Tuesday, January 29, 2013

Zhao's Framework and Adopting Technology

by Karen Hamilton - Monday, 3 August 2009, 08:05 pm


Zhao's Framework: Innovator--Innovtaion--Context --> Successful Implementation of Technology

Reading the Zhao article Conditions for Classroom Technology Innovations, and the descriptions of the different cases mentioned, I saw many instances in common with some of the things that I’ve seen at my college. However, because I teach college electives, I felt lucky not to be constrained by the rules and regulations of high school or grade school districts and outside tests. Generally my college has pretty good technology and a strong support infrastructure. The technological infrastructure has improved but it's always a work in progress.

The Teacher -Innovator
Zhao's framework really hit on key areas and could be used to analyze innovative projects in higher education settings. Their first major category looked at the Innovator in terms of technology proficiency, pedagogy belief and technology, and social awareness. Key things to improve success here were :
  • knowledge about technology and enabling conditions, 
  • being reflexive and understanding your own pedagogical beliefs, 
  • as well knowing the dynamics and culture of your environment. 
It is important to foresee problems and know where to go to seek help. They also mention that a strong teacher would more likely be successful if the other conditions were favorable. As far as the actual Innovation goes, they see projects being more successful if they are less distant from the school culture and existing practice and less dependent on others and the technological resources. Keys to Context were solid human and technological infrastructures and social support. They also looked at the interactions within the domains and among the domains. While others have focused more on aspects such as technological skills and good attitude as keys to success, their approach brings infrastructure, social aspects and culture into the mix which to me are necessary. They found that,” the successful implementation of classroom technology was more likely to occur when teachers viewed technology as a means to an end, rather than an end in itself.” (492) I’m sure we have all seen people fall in love with technology even though it has little pedagogical value and instances where administration or management insists that every body use a certain piece of technology because they have spent a lot of money on it.

The Innovation
Right now I’m partially seconded to work in the Innovations  area but I also teach courses in the Liberal Arts. Before I was seconded to this area, I always had a relationship with Innovations because of my interest in technology. Years ago when I decided to try online testing for all of my courses, I met with Innovations and we worked together to pilot online testing. In this case I was the strong teacher who had an understanding of the dynamics of the culture. Even though the computer lab was “owned” by Innovations, the person who ran the lab resented my intrusion into his territory. They have a fully online computer course that all students take at their own pace in the lab. On one hand I had full support of the chair and others but then there was this person who viewed me as an intruder. Since I was the first to try online testing, we really had to develop a plan that would suit the teacher, the students, Innovations and administration. The innovation was distant from the school culture but because it was just my class it didn’t impact other classes except the computer class. I was somewhat dependent on others because it had to do with WebCT, the computers, and IT. I knew all the people involved and they all knew I was a big supporter of what they do so the project went smoothly.

 The Context
As far as context goes at my college we have a good human infrastructure. One of the key people – a translator-in Innovations was willing to give me her home phone number and actually told me to call anytime. The department had a vested interest in the pilot because they wanted to get full use of the lab and promote technology in order to secure a bigger and better lab. We were lucky that we had the technological infrastructure in place. What we worked on was creating a secure system for testing. My division really wasn’t involved at all in this project but because I was a friend of Innovations people, I had strong social support. After the pilot we wrote up a system and a set of policies and I talked a few people into trying online testing. Now we had different levels of technological expertise with the different teachers, but overall we had a good system so it has been successful. I'm still working on turning faculty on to "a scantron free life" and last year we got a dedicated lab for testing.

One of the next projects I implemented had to do with a first semester Student Success course given to all business and creative arts students (1000 students in Sept). At the time I was working in the Business and Arts and we were having problems with space. This course was a half credit course that was 1 ½ hours in length but it took up 2 hours in the timetable.I said to my chair, why don’t we just put 1/3 of the course online and then schedule one hour in the class for the teachers. The next thing I knew my summer disappeared as I created the completely self directed portion of the course. To make time for the teachers to teach, I took all the testing in the course and put it online. The problem here was that we had 5-7 teachers who taught the course, none of whom were full time and none who were technologically savvy. So even though they really didn’t have to do much technologically they had to learn how to use WebCT to use the gradebook, and a couple of basic functions. Because there were common tests there had to be some collaboration and we had 1000 students who had never seen a learning management system or an online test. When reading the Zhao article, I related this to the teacher who couldn’t get buy-in from the group. I had a good social support system in my chair and Innovations but I was the support system for the group of teachers and the students. It took a while but eventually it worked out and it increased the usage of the Innovations lab too.

One of my responsibilities in Innovations is teacher training. I help faculty with different technology and especially WebCT. On one hand we try to get resistant teachers to adopt new technology and on the other we struggle with the technologies infrastructure. For the last year and a half everything has been stable with WebCT but a couple of years ago we moved to a new version of WebCT that was a significant change. We had to get everyone’s courses from the old system into the new system. It was a bit of a nightmare. After we pretty much had everything going along we had a major server crash. It was a pretty disruptive event and it caused a lot of negativity towards technology. The usual resistant crew used this event to reinforce their anti-tech view, and the newbie’s were disillusioned. Ultimately the school realized that we needed a better infrastructure, so we ended up with better technology and dedicated IT. The difficulty in this situation was with the technology, but the human infrastructure took the beating.

Trust and Dependance
The article also talked about trust and dependence. It mentions that teachers don’t trust administration. In any college this is almost always an issue. Firstly because colleges are union environments but also because it seems to some that colleges are in the business of education. Promises about technology don’t always happen in a timely manner, and often when new things are adopted it’s not the users who are involved in the discussions. Classrooms are designed by people who don’t use the technology. Rather than creating new, the old is adapted. These are the things that happen in organizations dependent on government money.

Evolution or Revolution?
The Zhao article recommends that innovators take an evolutionary approach rather than a revolutionary one. To me this is a key for anyone who is not that knowledgeable about the technology. In general I find this good advice, but sometimes a strong innovator can take a larger step if other things are in place. Zhao also recognizes the importance of infrastructure. Institutions need to have good human and technological support as well as a supportive culture. As technology evolves more and more rapidly the technological and human infrastructure is more and more challenged. We seem to always be running to catch up.

If I had to point out something that the article didn’t talk about, I’d question where the students were. It seems like success was measured only by the teacher’s reflections.

For me working in post secondary education, it’s not always so much what I think is a success but what the students think.

 References:

Zhao, Y, Pugh K, Sheldon, S and Byers, J. (April 2002) Conditions for Classroom Technology Innovations Teachers College Record Volume 104, Number 3 pp 482-515

Free Culture!

