Tag Archives: elearning

The Internet of Everything: What Does it Mean for Educators?

A few years ago, I visited the Mauritshuis Museum in Den Haag, Netherlands, where I learned about the famous Vermeer painting Girl With a Pearl Earring.  With the painting before me, an app guided me through its history, stories of the painter, and offered comparative works to explore right on my phone.  This is just one example of how the internet of things can assist with learning.  The Internet of Things refers to the idea that everything becomes a node on a network. It is focused on the use of smart sensing for pervasive connectivity and ubiquitous computing (University of Wisconsin-Madison).

While estimates vary, it is expected that the expectation of internet connectivity for many everyday devices will begin to impact education within 4-5 years. Although opinions vary on the speed of roll out, many observers note the rapid development of sensor, miniaturization, mobile and wearable technology as key drivers.  Business Insider predicts that “there will be 34 billion devices connected to the internet by 2020, up from 10 billion in 2015. IoT devices will account for 24 billion, while traditional computing devices (e.g. smartphones, tablets, smartwatches, etc.) will comprise 10 billion (Greenough and Camhi, 2016). “These developments emerge from outside the education sector, and to the extent they have implications for everyday life, work, consumption, decisionmaking and service provision, they will also impact the education sector.  Specifically, the Internet of Things intersects with personalized learning and adaptive technologies by creating new opportunities for real-time data to impact learning. It may also impact blended learning, since connectivity creates “Hypersituational” (Educause) learning environments such as augmented reality.

These developments emerge from outside the education sector, and to the extent they have implications for everyday life, work, consumption, decisionmaking and service provision, they will also impact the education sector. 

Educause

These new blended learning environments allow for wider exploration of the physical and virtual worlds in synchronous and asynchronous formats.  For example, students can tour physical spaces with supplementary sound, text, video, or interactive elements (QR codes or Google Glass).  Students can create projects that integrate crowd-sourced or networked data from physical systems in real-time.  Similarly, redesigned learning spaces may be affected by the IofT because of the integration of physical and virtual worlds that is made possible by interconnectivity.  As well, IofT may boost a focus on place-based education by localizing some aspects of the learning experience and making use of the environment in innovative ways.  Another area of potential high impact is environmental, economic, and social sustainability, as the IofT has the potential to make every institutional operation more efficient by more closely integrating systems, from building temperatures to classroom scheduling and parking.

The power and appeal of the IofT lies in its flexibility and convenience.  For learners, great benefits arise from improved efficiency and responsiveness of systems to real-time demands. On the other hand, hesitations are widespread and may slow the adoption of IofT in the education sector.  Chief among these concerns are privacy, security, automation of decision making, and information overload (Pew Research Centre).  Networked systems are vulnerable to hacking or infiltration by phishing or scam artists.  Personal information is more vulnerable on a network, and algorithms are imperfect sources of analysis for decision making.  The ability to collect data on physical and emotional states has severe implications for personal security and privacy.   At the same time, if the IofT grows as many predict it will, students will need to acquire new technical and social skills for employability.  IofT will require people to manage data, interpret and apply information, make ethical judgements, and effectively share and contextualize information.  How might you put the Internet of Things to use in your classroom?

“Old School Makes a Comeback”? Round Two

dictideaThis is (finally!) my second post in this series.  My goal remains to advocate a dialogue between conservatives and reformers, and in my first post I noted the continuing relevance of ‘old school’ teaching methods and philosophies.  Since then, I’ve seen a number of other interventions along the same lines.  This study based on student preferences sparked a storm by suggesting that students preferred good lectures over the latest technology, and led to not a few qualifications on the part of the authors.  This rejoinder reminded us all of the body of literature showing the ineffectiveness of lecturing under any circumstances.  And This one in the Atlantic takes an eminently reasonable middle ground in its agnostic advocacy of ‘lecturing’ as one tool in the kit of varied methods, that is most successful when used purposefully and skillfully.

Some of this healthy debate arises from the ongoing backlash against MOOCs and the Silicon Valley startup philosophy that underwrote the idea of online mass education.  This backlash was facilitated by Sebastian Thrun’s about face and his public confessions of over-optimism for technology.  I want to reiterate that it’s important to separate out the question of technology from the question of teaching techniques.  Neither side of the debate should be reduced to ‘either-or’ options.

As an advocate of learner-centred teaching, I think it’s possible to believe BOTH that lecturing is a less effective strategy over all for achieving learning goals AND that ‘good’ lecturing can make learning more engaging if done consciously and well.   In some ways, it’s unfortunate that ‘lecturing’ has become emblematic of conservatism, since I would argue that conservatism is actually much bigger than lecturing.  Conservatism is a whole approach to teaching and learning, and so it encompasses lecturing, but it also encompasses ‘tried and true’ methods like Socratic questioning, drills and memorization.  So, the focus should be on conservatism as a teaching philosophy and less on any particular teaching technique or strategy.

it’s possible to believe BOTH that lecturing is a less effective strategy over all for achieving learning goals AND that ‘good’ lecturing can make learning more engaging if done consciously and well.

What is the argument for ‘old school’ instruction as we experience it today?  I think it draws from 5 main premises.  In my previous post, I discussed two of those premises: 1) the focus on standards and 2) the need for mastery.  In this post, I’ll turn to the 3 remaining premises of conservatism:

3. Self-discipline is a necessary goal of education.  Joanne Lipman’s article notes the work of Anders Ericsson, whose work was popularized by Malcolm Gladwell in his book Outliers.  She quotes: “true expertise requires teachers who give “constructive, even painful, feedback”‘.

4. Failure is instructive.  A strict teacher will enable students to fail, to try again, and to learn ‘grit’ and persistence pay off.  Studies show that students with more persistence are more likely to succeed.

