Reisdorf, B., Hampton, K., Fernandez, L., & Dutton, W. H. (2018). Broadband to the neighborhood: Digital divides in Detroit. Available at SSRN 3103457. edu800 annotation byod technology new media digital divide week15 literacy broadband havenotsErhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers & Education, 67, 156–167. https://doi.org/10.1016/j.compedu.2013.02.019 The authors inform, discuss, and investigate (research) the motivational benefits of digital game-based learning, more often referred to as DGBL. There is a need for this study as it investigates the benefits of DGBL. Erhel and Jamet focus on bringing attention to learners using games to develop better cognitive skills. The authors’ aim and strength is to gives an insight on effects of feedback vs. no feedback (differences of instruction) and surface vs. deep learning. The article was on trend (relevant and relatable) in the field of EdTech. This applied research is based on providing opinions on the usefulness of DGBL. Used in every industry from military to education. Using this to gain insight on the best instruction method brings great educational significance. Erhel and Jamet’s insights, observation and ideas are relevant but the overuse of so many references clutter the objective of the paper. On target. Typically, 40 participants are needed for an appropriate study this article utilized 46 (22 men and 24 women) participants. Sampling is adequate, use of mixed methods. Math isn’t strong in this article (validity and reliability measurements aren’t reliable). They provided a clear main purpose and state the aim of the paper: learning instruction vs. entertainment instruction in relation to motivation and engagement. Productivity is never an accident. It is always the result of a commitment to excellence, intelligent planning and focused effort – Paul J Meyer The authors target group are college level learners. I could relate to the interest of which method of instruction revealed the better result (learning or entertainment). The article touches base on motivation and engagement throughout stating although results indicate that digital learning games are debatable to be educational worthy most researchers now acknowledge their benefits. In serious game environments (SGE’s) motivation and engagement are enhanced. Investigating the useful distinction can help prompt learners to either focus on performance goals (high score) or mastery goals (gaining knowledge). learning games entertainment annotation edu800 week14 digital game-basedAbrami, P. C., Bernard, R. M., Bures, E. M., Borokhovski, E., & Tamim, R. M. (2011). Interaction in distance education and online learning: using evidence and theory to improve practice. Journal of Computing in Higher Education, 23, 82-103. In short, this article gives insight on the effectiveness of distance education (including online and web based) in comparison to a traditional learning environment. Researchers analyzed evidence from 232 studies that correlated the importance of goal setting, supportive relationships, and self-visualization for the learner to be successful. They also give insight on improvements for the next generation of distance education learners. It states that distance learners need a great relationship between three types of interactions: peer-to-peer, between teacher and student and student and content to remain engaged and motivated externally. The authors find that distance education (DE) gives learners convenience and flexibility (time, ability to learn from anywhere with an Internet connection) but evidence also finds students prefer not to oversee their own learning over teacher led learning. There should be a clear curriculum that is attainable but challenging. What is most important is a familiarity with the learning management tool being utilized (Blackboard, Canvas, PowerSchool, Google Classroom). They agree that distance learners must use self-regulation tactics to be successful. Being able to process, regulate and demonstrate information are big factors online learners must control opposed to in-person learning. Student must be able to maintain clear goals (goal setting) and process the ability to structure effective eLearning strategies. Self-actualization is part of the puzzle and has to do with self-control. Strengths of the article include comparing different researchers’ findings to correlate the best conditions for a high-level learner to remain motivated. Another multimedia learning principle that is suggested is to combine/merge with instructional design methods to attribute to more integrated interactive technologies. This article was on target for me. They defined instructional design differently (the practice of maximizing the effectiveness, efficiency and appeal of instruction and other learning experience. It's not just about the aesthetics of the design but improvements in DE to develop tools for the next generation referred to as interactive distance education (IDE2). The current wave of technology is getting more hands-on with virtual reality, CGI and its truly only enhancing the ability to learn visually, verbally, and conveniently. This