Free Culture and Education

Karen Hamilton - Friday, 31 July 2009, 12:43 pm

(1) From the perspective of student work. How do Lessig's ideas about remixing and remaking existing artifacts (textual, video, musical, graphical, or otherwise) impact traditional notions of copyright and plagiarism? How might the types of assignments we give to students be changed by an emphasis on Free Culture, not only as a legal issue, but as a kind of literacy?


Before I begin I should disclose that I’m the person who last class disclosed that I have a big fat crush on Lawrence Lessig. First of all Lawrence Lessig is against piracy, does believe in the concept of copyright and does believe that plagiarism is not a good thing. The problem is with the copyright laws that have evolved or more devolved over time. He believes that culture should be free. That doesn’t mean a free-for-all place where everybody steals everything. What it means is a copyright law that allows people to use digital media with credit in ways that are similar to the ways that we might use textual information. It also means keeping certain basics of culture free and useable. In the article he goes through some of this background, but more can be found in his many writings, books, articles and video taped lectures on the internet. From his view digital media is being unfairly restricted in ways that restrict creativity.

This June 2005 article by Lessig is interesting because it presents the similarities between the open source software movement and the culture of remixing. It’s hard to sometimes think about a time before YouTube, but what’s interesting to me is that his article basically predates YouTube. YouTube posted their first video in April of 2005, but it didn’t officially launch until November of 2005. In the article Lessig says, “If technology permits the most extreme interpretation of existing copyright law, remixing will not become merely difficult. It will be effectively impossible.” (53) If we look at YouTube we can see that it wasn’t long before almost everything was there and being done, but as time has gone by more and more things are being pulled down and questioned. Some of it is justified, but not all of it.

Many would consider certain usage fair use. (See Lessig's blog here http://lessig.org/blog/2009/05/remix_culture_they_say_fair_us.html )The problem that this presents for us as educators is that students have complete access to all this information on YouTube, but if we strictly interpret the law we might not be able to use it in our classrooms. This generation of students not only accesses this information but also is taking it and remixing it. They are no longer just consumers of information but producers and creators of content.


The film by Brett Gaylor, Rip: A Remix Manifesto presents these ideas and features Lessig among others in the Open movement. It shows how this remixing is taking place, and the movie itself is an example of Remix. Gaylor posted the movie and asked others to remix as he was making the film. Interestingly enough the film’s history of distribution shows some of the issues around copyright restrictions. The film is a National Film Board production and Brett is a Canadian. The film is free to download in the US but not free to download in Canada. However, the film has been posted on YouTube, and any Canadian can view it there. Yet if I wanted to show the film in my class, legally I could be doing something wrong because now it is a public performance. If I bought a DVD from NFB, I’d have to buy a more expensive version that includes public performance for my classroom. In other words the educational system is being restricted and penalized. The playing field is not level here. Out there is everything, in here in education there are more limited resources and more costs. This makes no sense.

The article talks about DRM controls. Since the time of the article some companies have backed off DRM, specifically iTunes for music but not for their videos. We can see a case of DRM in the news just this past month when Amazon’s Kindle removed 1984 and Animal Farm from all users. One day they had their favorite book the next day it was “disappeared.” If this had been a book that a consumer had walked out of the store with, there would be no way to get if back, but because of DRM a company can just take what you might consider to be “your stuff.”

If Lessig and others manage to get some changes made to copyright law, we could have access to more of what is out there and our students could freely use what’s out there, but of course they would still have to abide by the same rules that they would if they used anyone’s work in textual form. They couldn’t steal and represent something as their own, they couldn’t use someone’s work without citation and documentation. What we would have is a more creative project where we don’t have to worry about getting sued. As a literacy remixing culture fits into the same areas as manga, fan fiction, and the other areas mentioned by Lankshear & Kobel. It is taking a part of culture and reformulating it. These forms engage students; these are things that many of them currently know about or take part in. Copyright law has to change. We need to be legally included.

I’m investigating this subject in my major project. I came across a great resource on Public Domain. If you go to this page and look on the right side under Short Videos click composer Anthony Kelley’s video “Great Composers Steal” http://www.law.duke.edu/cspd/

(2) From the perspective of teacher work and curriculum. Much of modern curriculum is based on proprietary integrated systems that cost schools a great deal of money and offer teachers little freedom (e.g., "United Streaming"). How might the nature of teachers' work be changed if educational resources operated on Free Culture principles?

I think I’ve partially addressed this in my previous rant, but there’s more I can add. In a world that values education, I’ve never understood the excessive restriction or unfair expenses that education organizations have to endure. At my college we use Blackboard/WebCT. It’s actually a version of WebCT but it is now owned by Blackboard. Companies like this get a hold of a school and really hold them hostage. They charge large sums of money and provide flawed systems. For example, WebCT has this strange quirk that it likes an old version of java. So if you want your WebCT to work all nicey-nice you have to use this outdated java. To do that you have to remove your new java and put this clunker in. Now no self-respecting Mac user would have any part of this nonsense, so we are plagued by glitches. You tend to learn that you can do this thing with Safari but you need to use Firefox for this one.

WebCt/Blackboard then does things like create a new version which you have to then pay for because they no longer support your old system. They sue other companies to squelch competition. (They just lost a case to Desire2Learn http://www.insidehighered.com/news/2009/07/28/blackboard , but have already initiated another lawsuit) They realize that over time significant numbers of teachers have learned to live with their system and have devoted time to developing courses within, so there is a reluctance to change. The next system is always considered to be “The answer” Last year when I heard about the new Blackboard NG, I automatically dubbed it Blackboard –No Good! But we’ll probably stick with it. Obviously there is Moodle, but to make this big of a change with some of the faculty who were resistant to technology in the first place who now might be semi-happy in WebCT/Blackboard would be difficult. When you add in the communications problems within schools between management, IT and users it gets even more complicated.

The rules of use for materials for school are unfair. Why should a school have to pay so much for a copy of media for public use, when a private use video costs so little. Why would you not be allowed to transfer your out of date media to a new type of media? You’ve paid for it. We can copy our vhs tape to dvd at home.

Education is handcuffed by unfair costs and unfair regulation. A freer cultural environment would take off some of the current restrictions. If more people worked together to create open source tools that would be shared we would have better and more powerful tools; this would free teachers up to do what they do better rather than spending time struggling with resources. We would be free to use the same materials that are available in the wide world, and our students would legally be allowed to be as creative as they want to be. Maybe some might like school better.

Oh what a wonderful world it would be.

Culture should be free. Education really should be free.

As part of your response to #2, check out OER (Open Educational Resources) and post a link to a free curriculum resource you might use.

