined by others? The further delve into this line of thinking the less we find ourselves expecting learners to reach predetermined outcomes. Further, we are faced with the prospect that those outcomes can rarely be associated with any formal criterion (i.e. standards).

Can an experiment be called an experiment of there is little or no chance of getting the so-called ‘correct’ results?

Another significant consideration is the level to which the ‘exhibitioner’ needs to know about the visitor/learner… his or her prior knowledge, stage of intellectual physical and emotional development, culture and history, interests and expectations… all yielding to the proper level and relevant form of motivation.

As a side note: several researchers have postulated that knowing a potential visitor’s cultural affinity can play a significant role in what he or she learns… to summarize:

Factors that contribute significantly to changes in visitor understanding have been found to include:

  • interest
  • motivation
  • choice and control
  • within (and between) group social interaction
  • orientation
  • advance organizers
  • architecture (setting)
  • the quality and quantity of exhibits

among other things.

We are able to observe that museums that are based on discovery learning will have:

  • exhibits that allow exploration , probably back and forth among exhibit components
  • a wide range of active learning modules
  • didactic components (acting as prompts)
  • some means for visitors to assess their own interpretation against the ‘correct’ interpretation of the exhibit
  • school programs that engage students in activities intended to lead them to accepted conclusions
  • workshops for adults that offer expert testimony and other forms of evidence to help with understanding

These exhibits may or may not be organized linearly

What is Experiential Learning?

Kolb’s ideas are a way to bridge the chasm created by the continuum outlined above. His system of learning has become adopted by many current thinkers in museum learning. That is because one can easily draw links to experiential learning and the test/retest concepts taught in many of the STEM disciplines. One cannot divorce experience from pure concrete experience (that which is based on prior experience and knowledge.. which eventually led Kolb to think a lot about learning styles). His framework incorporates many of the learning theories we review in this module

A common usage of the term defines it as a particular form of learning from life experiences. It is often contrasted with lecture and classroom learning (while it is hoped that that does not preclude us from using it in a classroom but simply differentiating it from traditional lecture approaches). It is also often described as learning in which the learner is directly in touch with the realities being studied.. (i.e., contrasted with abstract thought). The emphasis is on direct sense experience and in context action as the primary source of learning. Many institutions offer internships, service-learning action/problem-based learning and/or team learning. This makes experiential learning more than a ‘theory (i.e., ism) in that it is based on the direct experiences and is ubiquitous in nature and relevance (hardly anyone should argue with its premise… even in a philosophy course one could argue that ‘ethics’ is experiential learning). Kolb’s ideas move the idea of ‘learning’ from a thing to a process. (Remember this when we move on to the next module.. it is an important distinction). When you finish this set of readings you will see that Kolb is a great synthesizer of ideas and theories that, when combined, offer a rather complete and complete framework for learning…

Here are some important ideas to consider when one looks at Kolb’s experiential framework. In summary:

  • In Kolb’s world, one cannot separate education, from personal development from work… making it an ideal framework to discover the concept of ‘lifelong learning’.
  • Experiential learning is especially relevant to late bloomers and career changers, who, in higher education at least, demand relevance and application to real-world
  • There is a marked trend towards vocationalism (ok, not a theory!)
  • For some, experiential learning is not a set of educational methods, it is a statement of fact… people learn from their experiences.. meaning if you are a ‘kolbite’.. to say that experiential learning is a theory demeans its status and importance)
  • Some (such as Kurt Lewin) tie experiential learning to organizational behavior (not to be confused with behaviorism)which gave rise to the concept of action research and planned change interventions in small groups who are a part of large organizations… “there is nothing so practical as a good theory” (if you dig into this link you will note strong ties to informal learning)
  • Lewin also noted that learning is best facilitated in an environment where there is tension and conflict between immediate, concrete experience and analytical ‘detachment’ (which harkens back to Piaget’s ideas on disequilibration)
  • Further ties to Piaget’s ideas on intelligence that arises as a product of the interaction between the person and his environment (nature vs nurture?)
  • Ties to Bruner’s ideas on cognitive development theory.. (Bruner was the father of constructivism)
  • Lewin later focused on action research… in which learning, methods, change, and growth are all seen to be facilitated best by an integrated process that begins with here-and-now experience followed by as collection of data and observations… when humans share an experience, they share it both on the concrete and abstract levels
  • Ties to Dewey… Lewin and Dewey’s ideas converge on a great scale.. but Dewey adds the concept of feedback and iterative learning…
  • this brings us to the importance of the concept of reflective practice… (Mezirow; Brookfield & Shon) … reflection is the primary source of the transformation that leads to learning and development.. in experiential learning… reflection is not the sole determinant (as what was proposed by these three theorists) but one facet of a holistic process of learning that includes experiencing, reflecting thinking and acting… (remember these when we get to assessing and evaluating as all four are necessary for learning to take place, according to Kolb)
  • the learning cycle: reflection (spontaneous observations) —> reframing (examination and critique) —-> reform (produce a process by which action is reformed) (which brings up the ghosts of Bloom and hierarchical learning
  • If you have taken the course on digital narrative and cognition, one cannot cease to wonder whether these are direct ties to the concept of ‘judgment’ as proposed by Branigan)
  • There are plenty of ties into learning styles .. but we will leave this up to you, the student, to make these connections. see Kolb’s ideas on these. This relates to the learning theories continuum above.. if learning is an active process determined by the individual, then what are the characteristics of those learners?