article gave me insight that supports that my background in ID will need to make my projects more interactive with technology. The next generation (IDE2) has built on its roots in interactive technology. edu800 annotation week14 education game-based learning digital literacy learning gamingSnelson, C. L. (2016). Qualitative and mixed methods social media research: A review of the literature. International Journal of Qualitative Methods, 15(1), 1609406915624574. doi:10 Social media research is a relatively new concept (2007). Snelson reviews a collection of 229 qualitative studies having first being attributed to this cutting-edge field. The author quotes Kaplan and Haenlein in defining what is social media stating it’s a group of Internet-based applications that build on the ideological and technological foundations of Wed 2.0 and that allow the creation and exchange of User Generated Content. This article is published in a peer-reviewed journal article and refers to social media platforms like Facebook, Twitter and YouTube which are within the top 10 heavily visited sites. The data from these platforms are being utilized in the field of sociology, social work, education, technology, healthcare, communication (advertising, marketing, public relations), and tourism/ hospitality. Social media research is helpful as a text-based analysis tool. Analyzing the data isn’t easy because of the broadness and the need to narrow down may leave important information out. Snelson reviewed, analyzed, and coded through a qualitative content analysis approach. Social media research in this study was examined by mixed methods. The data was collected from means such as interviews, surveys, and focus groups. YouTube was obtained/analyzed by collecting posts and videos. This new field of research often comes with the difficulty of how to get the data you want or how to get it efficiently. The aim of the study is stated clearly (p.3) and states trends in the investigation through mostly a commentary examination. Millions of people use social media so deciphering through an unlimited source data presents limitations. I agree that social media research provides a lot of new opportunities but it’s full of challenges. Currently in 2023, social media platforms like Facebook, Instagram, and Twitter create and modify algorithms that play a huge part behind the scenes, essentially target marketing through news feeds as a consumer by manipulating what appears on people’s feeds. When thinking about human behavior social media research might be a perfect example of finding new influences on behavior and emotion. Being that Facebook invented in 2004, YouTube 2005 and Twitter 2006 it's just the start of the potential value of social media research. Data privacy protection, ethics, and prejudice play parts in the negativity of social media research so that should be regarded. As I grow older, I feel I’m growing out of social media, adopting more of a reclusive nature. Young adults usually are the demographic. Learning about social media research never crossed my mind from a consumers POV but as a researcher the advantages of a huge database of information could lead to understanding human behavior in new ways. The idea that my data could be analyzed, manipulate, or sold to research without my knowledge does seem unsettling so the importance of data privacy should play a part in this context. Another thought is if a virtual survey holds as much weight (validity) as a self-administered one? Human behavior online isn’t always supported by the subject’s behavior offline…the information of people online could be “bots” imitating human behavior skewing data observed for research purposes. communication social media week13 edu800 annotation qualitative mixed methods Web 2.0 Facebook Twitter YouTubeDuncan, I., Miller, A., & Jiang, S. (2012). A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 43(6), 949-964. A taxonomy of virtual worlds usage in education establishes the advantages of virtual worlds (VW), multi-user virtual environments (MMOG’s), and virtual learning environments (VLE) through the advancements of Internet technologies. Duncan, Miller, and Jiang state a taxonomic breakdown through the analysis and synthesis of over 100 academic papers and its importance in providing a modern educational practice that provides socialization, entertainment, and the ability to connect to multiplayers online worldwide (MMOG’s). Virtual worlds are used often for collaborative and/or simulation-based education. Advantages of VWs in teaching and learning are that they encourage problem-based learning, game-based learning, and collaborative construction (building activities/ learn by simulation). edu annotation learning virtual multi-user environment 3D web technology educationDrost, E. (2011). Validity and Reliability in Social Science Research. Education Research and Perspectives, 38(1), 105 – 123.T:he article starts with introducing and defining two factors that are used in social science research (study of human behavior) validity and reliability. These core elements when answered correctly help to properly defend a research