Here’s the link I found. It relates to my major project but also to this discussion

The Digital Learning Challenge: Obstacles to Educational Uses of Copyrighted Material in the Digital Age

http://cyber.law.harvard.edu/media/files/copyrightandeducation.html

Here is their conclusion,
“Without question, digital technology provides new opportunities for rich reuses of content in many educational contexts, from the traditional classroom to the cutting-edge openness of Wikipedia. That progress will continue. But significant obstacles also confront educational uses of content. The law itself is often unclear or unfavorable. Pervasive use of DRM and the permissions maze created by the present licensing regime further impede such uses. And educators and intermediaries have too often responded to these problems with inertia or fear rather than action.
This white paper has identified this interlocking set of obstacles, and has begun the discussion about removing them. The very purpose of the exclusive rights conferred by copyright law is to make enriching content available to all of us. The great promise of the digital age is much the same. In order to realize the full potential of digital technology to transform education, however, our society must understand the need for change and support appropriate reform. We hope that this white paper has helped lay the foundation for such a future.”


What Literacies - Discussion

by Karen Hamilton - Thursday, 30 July 2009, 01:01 pm

Compare the Lankshear & Knoebel article and the Wesch video in terms of their themes, the technologies and activities they refer to, and their formats. Which did you find most convincing or compelling, and why?

The Wesch video and the Lankashear & Koebel New Literacies article share some similar themes especially in their investigation of new literacies that involve sharing of content, and production of content. Both talk about participatory culture and the remixing of content that lead to questions of copyright. Both also tend to approach their subjects from the inside out. Wesch includes video expressions of himself and his students and Lankashear & Kobel discuss how their approach is not the usual “functional applied orientation,” but inclusive of the “perspectives of the insiders.”




The Machine is Us/ing Us takes us through a visual overview of the web’s change from a linear text model using basic html to today’s Web 2.0 that provides a rich medium where form and content are separate and almost anyone can participate. His visual representation illustrates the interactivity in a deep and real way. The video shows how these changes allow us to become a part of the teaching machine through our participation in social activities such as tagging, sharing of images, and videos and the remixing and mashing of content that gets added to the database. This new literacy enables sharing, and collaboration and allows us to interact with the world in a very different way. His conclusion mentions that there are several things we will have to rethink. Among those are identity and copyright.

Similarly Lankashear and Kobel investigate new literacies and attempt to show how fan fiction, manga , synchronous online communication and Web 2.0 sites are examples of a different kind of literacy. Where Wesch focuses more on the technological change that has enabled a shift, Lankashear & Kobel acknowledge that technology has enabled a shift but they also see that Fan Fiction, Manga and Zines “have emerged independently of digital electronic media.” (Lankashear, 2)

Where Wesch’s video takes us through a visual of the technological change, Lankashear & Kobel introduce the concept of Fan Fiction which they say generally dates to the 60s television show Star Trek. Both again touch on or investigate the subculture of the fan, an area that is both interesting and creepy. In one of my courses I talk about subcultures and define different levels of commitment that fans have. When we discuss the true insiders, the students always mention Trekkers (or is it Trekkies? I never remember which is PC.) Invariably laughter breaks out. I have a writer friend who was such a Star Trek fan that she actually had a record that not only had the original Star Trek song but a version with words. Interesting enough, she became a teacher and professional writer but also a writer of fanfic. Her version however is from the Slash Fiction http://en.wikipedia.org/wiki/Slash_fiction genre which to some of us is even weirder. As an insider she has written about the group from both inside and outside. To be honest it creeped me out! However, reading the Lankshear & Koebel article I’ve been able to see the genre from another perspective, the one that Wesch also mentions the social participatory one where a piece of culture is taken and remade. Lankashear & Kobel suggest that fanfic, “is a contrived communal practice of reading and writing.” (4) and they talk about researcher Jenkins who sees the group as “ skilful manipulators of content from commercial programs; nomadic poachers and bricoleurs constructing their own culture from borrowed materials.” (4) Wesch’s investigation in the Machine is Us/ing Us as well as in this recent presentation The Machine is (Changing) us: YouTube and the Politics of Authenticity also talks to the communal nature of sites such as YouTube. The difference here is where the material is shared; one is text, the other video. A specific example of this communal practice would be the Juan Mann Free Hugs Campaign seen by 45 million youtube viewers. Somehow this positive message is a lot less creepy than the insider subculture of slash fiction!

Lankashear & Koebel also give a historical overview of Manga and explain how a sub culture of amateur manga has emerged. Again we see a genre that borrows from another to recreate new content. Here as well as with fanfic the authors note the importance of technology in facilitating the sharing and growth of the culture. They also mention the “blurred boundaries between physical and cyberspace.” They discuss synchronous communication like chat that keeps people in touch. The article predates things like facebook and twitter but it does mention short fragmented communications that relate, “what I’m doing now.” They see this texting as one part of a multimedia mix. In light of the growth of both facebook and twitter, the authors seem to have hit on a cultural key, a simple shared expression of what a person is doing.

Both the video and article relate interesting concepts that are applicable to education. From the constructivist point of view, both illustrate how students could take charge of their own learning, engage with material and construct not just new learning but creative products. From a text perspective, a teacher could engage a student in reformulating something from popular culture. This might provide a hook to motivate a student to write. The Wesch video shows a number of the social tools that encourage engagement on the web. Using tools that are familiar to the Millennial generation would engage them in more meaningful ways.

Which did you find most convincing or compelling, and why?

I’ve seen all of Michael Wesch’s videos and been lucky to have seen him speak as a keynote at the League for Innovations CIT 2008 conference, so it’s hard not to be more convinced by his work. Being a visually oriented tech lover, I find a good video that makes a complex subject visual and simple will engage me more that a long text. Lankashear & Koebel presented interesting content that did make me appreciate something that I found quite creepy- fanfic in a new way. Their article also tended to lay a foundation for the concepts of mashing and remixing which I found interesting. The simplicity of the Wesch video and the way it presented its topic within the form had a more transformative effect. This video and the revision have over 10 million views on YouTube. His video has become part of the culture of sharing. Others have set it to dance and copied its style. It’s hard for an academic article to compete with that!

Read the Berkeley article, then check out the examples we've provided. Comment in the forum on these resources from a new literacies perspective. What is machinima? Is it film-making? Is it script-writing? Is it literacy? Is it possible we don't have the terminology or frameworks currently to classify this type of activity?

According to Berkeley there are a few different forms of machinima. He considers it to be “filmmaking within a real-time, 3D virtual environment, it is the convergence of filmmaking, animation and game development” (Berkeley,1) Berkeley’s definition focuses on the interaction of the machinima creator and the uncertainty of the game. “the user/filmmaker can interact with a programmed game environment that is sufficiently complex to have substantial elements of uncertainty and randomness structured into the gameplay experience.” (2) He considers this to fit into the documentary film or improvised drams process. Others have called it a filmmaking approach. From my point of view, I’d say it is a form of filmmaking. It contains the basic elements of film. According to wikipedia, “Filmmaking is the process of making a film from an initial story idea or commission, through scriptwriting, shooting, editing and, distribution to an audience.”