In short, learning is a process and not an outcome. Experiential learning theory proceeds from the assumption that ideas are not fixed and immutable elements of thought but are formed and reformed ( this is where Freire’s ideas on experiential learning come into play) through experience … the old realism vs idealism conflict (an idealist believes truths are set and learning takes place when you discover these truths).

This is box title
dothis

Now that you have had the chance to review our list of theories, it is time for you to make some decisions (it will be good practice for you before you and your teammates finalize your final project for which we are asking you to specify which theories you base your instructional design decisions).

The over-arching principle in this lesson is that design decisions need to be based on appropriate theor(ies) in order to support and inform the intended outcomes, as they relate to your particular audience/participants, their relevance, and ability allow some form of predictability about them being realized.

For this assignment:

Select from the TIP Database at least two learning theories and provide a rationale for their inclusion into a learning module that your team has been asked to design. In order for it to make sense, you need to first describe the learning scenario in terms of its context, location, and learner attributes. Using the information provided in this module that explains the ties between theory and practice, make your case in the absence of any formalized testing instrument as to how the selected theories will help you make some assessment predictions as to whether learning is actually taking place. Only one entry needs to be posted into Canvas drop box for the entire group.

 


References:
This module is based in part on the following titles:

Ash, D., Rahm, J., & Melber, L. (2012). Putting theory into practice: Tools for research in informal settings. Boston: Sense Publishers.

Falk, J. H., Dieking, L. D., & Foutz, S. (2007). In principle, in practice.: Museums as learning institutions. Lanham, MD: Altamira Press.

Hein, G.E. (2000). Learning in the museum. New York: Routledge.

Kearsley, G. (2015). The Theory Into Practice Database. Retrieved on July 25, 2015, from http://InstructionalDesign.org.

Kolb, D. A. (2012). Experiential learning: Experiences as a source of learning and development (2nd ed). New York: Pearson.

EME 7465L Ubiquitous Learning & IOT

Thursday, November 17th, 2022

Introduction

Some of you may not have already taken EME 5053 or EME 6465. It is in those courses that we introduced the concept of ubiquitous learning. Some of you may or may not have had the opportunity to be introduced to this concept, as we only recently added this module to those courses. Others of you may have taken the courses when it did include that module but may need a refresher. To that end and to level the playing field, take a moment to first revisit and review this lesson on ubiquitous learning.

Our purpose here is to help you become more knowledgeable about what uLearning is, how it has evolved and its impact on designing highly interactive learning environments.

Click to View Timeline

If you feel you need a review, go ahead and click on the Review Spoiler below:

(to open click the plus sign.. to close, the minus sign)

Review: What is uLearning?

Evolution of uLearning

The concept of Ubiquitous Learning (uLearning) has evolved in direct relationship to the natural progression of technology innovation. In fact, it has developed in direct parallel to the evolution of PC/laptops into mobile devices.. with the over-arching development and emerging omnipresence of the Internet (which, in itself is being redefined and superseded by cellphone/Wi-Fi technology). As far as its history perspective is concerned, its evolving definition has deep roots in distance (eLearning) and embedded systems (physical computing). So, eLearning USED to equate with distance learning. But as you are now finding out, eLearning now stands for electronic learning platforms. EBooks (iBooks), and all electronic embedded systems.

Click to See Timeline

So, we cannot properly describe uLearning without some review of these corresponding concepts:

    1. First of all, how does the Internet play into all of this? Hopefully, this is self-evident. The concept of eLearning is not solely tied to any particular computing device. One can access the Internet using any or all of them in isolation or in conjunction with one another. So the idea of distance or eLearning is not mutually exclusive of uLearning, but rather a pre-existing facet. NOw that the concept of eLearning has expanded the lines between eLearning and uLearning are blurring even more. In this lesson we will explore the lengths to which the evolution has taken us.