5. Rote learning and drills can be a means to enhance creativity, improve performance in basic skills, and encourage independence.  Therefore learning must be somewhat stressful and even uncomfortable and boring, to be effective.99951157

Let’s take each of these premises in turn:

3. On self-discipline: I am still waiting for the evidence that externally-imposed punishment is a more effective way to learn.  Much depends on determining what students know, what they are able to know, and what they can know with supports.  This means knowing the learner well, and committing to their learning, not to the teachers’ idea of an acceptable standard. I suspect that the ‘toughest’ teachers also know their learners extremely well, and know how far they can push successfully.  Self-discipline is cultured by offering supports and timely corrections when needed.  It means paying attention to what learners need and not necessarily what they want.

IMG_04264. Failure is instructive.  A recent study by Viktor Venkatesh sparked a storm by suggesting that ‘productive failure’ leads to deeper and more meaningful learning.  I would venture that a distinction be made between ‘punishment’ and the ‘natural’ consequences of failure.   Punishment, or failure for failure’s sake, is not the way that we get the best performance.  Imagine if we coached our Olympic athletes only using strict punishments for failure.  Athletes know the stakes, and they therefore seek out coaches who encourage them and support them through those failures and trials. This usually does not mean blanket praise, but a judicious use of supports to get the most out of one’s failure.  Failure without supports is like throwing someone into a river and expecting them to learn how to swim.  Such an experience may indeed make one persistent in the moment, but will that help them learn better, and will that persistence carry over to other tasks?

4. On rote learning: Lipman states of reformers: “Projects and collaborative learning are applauded; traditional methods like lecturing and memorization—derided as “drill and kill”—are frowned upon, dismissed as a surefire way to suck young minds dry of creativity and motivation.”  Indeed, there is a certain hostility to lecturing and to ‘drilling’ among advocates of constructivist techniques.  However, this unease is well-founded in the scientific literature, which in comparative studies has found that lecturing is relatively ineffective on a variety of measures of learning, including recall as well as understanding.  On this question, I would argue that there is a place for rote learning and memorization in education, and this place will likely remain for some time to come. As the Atlantic points out, lecturing has the upper hand in institutions of higher learning around the world.  However, if the goals of learning are deeper, if they involve mastery, the development of thinking, and the ability to problem-solve, then lecturing and drilling are less likely to achieve their stated goals on their own, when compared with alternative strategies. Learning outcomes should be the measure of effectiveness, rather than whether the process is stressful or difficult.

The Unbroken Line between Games and Education

University learning is often like a game.

Let’s play a game: I’ll set the rules.  Your goal: to perform various complex and skilled tasks in an adventure-style first person game involving personal quests, team cooperation, and writing, speaking, and recall tests.  Your goal: to achieve a sufficient level of accomplishment in each task to advance to future levels, with the ultimate goal of leaving the game.  Points are earned by passing tests or performing set tasks.  Extensive instruction is required to accomplish each task, and more time will be spent absorbing the instruction than actually performing the task.  Failure is severely punished, and results in setbacks to your progress in achieving the task.  There are no shortcuts, and the schedule of tasks is predetermined.   There may or may not be rewards for participating.

How many of us would wish to play this game?  Well, this is exactly what we ask students to do throughout their university careers.  Education is very much a game—if we understand a ‘game’ as a competitive activity with rules to test various skills and produce outcomes, such as winners or losers.  But gaming is associated with play, diversion, recreation, and less so with learning.  Nevertheless, because university learning is a poorly designed game, it does not do a good job of motivating people to learn.  The point system (marks) is often inconsistent, punishment is too severe, and too much time is spent absorbing information and not enough time is spent in applying the knowledge learned.

This can result in an inordinate focus on extrinsic motivators, which psychologists tell us can actually reduce initiative, creativity, and intrinsic motivation, which are all necessary to learning.  As Jane McGonigal points out, well-designed games work to enhance these traits, by using a feedback system that lets players know where they are in the 101433076process, setting up rules or limitations (sometimes unnecessary ones) that offer meaningful stakes, and allowing for ‘fun failure’ (spectacular failures that actually reward effort).  Frequent feedback and active learning techniques are already widely acknowledged as effective teaching strategies that enhance both motivation and deeper forms of learning.

Well-designed games allow players to progress at their own speed, with an awareness of how they compare with others, and foster social connection that helps players identify their contribution to a larger project.  Admitting that education is a game is not pejorative, neither is it to say that education should only be reduced to a game and nothing else.  Nevertheless, admitting that the game elements of university education tend to make it less motivating seems only a statement of fact.

Further Reading: Jane McGonigal Reality is Broken: Why Games Make Us Better and How they Can Change the World Penguin, 2011

Student Showcase

Political Science students at Okanagan College this past Fall term have worked very hard to prepare work on cutting-edge political topics and issues.  Students were challenged to analyze a political problem, consider various policy options, and come up with creative solutions.  They prepared a blog, poster or paper to present their work.  This showcase is a sampling of some of the best work done this term.  My thanks to all of my hard-working students, it was a close competition among some outstanding submissions.  I am blown away with the outstanding work that you do!

Continue reading Student Showcase

Table of Educational Functions and Technologies

I have focused on those that are free, semi-free or web-based.  I have also focused on those that are best suited to educators’ purposes, or are customizable for particular functions, or are particularly inspirational examples of what is possible.

For a list of online educational resource libraries, visit: http://online-educational-resource-libraries.wikispaces.com/

Delivering Course Content

Improving Engagement

Encouraging Critical Thinking

Images

Presentation

Recording

Text

Video

Assessment

Projects/Research

Sharing

Crowdsourcing

Learning Objects/LMS

Simulation