The links provided on Machinima were interesting. I could see some of the basic elements of film to varying degrees. I did a search for Berkeley’s machinima “Ending with Andre.” After viewing it, I definitely saw it as fitting into filmmaking. Ending with Andre has a very developed script that has all of the elements of film. The fuzzy part comes in with the borrowed assets. It made me wonder how different this borrowing was compared to Disney’s borrowing from many including Brother’s Grimm. (See Chapter 1 of Lawrence Lessig’s Free Culture. http://www.authorama.com/free-culture-4.html )
According to the United Nations Scientific and Cultural Organization’s definition, "'Literacy' is the ability to identify, understand, interpret, create, communicate, compute and use printed and written materials associated with varying contexts. Literacy involves a continuum of learning to enable an individual to achieve his or her goals, to develop his or her knowledge and potential, and to participate fully in the wider society.” For me machinima fits this definition of literacy.
To me machinima fits into the same genre as fanfic, manga, remixing and mashing. Do we have a terminology that fits this? I’ve got mixed emotions about this. In one way it does seem new, in another not especially if you really look at the history of creative works. I’m reading and thinking a lot about this for my project. Today I found this resource http://www.law.duke.edu/cspd/ on Public Domain.

Berkeley reserves the term machinima for works that are performed in real time, where the characters are under the direct control of human actors. Others would stretch the definition to include productions in which some (or all) of the characters perform according to a computer program written by the filmmaker. What do you think? Is this an important difference? Why? (hint: think about how a stage play is different from a movie)

A stage play is strictly constructed, all elements are predetermined. Randomness is not something a director wants. A movie on the other hand no matter how well scripted will have elements of randomness. For example on occasion an actor may ad lib or make a mistake in dialogue. That could lead to an alternate concept making it to the film. In documentary film there is a wider chance for randomness to occur. Bekeley’s definition of machinima has elements of both film and theatre. He sees the characters as completely under control of a human, but also acknowledges the randomness of the game. Others definition of machinima that include the possibility of the some of the characters or all performing according to a program might be even more like theatre or more closely related to animation. To me there does seem to be a distinction

Berkeley seems disappointed that many machinima films adhere to existing conventions about story, camera work, etc. Why do you think that's the case? Is that necessarily a bad thing?
I think it’s natural that most machinima films would adhere to existing conventions. They seem to fit into a derivative form where usually people follow the basic elements. A lot of the people who produce work in this form would be considered fans of these games and machinima, so it’s natural that they might imitate what is out there. From a learning perspective, this might not be a bad thing. If we consider the story of Tony the second language student mentioned in the Lankashear article, he wrote a narrative that included elements of games. Doing that he was learning about language and narrative. It engaged him. In this way machinima could engage a student similar to the ways we saw that Scratch engaged students in after school programs.

He discusses the copyright issues at some length. In this and other classes, we will examine the burgeoning world of free content. Is there any reason to suppose this won't happen in the machinima world as well? How would that affect Berkeley's arguments?

In the article Berkeley talks about the complicated relationship between the corporate game owners and the creators of Machinima. The corporations both encourage and restrain them. While the machinima creators promote the games, they do not want them to use any of their games to make money. Berkeley sees this obstacle limiting machinima to a “fringe role.” (70) However, the open access movement could possibly change some of the rules and make it so that some of this use could be allowed. If that happens, it’s possible that more forms of machinima would develop. From my point of view something has to change in the copyright world. It’s difficult for me to understand how quoting and documenting written text is allowed and yet the use of equivalent material properly documented that happens to be in another form such as video is different or more restricted.
Discuss the educational machinima from Tony's 590 VE students, keeping in mind that these were beginning efforts from students who (in most cases) had no prior experience with filmmaking. Are they effective? What could make them better? Note also that several of these teachers got their own students involved as voice actors.
I found the student productions to be effective to varying degrees in different ways. The best from an outside viewer perspective was Virtual Worlds in Art & Design. This one really gave a viewer a good view of how a virtual world could bring a subject to life, and also act as a learning environment. I didn’t like the part II of this because of the loud music and the views of tiny text. The 3 point lighting showed the techniques of lighting very effectively. From a viewers point of view the Julius Cesar act wasn’t too successful for me; however, I could see that if this were a group of students who were trying to learn about the play who act in the virtual world this could be a very effective learning experience. One thing for sure is that students would quickly learn that acting isn’t easy. To improve this one- better costumes, acting coaching. La vaca was simple and cute and might be an effective teaching tool to bring a written text to life. To improve this one, I’d recommend having the speakers practice their roles and accents. From a learning point of view, I’d say that all were effective in that they gave the teacher-learners an opportunity to represent concepts in an alternate way one that might be appealing to their students.

What applications do you see for this technology in your content area? If you don't see any applications, explain in detail why you think that's the case. What possibilities do you see for cross-disciplinary projects, which might involve students from several different content areas (visual arts, language arts, math, computer science, social studies...others?).

I could see some application to my subject areas. One example would be visual communications. This might be an area that I could suggest that my students investigate. It might also be a topic I could add to the group projects. I could have students in a group investigate the topic and perhaps create a machinima. My courses are electives that are made up of students from all different areas, so I can see the subject have some broad appeal. Obvious links would be visual groups, but also those interested in narrative, computers, and history. It actually would fit anywhere there’s a story, so that’s pretty much every subject.

Troubleshooting Reflection EPSY 457

by Karen Hamilton - Monday, 20 July 2009, 05:27 pm

When I began reading the Pool, Edwards and Jarvis article The Home Network as a Socio-Technical System" article, I was immediately struck with the sentence, “Our analysis unpacks a number of these properties, including deep heterogeneity and multilayered nature of home networking and the character of networking as an infrastructure technology and the intertwining of the ephemeral, digital aspects of networking with the physical infrastructure of the home.” My immediate reaction to this sentence was, “Say what?”

Fortunately, the article does go on to explain what they are talking about. Interesting to me was that one of the points they make is that there is often a gap between the language of the expert who helps troubleshoot the problem and the person who needs assistance. They note that there is a need to find a common ground.

In any communication the words we choose are important to getting our message across. I’m sure most of us have come across the person who is so inside their topic that they no longer speak English as we know it. Academics and IT people can both be guilty of this. Their point about finding common ground is an important one. I’ve taken some courses in web design where the teacher was quite an expert in the subject, but was not terribly successful in imparting the knowledge to the student because he was unable to recall what it was like to know nothing or little about a particular topic. For me one of the key things when helping someone else troubleshoot is empathy and a recollection of a time when I knew as little as the person I’m trying to help.

