Sunday, July 3, 2016

Week 5: Current Issues & New Directions

1. Section VIII addresses new directions and emerging technologies for IDT. Select three of the following and reflect on how you might apply them in your current or future position in the IDT field:
  • distributed or e-learning environments
  • reusable design or learning objects
  • networks or Web 2.0 technologies
  • rich media
  • digital games or simulations
  • virtual worlds
As I read through this section of the chapter, and reflected on the question, I felt that a lot of these could go hand-in-hand with one another. For example: having a virtual world in an e-learning environment would be a good way to incorporate those into the classroom/curriculum. Not only that, but a lot of digital games could be part of the virtual world or e-learning environments. They all could be incorporated into one whole. However, based off of my previous experience, and my future thoughts on how I would like to teach my lessons, I would have to reflect on the reusable design or learning objects, networks or Web 2.0 technologies, and the virtual worlds.

Reusable design or learning objects: I like to go online and look at examples and get ideas that relates to a certain topic that I am teaching. Once I have found that, most of the time I will tweak the information or activity that I have found to better fit my audience. According to the text, a good, reusable learning object would allow the developer to plug in different elements in the parts of the food web and to customize it for each ecosystem. Then, the developer could use the object in the course multiple times. Then, that same learning object could be used in other courses (Reiser & Dempsey, 2012). All what that is saying is, the developer takes a specific design or learning object, and turns it into something else than can be used in other things. There are many different objects that are reused, such as quizzes, videos, games, web programs or interactive objects, and many others. So, in the past, I have taken something that I have found on Google or Pinterest, and just put my own spin to it. The finished project turned out to be a success. I like to reuse objects that I have found because as beginning teachers, it is kind of a cheat method of coming up with different things to go with a lesson. I will probably continue to reuse other objects that are popular with certain ages or grade levels in order to keep the students focused and engaged. I also learned about the guidelines and best practices for using the learning objects. I never knew the background of reusing learning objects or designs.
Networks or Web 2.0 technologies: There are many definitions of what exactly is Web 2.0 technology is or networks. However, I think they all end up meaning the same thing. The Google definition says that it is the second stage of development of the World Wide Web, characterized especially by the change from static web pages to dynamic or user-generated content and the growth of social media. Web 2.0 tools utilize individual and group contributions to create value. Web 2.0 applications grow in value as they are used by learners and teachers (Reiser & Dempsey, 2012). I would like to use Web 2.0 or other networks as a method of getting my students more engaged with the world around them. I will want to allow the students to explore appropriate Web 2.0 technologies so that they become familiar with the different technologies and their uses/purposes. Since the Web 2.0 technologies offer so much (new opportunities for learners to take control of their learning, encourage expressive capability, more ways of working, and ways to attract an audience (Reiser & Dempsey, 2012)), it would be an effective move to make as a teacher. This leads to constructivist learning philosophies and pedagogies that focus on a lot of areas. I would try to use the Web 2.0 tools in almost every lesson in order for my students to gain those skills that comes with working with Web 2.0. I will probably provide a list of Web 2.0 tools that relate to the topic and then challenge my students to find an alternate tool that relates to the topic as well.
Virtual worlds: Virtual worlds are characterized by 3-D virtual environments that simulate real world objects and interactions and are available to multiple users simultaneously, on a global basis (Reiser & Dempsey, 2012). A virtual world is going to be one of my favorite tools to use in the future with my students. I have heard of a lot of virtual world technologies that students really enjoy. I will try to find virtual worlds that goes with the lesson. There are lots of virtual worlds out there. One that I have heard of is an app that allows students to be part of the rainforest and zoos. Virtual worlds offer hands-on and real live experiences, which is good for students who probably aren’t able to get out much and explore the world around them. And that is why I would want to incorporate virtual worlds in my classroom, for the students who may not get the chance to go to the zoo or anything along those lines. I think a virtual world center station will be my plan in order to give the students time to play around and be part of a virtual world. I like the attributes that were mentioned on page 334 for virtual worlds (shared space online, visual representation, interaction with their surroundings, the world persists whether someone is online or not, and communities and groups are encouraged).

What learning goals or objectives could the technologies you selected help learners foster? Could the technology facilitate attainment of that learning goal better than traditional instruction? Why or why not?
I think any form of technology will help the learners retain information better than traditional instruction because the technology is a way to engage the students. The technologies that I have selected are hands-on for the most part. I believe students learn and keep information in better when they are doing hands-on activities and have visuals that back up a certain topic.

2. Section IX focuses on issues related to instructional design, rather than new technologies: professional ethics, diversity and accessibility, the nature of design, and providing instructional guidance. For each of the technologies you selected above, discuss what ethical issues using the technology might present. Does the technology enhance accessibility and accommodate diverse learning needs? How and/or can you design instruction using that technology? How much guidance would instruction with that technology require? What kinds of guidance would be necessary?
I don’t recall having any problems with the technologies that I have used. I have always been good about making sure I follow the guidelines and rules for using technology in the classroom or lessons. In the past, I always previewed whatever technology tool, such as video or images, that I would be using before presenting it to the class. If I was ever unsure, I would ask a more advanced teacher who would know better than I would. I think the rules and ethics of using technology is pretty understandable, and as teachers, we go over those rules so we know what to do and what not to do and also what is and isn’t appropriate. I believe the technologies I have chosen does fit the diverse learning needs because there is something for everyone to use and learn with. For each different learner, there is a special too for each learner. When I use technology I like to go over it with the class and ask questions or talk it over with the students so I know I touched every student’s learning need. I think the amount of guidance will depend on the technology and the grade/age level. With the younger ones, lots of guidance and a lot of explaining will probably be needed. Middle level students will probably need a little guidance because most of them are probably used to technology and can work their way around using technologies.
Sorry my blog is long, I tend to ramble on and on… =)

References

Reiser, R. A., & Dempsey, J. V. (2012). Defining the Field. In Trends and Issues in Instructional Design and Technology (pp. 1-34). Boston: Pearson.