question, thesis, or dissertation. When investigating (human) behavior the inquiry must be valid and reliable. Drost also dives into the differences between validity and reliability. Reliability refers to the consistency of a research study or test. It is defined as the degree to which a measure consistently produces the same result. Simply put by it is a measure of how well a test measures what it is supposed to measure (Bollen, 1998). The author supports these concepts by providing and explaining by diagram examples of reliability: test-retest reliability, inter-rater reliability, and internal consistency reliability (figure 1). Test-retest reliability refers to the consistency of a measure over time. Inter-rater reliability refers to the consistency of a measure between different raters or observers. Internal consistency reliability refers to the consistency of a measure across different items that are intended to measure the same problem. The visual aids provided help with understanding the differences and reliability and validity (figure 1 & 2). Validity is the main extent to which a concept, conclusion or measurement is well-founded and likely corresponds accurately to the real world. The word "valid" is from the Latin word validus, meaning strong. The validity of a measurement tool (in educational research) is the degree to which the tool measures what it claims to measure. Validity is based on the strength of a collection of different types of evidence (example face validity (weakest form of validity) and construct validity (broken down into 6 types in two categories by Trochim (2006). This is not the same as reliability which often a measurement gives results that are consistent. Within validity, the measurement does not always have to be similar, as it does in reliability. However, just because a measure is reliable, it is not necessarily valid. An example provided is. a scale that is 5 pounds off may be reliable but not valid. A test cannot be valid unless it is reliable. Validity is also dependent on the measurement measuring what it was designed to measure, and not something else instead. Validity (different but similar to reliability) is a relative concept; validity is not an all-or-nothing idea. There are many different types of validity. There are flaws in choosing the any type of validity or relatability but what is most important is choosing the right one for the research you want to measure. Validity= often not consistent, correct measure must be used to get accurate results -scale Reliability= positive consistency over time - car edu800 education validity reliability research week11 annotation design relativeChetty, K., Qigui, L., Gcora, N., Josie, J., Wenwei, L., & Fang, C. (2018). Bridging the digital divide: measuring digital literacy. Economics, 12(23), 1-21. https://doi.org/10.5018/economics-ejournal.ja.2018-23 digital literacy learning digitalization economy edu800 annotation week10Abrami, P. C., Bernard, R. M., Bures, E. M., Borokhovski, E., & Tamim, R. M. (2011). Interaction in distance education and online learning: using evidence and theory to improve practice. Journal of Computing in Higher Education, 23, 82-103. In short, this article gives insight on the effectiveness of distance education (including online and web based) in comparison to a traditional learning environment. Researchers analyzed evidence from 232 studies that correlated the importance of goal setting, supportive relationships, and self-visualization for the learner to be successful. They also give insight on improvements for the next generation of distance education learners. It states that distance learners need a great relationship between three types of interactions: peer-to-peer, between teacher and student and student and content to remain engaged and motivated externally. The authors find that distance education (DE) gives learners convenience and flexibility (time, ability to learn from anywhere with an Internet connection) but evidence also finds students prefer not to oversee their own learning over teacher led learning. There should be a clear curriculum that is attainable but challenging. What is most important is a familiarity with the learning management tool being utilized (Blackboard, Canvas, PowerSchool, Google Classroom). They agree that distance learners must use self-regulation tactics to be successful. Being able to process, regulate and demonstrate information are big factors online learners must control opposed to in-person learning. Student must be able to maintain clear goals (goal setting) and process the ability to structure effective eLearning strategies. Self-actualization is part of the puzzle and has to do with self-control. Strengths of the article include comparing different researchers’ findings to correlate the best conditions for a high-level learner to remain motivated. Another multimedia learning principle that is suggested is to combine/merge with instructional design methods to attribute to more integrated interactive technologies. This article was on target for me. They defined instructional design differently (the practice of maximizing the