On page 280 of the Pool, Edwards, and Jarvis article they say that studies have shown that, “technicians calibrate the advice they give based on how much technical expertise they perceive the caller to have.” This point stuck home to me. On the rare occasions I’ve had to call for technical assistance- usually Rogers –internet issues, I’ve very quickly dropped a few techie words and said I’ve done a few more complex troubleshooting things that let them know they don’t have to talk to me like I’m six! Again this is finding the common ground.

The biggest issue I experience with any systems and seeking help is that because I’m a Mac user, I always get the words, “We don’t support mac” whether it is on my college's website or the internet company I deal with. Luckily, mac users don’t usually need their support!!!

Reading the article about setting up a home network made me think about my own experience of setting up my own. I’ve set up a few; but if I think of the last one, the first key was finding a system that was mac friendly and one that promised to work with my operating system. There was a CD, but my mac recognized what was going on, so it wasn’t difficult to set it up. I’d say too that because it was something I’d done before and helped others set up-even PC friends it didn’t seem difficult.

The article also points out that neither the caller nor technicians have a “holistic view of the network” and that this makes understanding and troubleshooting difficult. I’d say this is one of the biggest problems. I’ve tried to help friends over the phone with troubleshooting their various problems. One problem I’ve encountered is that people can be so obsessed with whatever they can’t do that they won’t just stop and take a deep breath and look at the big picture. I was recently trying to help a friend over the phone. She was creating a web page using Komposer. She was telling me that the page was now on the internet, but when I went to the website it was not there. I understood that the reason she thought her site was on the internet was that the links to her pages and images were relative to her computer so for her alone it looked OK. As I was trying to explain to her that her page was not on the internet, she was getting really angry with me. The problem was that she did not have the big picture of how links relate to each other. Finally I asked her to go to her daughter’s computer to bring up the page. When she saw that on her daughter’s computer her page wasn’t there, she realized that maybe I wasn’t making it up. So, I’d agree that both sides really do have to have an understanding of each one’s view. But also it's important to step back and look at the big picture.

The article also suggests that the user be provided some resources to provide basic and relevant information how things function so that a person can figure things out and not need to call. I’d say this is one of the key things we all have to think about when we are creating any online materials. First we should have a site user-tested to gain feedback. If possible have a survey but better is to watch how a person uses something. That way we can see what doesn’t work or is confusing or needs more information. Sometimes things have to be said twice or in multiple ways. If we look at the online orientation to CTER and the Help-seeking PowerPoint by Crystal and Jinhee, we can see that questions are addressed and answered every which way and if something is in question there are mechanisms set up so that the user can ask a question. What I thought was brilliant was that most of these technical issues can be worked through before even the first class begins. Reading through some of the examples in the Home Networking article, you have to laugh at some of the assumptions people make- like the person who assumed if you just take it out the box and plug it in, it will magically work or the people who managed to connect to their neighbours wireless! In the future the guy who takes the product out of the box, may in fact be correct that it sets itself up.

The first thing I thought of when I read the article on using stories and case-based reasoning by Jonassen and Hernandez-Serrano to support problem solving was-So that’s why we are blogging about our troubleshooting stories! When I think of how I wrote my own first troubleshooting blog post, I can say that although I saw the analytical outline, I choose to tell the story in my own voice and then afterward break it out analytically. But if I think of how I actually approach a troubleshooting situation it’s analytical and probably a lot like what Ross and Orr suggest. Largely I’d say I agree that stories are meaningful and helpful in understanding and problem solving. I might suggest some other reasons why stories are meaningful and are memorable. When we process a story, we are creating a mental picture, recreating a scene, constructing it in our own visual vocabulary and we are engaged. For me this causes a kind of different stickiness. We remember things that engage us and it’s not a stretch to say that we would remember troubleshooting tales and that we index these in our own memory bank. So I’d say stories and cases are useful, but I wouldn’t say the be all and end all, more a part of a tool kit. When I worked in advertising, I worked with a few recent MBA graduates. I’d been working in advertising for a few years in the trenches so I had a good idea about what happened in the real world. I would be in meetings with the young MBAs and they would invariably start seeing everything based on this case or that case. I wasn’t the only one who would have to explain to them that everything couldn’t be reduced to this case or that case and that what we were in was a dynamic evolving unique situation.

So although stories have a distinct appeal for me, I don’t like too much structure. Troubleshooting for me isn’t always linear. I wondered if I had something in common with Ross and Orr’s resistant group. I like a good story but my science side always reminds me that my story is an anecdote, and doesn’t necessarily mean my experience will translate to anyone else’s.

I found Ross and Orr’s “Teaching structured troubleshooting” interesting and relevant to not just troubleshooting but also to instructional design. Their 6 stages seem to be not unlike what I do when I approach problems. It was interesting that the group that had the most change appeared to be the ones who translated its use to everyday life situations. It’s interesting too that the group who would be considered most closely related to the novice category had the most gains and the ones who considered themselves to have the most effective troubleshooting skills, didn’t see the benefit of using the approach. This made me wonder about the nature of the groups being examined. Did they have different temperaments? Is a person who is drawn to a career that requires significant problem solving skills fundamentally different from one who is in a career that requires just a moderate level of problem solving?

Problems are my business
If I think about myself, I might suggest that a love for problem solving is part of my temperament. Maybe environment has an effect too. My family background was challenging and nothing was ever easy. Perhaps that helps make a person a natural to problem solving. I love a good challenge; asking for help isn’t something that comes naturally. I want to conquer whatever it is that comes up. So when the question is asked, “Who do I go to for troubleshooting?” The answer is, “ mostly me.” And if somebody else has a technology problem, I can’t wait to try to help solve it. For me what helps is a level of confidence. Lots of encountered problems builds the database, but also helps see things in different ways. Being around the people who fix things is always something I’ve loved. But also taking things apart and seeing how they work, sometimes is helpful- not computers..but maybe toasters and things! If something is beyond my scope, I’ll ask. In general doing a lot of different things and reading about a lot of things helps.

Where do I go for help?
Google- a well worded concise phrase almost always gets me what I’m looking for in a minute or two. If the problem is from a specific area, and I have an expert in my community of practice, I will make a call, but more often I’m the one helping out my friends with setting up their computers, networks HD TV systems, fixing their software problems.