So, then, what is Distance Learning?

So, we do need to explore uLearning from its roots. But remember, tying devices together is no longer dependent on the Internet. Cell technology has evolved to the point where folks sometimes do not even khnow HOW they receiving information. Local inter-connectivity can be reached using BlueTooth or as you will see RFID technology.
It used to be that the Internet would be used to connect folks at a distance, ergo the title “distance” learning”. Distance Learning is actually a teaching modality/delivery platform. Its popularity has not only been driven by market forces but also economic ones. So, one can question the catalyst for the Florida Senate to pass bill HB 7197 in 2001, that requires all Florida public school students to take at least one online course prior to graduation. Some believe that it was driven to provide students with ‘real world’ experiences. Others believe it was put in place to save school construction costs. The truth of the matter is that several unintended consequences have resulted… including setting the pace for the evolution of uLearning as new devices have been presented to the marketplace that provide even more mobile points of entry for folks to access the Internet and its descendant technologies.

  1. Just for the record:Here is an article about the passing of Senate Bill HB 7197

    As this instructional delivery method became more common, so evolved the concept of eLearning and all that goes with it:

    Wikipedia’s take on eLearning


Ok, so how did the introduction/evolution of ‘mobile’ devices play into all of this?As stated above, the increased popularity of the Internet and the advent of e-learning, people began to require smaller, more portable devices to gain access. The laptop computer evolved into the iPod/iPad/Android. The concept of a ‘computer’ evolved into being APPliances for which APPS were built. So, the concept of ‘mobile learning’ was born:Wikipedia on mLearning

Next, along comes embedded systems (physical computing)The idea that virtual media capabilities were only to be embedded into Internet/4G networks is not the whole story. More and more interactivity can, and has, been developed to devices together in the physical (real) world.

So what, then, is Ubiquitous Learning (a.k.a. uLearning)?

The stage has now been set for the formalization of the concept of Ubiquitous Computing/Ubiquitous Learning. The concept is that with the advent of all the above progression of devices/technology, learning is all around us and takes place mostly in informal settings. It was once estimated that nearly 80% of all that we learn in our lives happens outside of school. While one may or may not have agreed with that estimate before, the evolution described here certainly makes a strong case.

We can also get a great sense of things from the following descriptions:

Wikipedia’s take on the subject

Here is an article that adds some depth into exactly what a ubiquitous learning environment is and how it ties back to e-learning and m-learning:


uLearning ReduxuLearning and Distributed CognitionThe Internet of Things (IoT)

To restate, in this course our goal is to extend our understanding of uLearning, to brainstorm about its impact on designing interactive learning environments, and to explore some additional issues surrounding the impact it has on knowledge acquisition.

Now that you have either gotten the basics, or have reminded yourself about what uLearning is, here are some concrete examples of ubiquitous classrooms and tools to help get our creative thoughts moving:

Digging Deeper

First, there are plenty of resources, here are two:

watchthis

This is a video of a panel of educational leaders who discuss the design of a ubiquitous classroom:

Lastly, take a look at this video that won the 2014 White House Competition on Technology in the Future Classroom


So far, we have been focusing on the hardware/device aspects of u-Learning. Know that there are also software/content issues associated with the notion of pervasive computing. One such idea is the concept of (socially) distributed cognition. From Wikipedia, we offer the following introduction:

Distributed cognition is a psychological theory developed in the mid 1980s by Edwin Hutchins. Using insights from sociology, cognitive science, and the psychology of Vygotsky (cf. cultural-historical psychology) it emphasizes the social aspects of cognition. It is a framework (not a method) that involves the coordination between individuals, artifacts and the environment. It has several key components:

  • Embodiment of information that is embedded in representations of interaction
  • Coordination of interaction among embodied agents
  • Ecological contributions to a cognitive ecosystem

 

There is much more to this, as you can see on Wikipedia. But for now we need to understand the impact u-learning has on knowledge acquisition…. (more from Wikipedia) on the application of the concept:

Distributed cognition as a theory of learning, i.e. one in which the development of knowledge is attributed to the system of thinking agents interacting dynamically with artifacts, has been widely applied in the field of distance learning, especially in relation to Computer Supported Collaborative Learning (CSCL) and other computer-supported learning tools. Distributed cognition illustrates the process of interaction between people and technologies in order to determine how to best represent, store and provide access to digital resources and other artifacts.

