Blended Edu

Monday, January 30, 2006

Open Content and Courseware

via OpenCourseWare Finder: Find open educational resources by typing in the search box or selecting tags from left to right. Browse the results in real time below and find what you're looking for!

The OCW Finder currently shows results from:

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Sunday, January 29, 2006

Update: NECC 2006

Here's a 2006 NECC conference update via eSchoolNews:

"The International Society for Technology in Education (ISTE®) is pleased to announce that Nicholas Negroponte and Dewitt Jones will deliver keynotes at its membership conference this year.

A pioneer of the digital age, Nicholas Negroponte is a founder of Wired magazine and author of the bestselling book, Being Digital, which has been translated into more than 40 languages. He also chairs MIT's Media Lab and its exciting new research initiative, One Laptop Per Child (OLPC).

OLPC, also known as the $100 laptop project, aims to revolutionize education by putting a compact, durable, no-frills but internet-ready computer into the hands of millions of children worldwide. A prototype of the $100 laptop debuted last fall at a UN conference in Tunis."


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Saturday, January 28, 2006

Video Games for Foreign Language Learning



In this 14 minute video essay, Ravi Purushotma and Dan Roy describe the process of modifying video games such as The Sims 2 and Grim Fandango to be useful to foreign language teachers and learners.

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Friday, January 27, 2006

Buzzing about BuddyBuzz

BuddyBuzz is an application that allows users to quickly read text on a mobile phone using a variation of the rapid serial visual presentation (RSVP) interface.

Instead of presenting large chunks of content on a mobile phone screen, BuddyBuzz shows one word at a time, creating an interface which allows users to read and comprehend text on mobiles. Users are able to control delivery via the arrow keys on the mobile phone to speed up, slow down, or repeat text.

Developed in the Persuasive Technology Labs at Stanford University, BuddyBuzz delivers customized content directly to a mobile phone. Currently BuddyBuzz delivers mostly news (Reuters, CNET) and content from several leading weblogs.

But what makes BuddyBuzz unique, is its ability to predict and deliver content users will find relevant and/or interesting based on their previous ratings. Because BuddyBuzz is a mobile based technology, it allows students to have anytime, anywhere, customized, on-demand learning opportunities.

BuddyBuzz has several mLearning applications, including the ability to serve as a content delivery system. Instructors can upload articles directly to their BuzzBox and then share them with students in their BuddyBuzz community.

Students can rate the articles from the instructor, and have BuddyBuzz fine tune future content to meet their needs. In this manner, BuddyBuzz is utilized as a constructivist learning tool to support student’s intrinsic interests, motivations, and learning goals.

As mobile technologies and mLearning become more ubiquitous, applications like BuddyBuzz may be the catalyst needed to expand learning opportunities for tech savvy students via mobile phones, PSP, or other web-enabled handheld devices.

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Thursday, January 26, 2006

Students, Teachers, and Podcasts

New York Times: Students and Teachers, From K to 12, Hit the Podcasts, Jeffrey Selingo

"Podcasting - posting an audio recording online that can be heard through a computer or downloaded to a mobile device like an iPod - is following blogs and online classes as yet another interactive technology catching on as a teaching tool.

Currently, iTunes lists more than 400 podcasts from kindergarten through 12th-grade classes, while Yahoo has nearly 900 education-related podcasts. Some are produced by teachers wanting to reach other educators with teaching tips, while many are created by students..."

Congrats to our friend, Dan Schmidt of Kidcast, who was quoted in the NYT article on educational podcasting. And as a friendly reminder, be sure to sign up for the Kidcast "Podcast in the Classroom" contest--you could win an iPod or other great prize!


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Social Media Safety

Recently it seems like I'm Bill Murray in Groundhog Day. Just about every day I find myself having the same discussion about the potential dangers of social networking sites like MySpace and Facebook.

And the media--from Dr. Phil to Dateline NBC--have been full of stories urging parents to log on and see what their children are sharing on their blogs and social networking profiles.