How can troubleshooting be improved in my workplace?
There are several ways troubleshooting could be improved at my college. The first would be to consider all users. Having a statement like, “So and So College does not support Macintosh.” excludes a significant group of our learners and that’s not a good thing from many perspectives. We live in an age where the help desk is outsourced, and we aren’t allowed to approach people we work with. We have to call some outside agency to get a ticket. I’m not going to get anywhere fighting that battle; we did however, manage to intimidate the school to get the help desk back in Canada at least! I think things could be improved if sometimes we didn’t have to go through that ticket process and could just get help directly. What would help students taking completely online courses would be some 24/7 help where a real person could troubleshoot or at least promise a response within a short period of time. If there were better communications between departments, and a better understanding of the effects of different things then troubleshooting might be less necessary. Some departments don’t take into consideration when key events are taking place during the semester. Having all computer systems or course management systems like WebCT shut down on the weekend before final exams, might not be a good idea!

What all of the articles this week do is speak to the complexity of troubleshooting. I’d say that they generally talk about the subject but not necessarily from the same perspective. What that suggests to me is that it’s good to consider any idea from multiple perspectives. Look at things from inside, from outside, upside down and backwards. There isn’t always going to be one way. If we are the producers of content that will be manipulated by users of technology we have to consider the language we use, the ways we make our information and tasks clear, the differences of the learners as well as the differences of the technology they use and their levels of expertise. That’s a lot to consider. But if we can provide answers to potential problems before the materials and technologies are used then perhaps we can eliminate the need for our users to troubleshoot needlessly.

Another thing to consider when troubleshooting is emerging technologies that can help us show what our technology problems are in a real way. Most of us have seen and used screen captures to show the exact problem we are experiencing, but now we can do more than just share a static image we can capture full motion audio and video and send it in an instant. The app I'm taking about is called ScreenJelly. It's not only free, but it works on any computer and you don't have to download anything!

Reflection Week 1 EPSY457SU

by Karen Hamilton - Thursday, 16 July 2009, 01:33 pm

Vygotsky

In the article Mind in Society: The Development of Higher Psychological Processes, Vygotsky gives an overview of three theories of learning and development. The first of these is the model that assumes that development is a prerequisite for learning. The second assumes that learning is development and the third combines the previous two and suggests that, “the two processes that make up development are mutually dependent and interactive.” (Vygotsky, 81) The educational models that reflect these three theories are behaviourism and cognitivism. In the article Vygotsky goes on to suggest his own model that includes the concept Zones of Proximal Development.



On first glance it seemed hard to defend the prior three models especially since Vygotsky’s model to me was so much more in tune with the way I think and learn. With only slight reflection though, I’ve managed to take my current self out of the equation and rethink what it is that we in my college actually use and do and how I learned in grade school and high school.


The behaviourist models involve developing objectives, breaking tasks into measurable tasks. Tests are developed to see if a learner has reached a determined level. Examples of this are mastery learning where there is a pretest, teaching, post testing, and perhaps a continuing cycle. Business also uses these types of systems approaches that include setting goals and objectives, analysis of current state, creation of action plan, evaluation and modification. Many use the acronym SMART -Goals should be specific, measurable, attainable, realistic and timely.


Cognitive models also break learning into smaller bits, and use those pieces of information to develop more complex parts. The cognitive models relate to information processing and consider the inner workings of the mind not just outward behaviours like behaviour models do.


Most of my previous structured learning experiences have fit into either the behaviourist or cognitive approach. So in some respect I have to defend these as they got me to where I am. We did a lot of boring stuff that would often be considered no more than drill and practice. We were tested and drilled and lucky for me I was a native speaker who could easily keep up with the somewhat biased types of standardized tests. I have friends who came to Canada as children and because of language issues were placed in classes for those who had a hard time learning. Similarly my friends with learning disabilities were also marginalized, and have spent their lives trying to undo some of the damage that was done by such standardized tests. Often in classes, I was bored and felt restricted; art class was always a refuge. In grade 10 we were forced to take Latin (this wasn’t a catholic school), which we all thought was pretty stupid. In spite of that feeling it was interesting and afterwards I did appreciate that it gave me insight into language that I never would have had. I think this example of Latin’s transferability fits into the cognitive model.


When we create courses in college we are primarily using cognitive and behaviourist models. We use objectives and outcomes. It is a way that simplifies and makes concrete an end result that can be measured. I’m on a committee that looks at liberal arts course proposals and final outlines. One of the first things we do is look at whether the outcomes meet the higher levels in Bloom’s taxonomy. It is a way that we ensure that a higher level of thinking is achieved but it's finite. Some of our courses are part of a university program so these outlines also have to be submitted to the university where they also evaluate outcomes. Using these methods present a nice little way to keep everything in its neat little box. But how real is it?


Vygotsky’s concept of Zones of Proximal Development is much more appealing. It is not a closed system that limits the learning. Instead it challenges the learner and focuses on what can be done. It also takes into account the social interaction that is involved in learning. In this scenario the teacher is more guide than sage; a more advanced student can be guide to a lesser one- it’s collaborative. It also takes into account that each person may not end at the exact same spot or reach there in the same way. The article states, “They never entertained the notion that what children can do with the assistance of others might in some sense be even more indicative of their mental development than what they can do alone.” If we consider ZPD, there would be times that the teacher is guide, a peer is guide, but also a computer could act as the guide. Vygotsky’s ideas fit into the constructivist model.


Scaffolding, reciprocal teaching and dynamic assessment are some of the ways these techniques have been put to use. In colleges, some of the ideas inherent in the constructivist model are being adapted to courses. One concept that is certainly being adapted more and more is the concept of authentic learning- where real world, case based examples are being explored rather than artificial assignments that often seem to be for assignment’s sake. The current generation of students is more collaborative, so whether it is being asked or not, students are learning more and more from each other and also from the computer itself.


Assignments designed with a Vygotsky model would be more opened ended, collaborative, have multiple ways of exploration, have opportunity for reflection and be more authentic and reality-based. If we compare an assignment from a cognitive or behaviourist approach it might be considered to be less open-ended and reaching only one common end point. It might not stretch a student in some cases but it would be probably a lot easier to create.


Of course besides just being more difficult to create ZPD assignments, the Zone of Proximal Development also seems to promote divergent thinking. If you were teaching certain groups who had to learn to do a defined task, you don’t necessarily want divergent thinking. Any task that requires someone to follow a set of prescribed rules might not want everyone interpreting those rules differently. So the use of ZPD might depend on the learning that is involved. In situations where teachers are to prepare students to do particular assessments there may be times when time makes it impossible for each student to explore and investigate. They may have to get to the task, or teach to the test. Any situation that requires a mark also might present problems for the assessor when each person has gone off in different directions. Administrations could also be resistant to the use of these methods as well.


When thinking about this part of the assignment, I also investigated George Siemans connectivism model.

 Connectivism is the integration of principles explored by chaos, network, and complexity and self-organization theories. Learning is a process that occurs within nebulous environments of shifting core elements – not entirely under the control of the individual. Learning (defined as actionable knowledge) can reside outside of ourselves (within an organization or a database), is focused on connecting specialized information sets, and the connections that enable us to learn more are more important than our current state of knowing.” Siemans (http://www.elearnspace.org/Articles/connectivism.htm )

Chaos has a certain appeal for me, so this is something I will read more about.