effectiveness, efficiency and appeal of instruction and other learning experience. It's not just about the aesthetics of the design but improvements in DE to develop tools for the next generation referred to as interactive distance education (IDE2). The current wave of technology is getting more hands-on with virtual reality, CGI and its truly only enhancing the ability to learn visually, verbally and conveniently. This article gave me insight that supports that my background in ID will need to make my projects more interactive with technology. The next generation (IDE2) has built on its roots in interactive technology. Suggested read: Cadapan, R. R., Tindowen, D. J., Mendezabal, M. J., & Quilang, P. (2022). Graduate school students’ self-efficacy toward online learning in the midst of the COVID-19 pandemic. International Journal of Evaluation and Research in Education (IJERE), 11(2), 555–564. https://doi.org/10.11591/ijere.v11i2.21856 Covid-19 is like “the elephant in the room”. It caused a major shift in the need for online, blended and distance learning materials being more acceptable by making it one of the best options for learners to continue education. I agree with this article statement that “computer-based learning has emerged as the closest replacement for offline teaching in the absence of conventional classroom teaching and one-to-one contact”. But there is still a digital divide and also an evaluation that surrounds the notion of graduate students’ need to be self-controlled. Although the authors state conditions of self-efficacy I think of it as self-control. These Northern Philippine adult learners had to adapt to online learning without much introduction to it before. self-efficacy self-regulated learning instructional design technology edu800 annotation week7 distance digital Saubern, R., Henderson, M., Heinrich, E., & Redmond, P. (2020). TPACK–time to reboot? Australasian Journal of Educational Technology, 36(3), 1-9. After concentrating on the reasons students can be motivated and learning about theories supporting the push or interest behind their motivation, this week is focused on research observing, analyzing and improving teachers' integration with educational technology. Research on the theory, method and philosophy of teaching is called pedagogy. Although the science usually revolves around children it can be applicable to any age group. Education is described as a relationship between educator and student. The Technology Era presently has teachers integrating teaching within technology (SMART Boards, PowerSchool, Google Classroom). This article focuses on explaining TPACK which is built on the behavior, interaction, expertise, and knowledge with integrating technology in the classroom. The authors inform the reader on the history and breakdown of TPACK: technological, pedagogical, and content knowledge. Also describing 7 components within the TPACK diagram. It’s not about technology being the teacher, the core of TPACK is about finding what supports the understanding of knowledge teachers have already and adding value through effectively utilizing technology (like a tool). TPACK is a way of learning more about how the teacher can be better, improving how teachers think and can use technology efficiently and effectively. This article being one of the few that utilize other resources with references to TPACK it comes off more like a summary. TPACK plays apart in educational technology research by constantly being assessed, evaluated, and built on. It is three key components visually constructed as a Venn diagram intersecting technology, pedagogy (teaching strategies) and content (subject matter). They interact and influence one another. TPACK was first referred to as TPCK. Improvements and modifications to the model is a team effort taking the science behind learning from teachers, researchers, theorists, and other educators. Research focuses on making the teacher better with technology as an asset to learning not a substitution. Many researchers use TPACK as a starting point to build on. Examples being TPACK-COIR, TPACK-COPR and TPACK-IDDIRR (Lee and Kim, 2014). Figure 1. Technological pedagogical content knowledge. The source of the image is attributed as http://tpack.org/. +Intersecting parts of TPACK
Being a teacher, tutor and student, I never heard of TPACK. I can see the importance of collaborating with professionals in the field to observe the teachers’ comfortability with technology and that evolution reminds me of new media vs. old media. Old ways of teaching need to be fluid, relatable to the times and relationship between teacher and educational technologies have to be solid before the introduction to their learners for maximum support, like a trick down approach. My opinion is it closely relates to instructional design (ADDIE model) in that we often meet with subject matter experts to create materials but also on the opposing end they review, modify and collaborate with us to make the medium easily understandable. teacher framework education TPACK technology edu800 annotation teaching pedagogy behaviorism |
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