According to a 2005 study by the Kaiser Family Foundation, 96% of 8 to 18 year olds are online. Even more shocking, although not surprising, the Kaiser study reported that 31% of respondents admit lying about their age in order to visit, register, or participate in a social networking community. And a 2005 Pew Internet study found that 57% of teens use social software to create and publish their own content.

Now even though they are the most web savvy generation ever, they are still teenagers who haven't learned how to negotiate relationships with people they know, let alone people in cyberspace.

I don’t have the solution, but I do know that all of us--parents, teachers, and educators--need to take a rational, measured approach on the issue.

At the same time, we need work on educating students to be more aware of the potential hazards and implications of disclosing too much personal information on social networking sites like MySpace and Facebook.


Social Media Safety Resources

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Tuesday, January 24, 2006

Utah State University Open Courseware

Utah State University (USU) is one of several universities providing free and open content course materials for educators, students, and self-learners around the world through the Open CourseWare (OCW) initiative.

One of the leading advocates of open education, USU/OCW offers a wide variety of courses including: Intro to Instructional Design, Cultural Anthropology, and Understanding Online Interaction.

In September 2006 The Center for Open and Sustainable Learning (COSL), part of the Instructional Technology Department at Utah State University, will host the 2nd Annual Open Education Conference.


Links

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Monday, January 23, 2006

FUSE: Find Use Share Expand

In the Web 2.0 model, we have thousands of services scrutinizing each new piece of information online, grabbing interesting bits, remixing them in new ways, and passing them along to other services.

Each new addition to the mix can be exploited in countless new ways, both by human bloggers and by the software programs that track changes in the overall state of the Web.

Information in this new model is analyzed, repackaged, digested, and passed on down to the next link in the chain. It flows.” - Steven Johnson

More on Yahoo!+FUSE

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Creative Archive License Group

The Creative Archive License Group invites you to "come and get" content from their archives and "Find it, Rip it, Use it, Share it." This is the latest consortium of media giants to provide content for creative re-use for non-commercial purposes.

via CALG: "The BBC, the bfi, Channel 4 and the Open University set up the Creative Archive License Group in April 2005 to make their content available for download under the terms of the Creative Archive License, a single, shared user license scheme for the downloading of moving images, audio and stills."

One note: Content made available under the Creative Archive License copyright "is made available for users within the UK for use primarily within the UK."

Those of you outside the UK can search for Creative Commons licensed content through the Yahoo!+Creative Commons search engine, which also includes photographs from the Flickr community pool.

And soon, you'll have access to millions of pages of open content from the Open Content Alliance.


Links

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Film Education Resources

This year the Sundance Film Festival is celebrating its 25th Anniversary as the premier film festival in the United States. As part of the Sundance Film Festival's educational outreach program, the Sundance Institute is sponsoring Sundance Shorts, an online showcase of short films.

The Young Filmmaker Program, held each summer at the Sundance Institute, provides a unique opportunity for students interested in pursuing a career in independent film to meet other young filmmakers and explore their talent and creativity.

The UK-based Film Education also provides teachers with several study resources including, film specific CD-ROMs and educational online resources, study guides, generic study guides and videos, plus education materials in digital video editing.

What I admire most about the independent film community, in addition to their creative and collaborative culture, is their willingness to explore new ideas, concepts, and possibilities with passion!

Perhaps we could import a bit of that indie film passion into the education community by actively seeking out new and innovative approaches to learning, teaching, and education technology.


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Sunday, January 22, 2006

Game Studies: The International Journal of Computer Game Research

Game Studies: "Our primary focus is aesthetic, cultural and communicative aspects of computer games...to explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming."

There is so much interesting research and reading material in this eJournal. Two articles in particular caught my eye. The first, The Case of Narrative in Digital Media (Marie-Laure Ryan), explores the use of narrative storytelling in digital media (with an emphasis on interactive games).

Dr. Ryan outlines several definitions of the term narrative, but I found the following three descriptions (especially in the context of online community, learning, and instructional design) insightful:


  • Narrative representation consists of a world (setting) situated in time, populated by individuals (characters), who participate in actions and happenings (events, plot) and undergo change.