Levin – Gestalt Principles and Web Design



Q. Do the principles seem compelling to you? How so? Are any confusing? Unconvincing?



These principles are compelling to me. I teach Visual Communications and cover the specific Gestalt principles explained in Levin’s site. Graphic Design students learn and follow these concepts in their work, so usually when we see professionally done sites these concepts have been taken into consideration. The content of his site seemed good, but I found the rendering of it not particularly great. I looked at some of the dates of creation and see that some are 2003. This leads me to believe that the site fits more into the Web 1.0 model than the Web 2.0 we are now more comfortable in.



In my introduction of myself in this course, I talked about my first website and mentioned that it is still posted as it was created. It reflects a time in my own exploration of web development. (It ain’t pretty!) To me in some respects, Levin’s website reflects that simpler innocent time. It has some good content but the design doesn’t do it justice. Most examples were good, but a couple didn’t work for me, specifically the “blurr test”, “Time” example and the “Other” links. His example of poor web design in the blurr test shows a page with just text. I’m not sure I’d agree with him here. Not all pages on the web are designed to be web design pages. Some may be for simply relaying content for a person to download and print simple text, so I’d make a distinction between a page that is to be “Googly” and one that might just be click to print. His time example didn’t seem to really get the point across and the “Other” link just had a sentence on it with no example, so I wasn’t sure of its real purpose.


The way colour was on Levin’s site wasn’t always effective. For example blue background and black text on link to time was unreadable. Bottom links on the first page, some of the colours make them difficult to read. (My first couple of sites have all these issues too) The navigation of the site was inconsistent. Some pages had very tiny links to get back, some had no link to get back and you were just to close the page; this became confusing so a couple of times I had to put the web address in again and start at the beginning. I didn’t like the way the site spread out to be 100% of the page. To me it would have been easier to follow if it had been limited in pixel size. The site had a different kind of navigation system with the coloured boxes. It looked cute but I’m not sure about it functionally. So though the content was valuable, I found myself focusing on some of the annoying bits; maybe it’s also that these are concepts that are familiar to me too so I was paying more attention to other things.


Q. Can you think of examples where these principles have enhanced the usability of a web page?


Most of the websites that we all might go to on a regular basis consider the gestalt principles. Sites like Google, YouTube, facebook seem to have fairly consistent ease of use and good use of gestalt concepts, especially if they want to. Some difficulties in navigation can be to divert us to pages that include advertising, but generally these sites have designs that are user friendly. We are creatures of habit, so when one of these regular sites attempts to alter things, there will be an uproar, especially if the design is not intuitive or if some feature has been ignored or removed.


Q.Can you think of examples where ignoring these principles has been detrimental to the usability of a web page?



One of the sites I’ve seen that talks about bad web site design is Web Pages That Suck. They post specific examples of bad web design and also have a link to their top 30 web-design mistakes http://www.webpagesthatsuck.com/top-30-web-design-mistakes.html

I’m sure that many of us have created websites that we’ve used for our classes. One of the ways to tell that you have ignored gestalt principles or just have a bad design is by the number of questions that arise from students, or if a large contingent of your students have missed one or many of the key requirements. Usually it’s better to test these things prior to their use by watching someone navigate through things or by creating a survey that gives feedback. In the business world a bad web design can sink a good company especially if it is a site for buying things and the site does not facilitate the process, or if it takes too long to load or it’s just difficult to read.



In our last class 590NET we evaluated some educational blogs. If the content hadn’t drawn me in on a couple of them, I would have bypassed them because of not great design. On the boring look site would be Iterating towards Openess, on the overdone side Cool Cat Teacher Blog.One of the reasons that blogs are adopted by many and read is their use of templates. Usually the templates follow fairly simple layouts that users are comfortable with. But if a person uses a template and then piles on too much it can become chaotic so it’s a balancing act. Here’s an interactive module I use in my class that gives a nice overview of Gestalt principles and Typography. (It uses Shockwave, so if it doesn’t work, download shockwave). http://seekpeace.com/gestalt/index.html After viewing it again just now, I notice that it follows Mayer’s guidelines too)


This next comment may be a bit off topic and we might cover it later. It’s important to keep in mind viewers who have photosensitivity (those with epilepsy and migraine sufferers to name two) Blinking, flashing, strobing, funny colours, perceptual motion effects, and 3D can make us sick.


Generally most believe in the KISS (Keep it simple s…) formula when viewing and creating web pages. These gestalt concepts provide some simple formulas to keep us to it.


Mayer's Cognitive Theory:

Q. Discuss this theory and its implications for your project and (more broadly) your teaching practice. Can you think of situations in your own practice that support Mayer's theory? That don't support it?


Mayer assumes humans have dual channels for processing-visual/pictorial and auditory/verbal. He believes humans first select relevant words to process in verbal working memory, select relevant images in visual working memory; next comes organizing where we organize the selected words into a verbal mental representation, organize selected images into a visual mental representation and finally we integrate these verbal and visual pieces connecting them with what we already know or understand. As designers what that means is that we have to consider how much information we put into each of these channels. If we pack too many different types of information at once, meaning will be lost or worse interfere with our key concepts.


As a visual learner it’s easy to support Mayer’s first principle that students learn better from a combination of words and pictures rather than just words. I teach visual communications. It would be hard to imagine teaching that with no visuals or with no text. Why would we listen to mono when we can have stereo or surround? Two channels makes sense.



Mayer’s redundancy principle states, “Students learn better from animation and narration than from animation, narration and text.” (Mayer, 184) One example that I can think of that would support this concept is the use of captioning. Our school as most do has a strict policy on creating media that is accessible to all. If we show a video, it has to have captioning even if we have no students in our class who need them. When creating captions there can be a choice between “open captions” or “closed captions.” Closed captioning is where a person has the option to view the captioning. The captioning is embedded in the video and can be enabled by the viewer. The other option “open captions” is where the text is burned into the video and everyone sees it, like going to a movie with subtitles. I’ve recently captioned a number of the videos I’ve created. If they are on youtube, I’m able to use an online program called CaptionTube to create the closed captions in youtube where the viewer has a choice to turn them on or off. I prefer this. For some of my videos that aren’t on youtube, I’ve used a program called MovCaptioner to create captions. In this one I’m creating open captions that are permanently burned into the video. It could be that I can create closed captions in it but I haven’t figured out how yet. So what’s my point? Well, I’d suggest that the open captions create an overload to the viewer who doesn’t need them. I often find that when I’m viewing an open captioned video, I’m reading along instead of listening or paying total attention to the images. This presents a dilemma when we are creating multimedia for a large audience. We all have probably experienced overload.