Collaborative tagging on the World Wide Web is one of the most recent developments in technological support for distributed cognition. Beginning in 2004 and quickly becoming a standard on websites, collaborative tagging allows users to upload or select materials (e.g. pictures, music files, texts, websites) and associate tags with these materials. Tags can be chosen freely, and are similar to keywords. Other users can then browse through tags; a click on a tag connects a user to similarly tagged materials. Tags furthermore enable tag clouds, which graphically represent the popularity of tags, demonstrating co-occurrence relations between tags and thus jump from one tag to another.

Distributed cognition can also be seen through cultures and communities. Learning certain habits or following certain traditions is seen as cognition distributed over a group of people. Exploring distributed cognition through community and culture is one way to understand how it may work.

With the new research that is emerging in this field, the overarching concept of distributed cognition enhances the understanding of interactions between humans, machines and environments.

Further, we also need to identify its ties to copyrights, and crowd-sourcing. Take a look at these three articles:

Wikipedia is now being maintained essentially by humans.. in the not-so-distant future, computers will be creating entries and adding to knowledge base WITHOUT HUMAN INTERVENTION…so, the next generation Wikipedia will become an automated ‘aggregator’ of information based on algorithms similar to those used today by Amazon.. (‘folks who like this product also like/bought that one’ etc…) or Google Search engines… instead of people clicking on links offered up by Google… its response to an inquiry will be an aggregation of all the links into a single ‘grid-like’ place that will be dynamically added to as you click on like links… so this time when you search the response will be unlike the last time, based on what you were looking for the last time, and time before that, etc..

The possibilities of all of this are endless. So, taking this out there into ‘Geekdom’, here are a couple links that explain the concept of semantic associations. The idea that computers can create these is based on the fact that there is a finite list that can be built in an auto generative way.

Lastly, here is a link to University of Illinois Website, dedicated to the ubiquitous learning initiative:

The Evolution of Learning Resources in Ubiquitous Learning Environments

For our final pass at this, I want you to read through the following article submission. It is one I reviewed as a reviewer for Educational Technology Research and Development (ETRD) –the official journal of the Association of Educational Communications and technology (AECT). While all three reviewers ended up rejecting the article, it was not because it brings little new to the table… it was more because the topic and writing style was beyond the scope of what the journal is all about.

What is does, however, is bring out some really interesting ideas about distributed cognition and perhaps something about the future of tings like Wikipedia that are ‘bot-fed’ (i.e, constructed without the help of humans)… in an ecosystem where computers will react to other computers in order to develop a knowledge stream… don’t worry if it seems over your head.. it actually took me three readings to actually ‘get it’… but once I did it was an eye-opener….so, i offer it to you to see if it brings a new perspective to you also…

ubiquitouslearningsubmission

(As a sidebar.. think about what impact all of this will have on copyrights and fair use??? .. ok no time to go there right now… too much content and so little time)


Click to View Graphics
iot

iot1

From Wikipedia:

The Internet of Things (or IoT for short) refers to uniquely identifiable objects and their virtual representations in an Internet-like structure. The term Internet of Things was proposed by Kevin Ashton in 2009. The concept of the Internet of Things first became popular through the Auto-ID Center at MIT and related market analysis publications.[2] Radio-frequency identification (RFID) was seen as a prerequisite for the Internet of Things in the early days. If all objects and people in daily life were equipped with identifiers, they could be managed and inventoried by computers. Besides using RFID, the tagging of things may be achieved through such technologies as near field communication, bar codes, QR codes and digital watermarking.

Equipping all objects in the world with minuscule identifying devices or machine-readable identifiers could transform daily life. For instance, business may no longer run out of stock or generate waste products, as involved parties would know which products are required and consumed. A person’s ability to interact with objects could be altered remotely based on immediate or present needs, in accordance with existing end-user agreements.

According to Gartner there will be nearly 26 billion devices on the Internet of Things by 2020. According to ABI Research more than 30 billion devices will be wirelessly connected to the Internet of Things (Internet of Everything) by 2020. Cisco created a dynamic “connections counter” to track the estimated number of connected things from July 2013 until July 2020 (methodology included). This concept, where devices connect to the internet/web via low power radio is the most active research area in IoT.

Recently, the concept has expanded in that RFID clinking is no longer the sole means to interconnect objects. The Web (both cell connectivity and the Internet via WiFi have also emerged as a powerful way to connect objects. Your task is to look at these videos and readings and determine what effect this evolving technology will have on the learning environments teachers and instructors will be facing in the very near future.

View this video on the Internet of Things (IoT)


So…. in short, our extended definition of u-Learning has become

knowledge that is acquired by the process of gathering/acquiring information (either formally in a classroom or informally)as a result of each interaction you have with the world around you… either person to person (F-2-F), person to computer (H-C-I) or person to person as negotiated by computers (H-C-H)…

LDI Standards

Thursday, January 27th, 2022

 

 

test-lightbox

Friday, July 16th, 2021
Click here to open lightbox

EME 6696 – Visual Intelligence Video

Wednesday, December 9th, 2020

This is a short presentation on visual intelligence that should help you decide on what to put into your profiles:

Follow up

Wednesday, April 3rd, 2019

Thank you for completing the quick evaluation of your final project.