  • The most prominent reason for acting in life is problem-solving. It is therefore the most fundamental narrative pattern.

  • Narrative representations must be thematically unified and logically coherent. Their elements cannot be freely permuted, because they are held together in a sequence by relations of cause and effect, and because temporal order is meaningful.
The second article, Player-Centered Game Design: Experiences in Using Scenario Study to Inform Mobile Game Design (Laura Ermi and Frans Mäyrä), provides an interesting (and long overdue) look at how "games should be challenging and entertaining and the goal of the design should be to create meaningful play."


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Saturday, January 21, 2006

Becoming Human: Paleoanthropology, Evolution and Human Origins

Becoming Human is an interactive documentation that tells the story of our origin. What is it that makes up human? What evidence do we have that adds to our story?

Researchers have created a great site for you and your students that tell our story. This educational site is complete with resources that include a glossary, media links and supporting websites.

This is a site you don’t want to miss and will make a great resource for your curriculum.

MySpace: Social Learning Online

USA Today, January 19, 2006: Teens hang out at MySpace

Learning is social and kids today have learned that being social doesn’t necessarily mean being face-to-face or in the same place. It can be a social connection across the city , state or across the entire world. All they need is some type of technology that will connect them virtually.

MySpace
is providing a connection online, a place where teens can hang out and be together, even though physically they are not.

“For those who didn't grow up with the Internet, it might seem strange to think of a mere website as an actual place. But for people like Edstrom and Michael Edwards, a high school senior from San Diego who can't remember when there was no Internet, cyberspace is a real place, even if the entry gates come in the form of a PC.”

Curriculum Idea

Wouldn’t it be great if educators make a connection with this informal social learning environment? Teens need and thrive on socialization, learning from their peers, sharing and gaining information, and making sense of things with the help of their peers. Teachers could maximize student learning by providing collaborative assignments in which the students decide how-to collaborate and with whom to collaborate.

Assignments might include environmental and resource management in which the students project requires them plan out a city and to provide clean water and waste facilities for residents. The students might decide to meet online as a group and realize they need expert input, where they reach to others in the peripheral for assistance and advice in their project developement.

Providing students with real-world authentic tasks and providing them with opportunities for real-life research is key to engaging students in their learning. Students feel that by doing something worthwhile they are contributing to making the world a better place in which to live.

Online social networking provides an informal learning environment; why not take advantage of how & where students hang out?

Friday, January 20, 2006

Youth Radio: Learning by Doing

Youth Radio: "Youth Radio's mission is to promote young people's intellectual, creative and professional growth through training and access to media and to produce the highest quality original media for local and national outlets.

Through hands-on practice, working relationships with industry professionals, and production of award-winning programming, Youth Radio students learn the basics of broadcasting. In the process, they're exposed to a broad spectrum of media-related careers.

But technical training is only part of the picture. Through their journalism education, Youth Radio students also strengthen their foundation in basic "life-skills": verbal expression, writing, computer technology, critical thinking, conflict resolution, and more."

Youth Radio, based in the San Francisco Bay Area, is now accepting applications for their next session. Students between the ages of 14 and 17 can download the application or learn more about Youth Radio classes on their website.

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Thursday, January 19, 2006

Sony PSP as a mLearning Tool

A recent study by the Kaiser Family Foundation, Generation M: Media in the Lives of 8-18 Year-olds, noted that 55% of teenagers had access to a portable gaming device. In fact, other studies from the UK indicate that more young people have a Sony PSP than a handheld computer.

There has been a lot of discussion about how educators have been using the iPod to deliver content via podcasts. But what about the PSP?

Among its many features, the PSP has an integrated multimedia player, video and audio capabilities, an e-book reading application, and HTML compatible browser capability with Wi-Fi.

In light of the Kaiser Family Foundation report, perhaps it's time to start thinking about how to use the PSP, and other portable gaming devices, as a way to aggregate educational content and provide active learning opportunities for the gamer generation?