Another example that might fit into this concept of channels is this video Death by Powerpoint http://www.youtube.com/watch?v=jFfFQ9XU7Jw What I find interesting about this video is that they have chosen text and images and a loud music soundtrack. The video is talking about how to avoid creating bad Powerpoints, and it makes some very good points. However what I found was that when I was viewing it and reading the text and watching the images, the music was interfering with my processing. Ironic? I wonder what consideration of music Mayer makes. I have created some visual multimedia pieces that have visuals, some text and a music track (but not so loud). Would he consider this too much, or not because I don’t have a narration?



Mayer and others have shown that humans have a limited capacity in working memory. What this means for us as designers is that we must take this theory of cognitive load into account when we design any multimedia projects. Mayer’s research shows that too much information can be detrimental to learning. So we need to make sure we focus on the key concepts and if those concepts use two channels, we need to keep them close and in sync. We must also eliminate redundant materials, ideas or concepts. I’m sure most of us have seen the comedian who talks about how not to use powerpoint http://www.youtube.com/watch?v=ORxFwBR4smE He covers a few of the key points that relate to Mayer’s theory.



Mayer also believes that humans are active processors constantly seeking and constructing meaning by selecting, organizing and integrating information or material into their own knowledge base. This part places it within the constructivist theory as well as in the cognitive area.



Q. In this chapter, Mayer only considers visual and auditory input, but we have other senses as well. What kinds of things do we learn through touch? Smell? Taste?



I think we learn a lot through all of our senses. Lots of studies show that learning is influenced by our other senses. If we recreate the situation we learned in with smell, say there was a bakery baking during our learning for example we are better able to recall than if the smell is missing. Marketers certainly make use of our other senses to draw us in, or to keep us awake or to make positive connections to their products. Las Vegas recreates a daytime world inside to make people forget that night has arrived; they pump in scents and oxygen to keep people awake and betting. Stores pump out smells to draw customers in. We have memories of scents that have meanings attached. Maybe we bake bread before the potential homebuyer walks in. We avoid certain colours of food because we have learned that they signal something not so good. We interact with our environment in all these ways. Kinesthetic learners need to touch things, manipulate things to improve learning. When the teacher in the computer class tells me I have to sit and listen and watch during the demonstration, and I can’t touch the computer, I get a little crazy and sneakily start using the computer. I’d suggest that it’s more complicated than just this two channel model, but at the same time recognize his end 7 principles are generally fairly solid as guidelines for anyone who designs multimedia.

Q. Mayer distinguishes between "verbal" and "nonverbal" stimuli. What about iconic representations, such as the shape of a stop sign? Ignore for the moment that a stop sign has the word STOP painted on it, and consider only the shape. Is this "verbal" or "nonverbal"?


When we talk about a stop sign and iconic representations, we are talking about Semiotics. In my visual communications course I have a unit on semiotics. It’s something that designers need to take into consideration. Some images have different levels of meaning for different people. Maybe this is another area where Mayer’s theory breaks down? An image isn’t always just an image. Sometimes it’s a concept loaded with meaning. Sometimes it has more words than any text can have.

Q. Mayer's principles of design:

Mayer's research was done on instructional material about thunderstorms (a physical phenomenon). Do you think it generalizes to abstract/symbolic topics (e.g., algebra)? His data supports the hypothesis that combining spoken language (rather than written text) with pictorial information improves retention and transfer. What are the implications for blind or deaf learners, who may not have access to one of those channels? Can you think of other ways of presenting the information?


From my point of view, I’d say that it generalizes to abstract/symbolic topics. To me math is multi-leveled, not just visual. A voiceover narration while showing how to complete an operation makes use of two channels for learning; it’s effective for auditory, and visual learning. I’m not sure I’m going to totally buy Mayer’s assertion that spoken language with pictures is always more effective than text and pictures. If you are presenting complex images and some simple text, this can be more effective in some cases compared to an audio and image.



For me it’s about engagement. If a multimedia work draws me into a simple reading and presents effective complex images that make me think, I’d say I might be more engaged.

See this 2008 Tropfest Contest winner Mankind is No Island shot entirely on a cell phone http://www.youtube.com/watch?v=ZrDxe9gK8Gk Would this be more effective with narration?

 
NEVER I’d say it depends. His ideas would tend to leave those who are differently abled excluded, so there’s a kind of arrogance that assumes that there is a one best way. Humans are different, complex; we have often have different learning styles and different cultural experiences.


Other ways of presenting information- In an ideal world, presenting information in the real world, one where we can touch, smell, hear, see, and manipulate whatever we are talking about. If we can’t do that then recreations of reality, like second life, or 3D presentations where the user seems to be in the situation and can manipulate objects be in the situation would be great.

Q.So-called "screencasts", which combine screen recordings with (usually) audio narration, have become a very popular technique for demonstrating computer software (you'll see many of these in your CTER career). What would Mayer think of this technique? What would he predict from the simultaneous presentation of audio narration and visual images?


I think Mayer would approve of screencasts as long as the basic 7 principles are followed. When I think of growing up in a flat world without multimedia, I feel jealous of the young kids today who get to experience learning in a more complex way. (Funny I did learn, maybe it's cultural) Mayer would predict that the learning would be superior with a good screencast; it seems intuitive that if we see what is going on, we are more easily able to follow and learn. It fits with the millennial generation who multitask, and want learning on their own terms. The ability to stop and start also increases the control the learner has in constructing her/his learning. For me screencasts work because I am visual and kinesthetic. With screencasts the computer becomes the expert that we follow. But it could be that there still might be some who would prefer a paper manual. We are individuals, so the best we can do is present alternatives that present an optimal balance. When we create we should seek opinion from a diverse group- and trial testing helps!

Troubleshooting Project

A project on how to Troubleshoot

  July 17, 2009


Making it from Scratch- My Scratch Robot

Scratch Project http://scratch.mit.edu/projects/k3hamilton/590049

You'll have to click the link to get to my Web 3.0 Robot so you can interact with her! 

A bit about my Scratch Experience

At first I thought I'd read the mini manual, but my eyes glazed over a bit, so I did what the kids did- jump in. In the initial stages,  I had no clue what I was doing so I just started looking at what was there. I saw that you could create your own sprite, so I went about thinking about that. I collected some pictures of robots and space and imported them into a drawing program.

For the sprite, I knew I'd have to create an image that had a transparent background. So I removed the background from my main robot. Then I imported it into the program. After that there was a lot of trial and error, off to find music and quickly manipulate it by reversing the track, then back to more trial and error in Scratch.

I'm sure I didn't necessarily do things the right way or the direct way, but I tried quite a few features and can see how students could get addicted. It was fun!