It will help me ensure that you have internalized and understand why the five elements are important to the story constructs.

Don’t forget to go back into Canvas and fill out the confirmation survey

Easier Uploader

Thursday, March 28th, 2019

Click the Plus Sign for Detailed Instructions and Rationale

We are all used to attaching files to emails, I am sure. But there are a few problems using this method of getting files from one place or another:

    • eMail systems can sometimes corrupt the files being attached. This is especially true of multimedia files like videos, and programs.
    • Sometimes the files are larger than what is permitted by that email system (This is especially true of school-based email systems).
    • Many times schools impose firewalls in order to prevent spam and viruses (this is particularly true of .zip files, which are infamous for causing problems.
       

      (BTW, one way around this particular problem is changing the ‘file extension’ to something innocuous and then telling the recipient to change it back once they have downloaded it).

    •  

    • When you use Google, YouTube, Vimeo, etc., you give up your copyrights to the artifacts and provide a product that they turn around and ‘sell’ making you, in effect, an unpaid ’employee’ of those companies.

     
    We need an alternative way of sending files to one another. There are several methods. We could use ftp iin its raw form but many folks have not learned how to do that and oyu run risks of opening up your servers to bad actors. So, here are the alternatives:

    • We could use Canvas, but there is an imposed limit on bandwidth usage for entries. In this case, your final project most likely are larger.
    • We could use Drop Box. This is a pretty good alternative but not all that safe/secure. I know you probably rely on this one a lot. Because we are dealing with student assignments here, we need something more secure.
    • we could utilize a free a Web-based package such as yousendit.com. .. same issues

    You may get the idea by now that I am not a big fan of ‘freebie’ packages that are offered online. This is usually because there are either time or size limit constraints, banner ads, or that I am unsure as to the real confidentiality/security of your files. I am not saying you should never use these programs, but I have fallen into the habit of becoming self-reliant and independent of them.
     
    We have built a transfer app that combines the security of FTP with the ease of use of things like drop box/yousendit, etc. Our app is called Easier Uploader that does all the ftp work for you (similar to uploading to YouTube). Below are the instructions on using this app. Note that the max file size has been set at 256 megs. Make sure you follow the instructions as laid out. Otherwise the file could be uploaded to the wrong directory on the server.


    INSTRUCTIONS.. PLEASE READ CAREFULLY

      • To get your assignment to the correct location, make sure you are using the correct uploader for the correct assignment. There are two, one for video 1 and one for video 2.
      • Make sure you enter your name.

      • The file name should follow the specifications exactly as noted in the lesson. POINTS WILL REDUCED FOR IMPROPER FORMATTING OF FILE NAMES!!!!! We are accepting either an mp4 file or a wmv. If you choose to use PowerPoint to create for video make sure you export the ppt slides to video format (the default is wmv).
      •  

      • Depending on the file size, the upload may take several minutes.
      •  

      • PLEASE BE PATIENT AND DO NOT CLICK ANY OTHER BUTTONS OR LEAVE THE PAGE WHILE THE FILE UPLOAD IS IN PROCESS.
      •  

      • IF SUCCESSFUL YOU WILL RECEIVE a success message.
      •  

      • Before you upload your second video please wait for the first one to finish.

      FINAL NOTE: FOLKS HAVE REPORTED INTERMITTENT ISSUES USING THEIR BROWSERS. IF YOU ARE HAVING ISSUES TRY ANOTHER ONE (If using Chrome try Firefox, etc.) I am not sure how well Safari works but that is the least favorable one to use.


Uploader for Video 1 – Please do these one at a time

Note: Only File Types Allowed are: .pdf, .wmv, .mp4

Be sure to remain on this page until you receive an successful upload message. Larger files will take longer to upload so please remain patient. Upload times depend on your Internet connection. A file around 150 megs can take from 30 to 90 seconds. Please be sure to follow EXACTLY the file naming conventions as noted on the assignment.


Uploader for Video 2 – Please do these one at a time

Note: Only File Types Allowed are: .pdf, .wmv, .mp4

Be sure to remain on this page until you receive an successful upload message. Larger files will take longer to upload so please remain patient. Upload times depend on your Internet connection. A file around 150 megs can take from 30 to 90 seconds. Please be sure to follow EXACTLY the file naming conventions as noted on the assignment.