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Tuesday, January 17, 2006

Looking Forward: Thinking about mLearning

"The fates guide those who go willingly; those who do not, they drag" ~ Seneca

In late 2005, Dr. Mercedes Fisher and I began a new case study looking at the ways in which mobile technology, coupled with (mobile-based) content, can provide students with a platform for active learning, collaboration, and reflection in higher education.

The future of education, beyond the integration of Web 2.0 technologies into the classroom, is the migration of social media and learning from the PC onto mobile and handheld devices.

The European Union, in addition to their ongoing mobile education research, is also actively working on implementing several mLearning initiatives.

Moreover, mobile-based learning may (finally!) provide a way to close the digital divide and provide educational access and equality for children in developing nations.

In a recent speech, Yahoo! CEO Terry Semel pointed to some trends in terms of Internet access and mobile devices:


  • 900 million people connect to the Internet via a PC
  • 2 billion cell phones, many of these are web-enabled
  • 50% of those outside the US will connect to the web via a mobile or handheld device, NOT a PC
One thing is clear: The convergence of mobile technologies and student-centered learning environments will require academic institutions to design and implement new and more effective user experience strategies for use in mobile learning environments (MLE).

I'm looking forward to sharing more of our research on mLearning, including our final case study, with BlendedEdu readers soon!

Additional Readings


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Sunday, January 15, 2006

Martin Luther King Day

This week America will observe Martin Luther King Day, a holiday which celebrates and honors the life of Dr. Martin Luther King, Jr. and the American Civil Rights Movement.

There are many teaching resources on the web for you to help your students gain a deeper understanding of the Civil Rights Movement and contributions of Dr. King:


  • Get your students inspired by having them watch the footage from the 1963 March on Washington where Dr. King delivered his "I Have a Dream" speech.


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Yahoo! Search+Creative Commons

Yahoo! Creative Commons Search: "This Yahoo! Search service finds content across the Web that has a Creative Commons license. While most stuff you find on the web has a full copyright, this search helps you find content published by authors who want you to share or reuse it, under certain conditions."

Use the Yahoo!+Creative Commons Search to find open content and copyright free materials for your lesson plans or handouts. This is also a powerful search tool for students looking for open content resources they can use in class projects, research, or reports.

And if you need pictures, be sure to check out the Flickr+Creative Commons Search in Flickr!

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Saturday, January 14, 2006

Open Content, KitZu, and Creativity

Over on Moving at the Speed of Creativity, Wesley Fryer recently posted about the open content multimedia resources for teachers and students available via KitZu.

KitZu, a project of education publisher Hall Davidson, encourages students to use their vast resources to Find, Learn, and Create multimedia projects.


Links

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Friday, January 13, 2006

RECAP Educational Podcast Directory

via RECAP: "Welcome to the first UK directory and the best website to find podcasts for educational use - all the listed podcasts are suitable for use with children and young people at school, college and elsewhere.

With more and more audio, enhanced and video podcasts on the Internet, we only select and list the quality podcasts using our published criteria. All of 2000+ podcasts in our directory are "family friendly" and are good examples of educational podcasting."

There are some really interesting podcasts, like Inside Africa TV, in the RECAP podcast directory. And don't forget to check out their new video podcasts.

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Thursday, January 12, 2006

Giraffe Surveys the Sydney Skyline


via PictureAustralia on Flickr

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Video: Thomas Friedman on The World is Flat

via MIT World:

"In his latest book, The World is Flat, Friedman describes the unplanned cascade of technological and social shifts that effectively leveled the economic world, and “accidentally made Beijing, Bangalore and Bethesda next-door neighbors.”

Today, “individuals and small groups of every color of the rainbow will be able to plug and play.” Friedman’s list of “flatteners” includes the fall of the Berlin Wall; the rise of Netscape and the dotcom boom that led to a trillion dollar investment in fiber optic cable; the emergence of common software platforms and open source code enabling global collaboration; and the rise of outsourcing, offshoring, supply chaining and insourcing.

Friedman says these flatteners converged around the year 2000, and “created a flat world: a global, web-enabled platform for multiple forms of sharing knowledge and work, irrespective of time, distance, geography and increasingly, language.”


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Wednesday, January 11, 2006

Flickr+PictureAustralia

PictureAustralia, in conjunction with The National Library of Australia (NLA), has invited members of the community to "...contribute to the contemporary archive of photographic images depicting the people, places, and events, which make Australia unique by photographing Australia as they see it and then uploading the images into Flickr..."

The images collected in the PictureAustralia Flickr groups will be added to the NLA photo archives which contain 1 million historical images documenting life in Australia and Australiana.

PictureAustralia has created two public groups in Flickr where "citizen photo journalists" can upload their photographs and show the rest of the world what it means to be Australian in the 21st Century: Australia Day and People, Places and Events.

The PictureAustralia project has lots of potential as a techno-constructivist learning activity in the classroom. A teacher could develop a project-based lesson plan around history, photography, computer skills and software, or social history. Who knows, you might discover the next Kevin Sites or Dorothea Lange in your classroom!

The PictureAustralia Project is an excellent example of an organization using social media to provide opportunities for collective reflection of shared reference points, goals, experiences, and civic enagement.


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Tuesday, January 10, 2006

SmartBomb: Emotion, Stories, and Video Games

Smart Bomb, by Heather Champs and Aaron Rudy, explores the history of the video game industry, virtual worlds, and the impact of video games on society. This is an informative and interesting look at the evolution of video games from a relatively unknown field of computer science into a billion dollar industry.

In a recent interview, Rudy addressed pundits who claim that video games have had a detrimental effect on kids. Video games, he points out, provide opportunities for kids to examine cause and effect, develop problem solving skills, and become engaged in the story. Gaming, like learning, is an inherently social activity.

Early games were clunky and lacked interaction, emotion, or a story. Think about Pong. What type of emotional response did that elicit? Not much. The shift came once developers were able to build games around a storyline and thereby interject emotion into the virtual space.

Now think about The Sims. Here you have a story, interaction, characters, voices, color, problem solving, and improved graphics. All of these elements work in tandem to provide an environment for users to develop an emotional connection to the characters and create their own story.

Why is emotion such an important component of video games? Rudy and Champs contend that "emotion is critical to learning, and one of the key aspects of eliciting emotion is being able to provide a story."

And conversely, stories are an "important tool for humans to understand, absorb, encapsulate, and retain information." In many ways, video games are a modern extension of the storytelling traditions found in virtually every culture in the world.

SmartBomb provides an an interesting and in-depth look at an industry poised to broaden and deepen its impact on the way we fight wars, cure disease, learn, and entertain ourselves in the digital age.

The video game revolution has just begun.


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PlanetRead: Using Film to Boost Reading

PlanetRead: an organization seeking to improve literacy in India using same-language subtitling. By adding subtitles to Bollywood films and videos of popular folk songs, PlanetRead gives people who have low literacy skills regular reading practice.

As it expands, this approach has the potential to reach hundreds of millions of people. (via Google Foundation)



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Monday, January 09, 2006

HP Grant for Mobile Technology in Schools

The HP Technology for Teaching Grant Initiative is designed to support the innovative use of mobile technology in education and to help identify K-12 public schools that HP might support with future grants. HP will award grants to schools that are using a collaborative, team-based approach to implementing technology integration projects.

Grant Title: HP Technology for Teaching Grant Initiative
Value: HP computer products worth at least $30,000 per aw
Deadline: February 5, 2006


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Slickr: Create a Flickr Screen Saver

Have you tried Slickr? You can use Slickr to create a Flickr screen saver that shows images by:

  • User >Favorites, Set, Tags, Contacts
  • Group
  • Everyone> Tags, Recent

(via Cell Door Software)

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Communities of Practice & Building Capacity

Two common terms used in education today are Communities of Practice and Building Capacity. They seem to intertwine within each other.

Etienne Wenger states that: "Communities of practice are groups of people who share a concern or a passion for something they do and learn how to do it better as they interact regularly ...In pursuing their interest in their domain, members engage in joint activities and discussions, help each other, and share infor