1. whcalhoun

    Project Push, Project Pull

    by

    A Response to Lankshear & Knobel, New Literacies, Chapter 8



    It is often impressed upon me in various ways that science education can always benefit by engaging students in science-y projects. I have never been terribly enthusiastic about many of these proposals. Yes, projects are fun, they provide a hands-on experience, but the connection to actual learning is murky. The physics learning standards established by my state may amount to a shopping cart of seemingly arbitrary topics, but I am bound by the standard, so time spent on any project must be pedagogically fruitful in that context. Projects are also promoted as a way to engage students in their learning, but the engagement tends to be based on competition rather than learning. Teaching science with projects seems eminently sensible, so I have found it difficult to fully explain my objections.

    If I take the view presented by Lankshear and Knobel in the final chapter of New Literacies, I find that I have access to language and concepts that help me understand my hesitation to adopting projects in my classes. The curriculum that Lankshear and Knobel describe at the Quest to Learn School in New York would appear, at first glance, to be a successful project-based curriculum. Lankshear and Knobel make clear, however, that the education is situated, that the students take on meaningful roles as learners within a community of practice (p. 247). The school uses projects not as part of a program but as part of a platform. In particular, the school uses games as the main platform:
    The point here is not that students are learning by playing games as such . . . Rather, the learning principles of games are used to create learning environments . . . (p. 247)

    The kinds of projects I object to are projects that do not create an authentic learning environment for my students. These projects are heavily programmed in a traditional 'push' fashion. If a project is seen by the students as simply another assignment, then they are not being engaged by an opportunity to take on identities as learners, to 'learn to be' according to the 'pull' model of Brown and Adler (2008). And once I state this, it becomes clear that the same can be said of any activity I ask my students to engage in; labs, demonstrations, hands-on activities, worksheets. By using games, simulations, models, and stories as platforms, my students can take on more authentic roles as learners.

    Here is an example I can describe. NASA, in its role of educator, has a programmed project available for schools that asks students to form teams of 'rocket scientists' with the goal of designing and building a rocket. There is an elaborate collection of activities with role-playing and assignments that can take up to two full weeks or more of class time. The main engagement is through the chance to actually build and launch a rocket and to compete with the other teams. The entire project is very much a 'push' project. The experience of physics teachers before me at my school was one of almost literally pushing students through a process that was viewed by them as inauthentic. What learning was accomplished or reinforced was uncertain. They did enjoy making and launching the rockets, though. The competition part was of much less interest than one might expect.

    Based on this reporting, I decided right away to eliminate the inauthentic 'push' elements of the project and focus on the rocket designing, building, and launching. Students are given basic materials, are shown a few example rockets, and off they go. They are allowed laptops to research design ideas, and the rocket building is very much trial and error. They work in teams and keep a close eye on the work of the other teams. Because this is a technical school, students already have a habit and expectation of building or making things on their own. They share their varied skills, and have permission to take their rockets to their shops for raw materials, spray-painting, logo design, etc. There is a deadline - the launch day. This happens outside, with multiple classes, and with results that range from spectacular to comical. Everybody is happy, and it's all over in four days.

    The students do learn some things about rockets per se, but the rockets are really just a platform the students use to experiment with identities as learners and makers.
  2. kirklunsford

    Trajectories and Reflections: Week 7 Reflective Practice

    by
    Week 7 Collage

    Introduction

    As part of the educational discourse in digital storytelling each week, I will conduct a reflective practice self assessment. These ‘reflections’ will serve as both formative and summative assessment to the learning goals of the course INTE 5340.

    See learning goals in the INTE 5340 syllabus. See DS106 syllabus.

    Requirements and Production


    DS106 Assignment Bank (Video Assignment)
    Creative Education Compilation: VideoAssignments1736

    Response to Lankshear & Knobel “New Literacies” chapter one and selected scholarship
    Social Learning Trajectories: A Response to Lankshear & Knobel Chapter 8

    Digital story critique
    The Cake is Not a Lie: A Critique of Portal 2 Puzzle Maker "Making Space for Physics"

    Comment peer critiques (x2)
    Week 7: Critique

    (I only found 1 critique to examine posted by other classmates this week!)

    Comment peer chapter responses (x2)
    Moving Towards "Pull"- Last L&K Response

    We need a remix for that books ending!

    Reflective summary
    Trajectories and Reflections: Week 7 Reflective Practice

    What was challenging?

    As usual, the assignment chosen from the video assignment bank was the most challenging product of the week. I had to search for and review dozens of YouTube videos around the focal theme of ‘the importance of creative arts in education.’ Then I had to figure out how to process these YouTube videos into something I could import into Adobe Premiere. Once imported, I made many clips from the videos to merge into a single cohesive video that synced with the music. Some parts synced better than others, although I was happy with the completed result. Another challenge this week was finding a quality ‘remix’ that I wanted to critique using Lankshear & Knobel literacy dimensions and coordinate with the focal theme. I did happen to find a great digital story about modding as used in education and synthesized with core subjects. The critique of which was challenging however due to lack of depth in the story. Overall I think many of these digital stories available for critique lack some depth because they are designed for rapid consumption on the internet. Overall, with both the video assignment and critique, I had to reach to get what I needed.


    What was most enjoyable?

    The most enjoyable part of the week was seeing the video I created come to life with the music. It brought me great joy to remix these videos of students enjoying creativity and the arts along with the music. This week was also enjoyable to Tweet with members of the course about looking forward to wrapping up this class. Also a couple of students created interactive, collaborative stories that were fun to read and engage with. Although I missed the boat on contributing to the story because I was very busy working, I enjoyed seeing the collaboration.


    What was learned about the focal theme and what issues / questions have emerged?

    What emerged this week as an issue or area of concern was brought to light by Anne Melzer in her response to the Lankshear & Knobel text. She was very critical in her response and mentioned that it may be unfair for instructors to teach who do not know how to use technology, or may be illiterate in ‘new literacies.’ My question for her was essentially, “how can we help?” As students and teachers at CU in the ILT masters program we hold a unique responsibility in our communities to, in some ways, inform others about these ‘new literacies’ and how they may be leveraged in courses and communities of practice. My concern is that there may not be ways to reach current instructors from K-12 to higher education in our communities because there are not systems set in place to inform and instruct. I can say from experience at the two year technical college where I teach, there are some workshops, but seldom to never do these workshops inform others about how to use ‘new literacies’ in their classes, and more in general, how to be computer literate. This is touchy and complicated issue because many of my colleagues are of mature age where they perhaps did not ‘learn to be’ with digital technologies. Some may not wish to learn these new technologies or simply have a hard time grasping ‘new literacies.’ My hope is within the next couple of years I can work through the systems, and build some programs to support faculty and staff better to integrate and understand current technologies to facilitate learning and engagement.

    Points earned 10/10?

    Although we were assigned less work this week, I still challenged myself through the video assignment and critique. I also researched potential ways to deliver the portfolio final assignment by practising with various applications. I discovered, through Emily May’s assignment in Storify, that it seems it is the best platform to produce a portfolio for this class because of the ease to leverage social media. I appreciated the awareness by Remi to drop the daily creates so we could spend some time preparing for our portfolios and produce quality and depth in our last assignments. I also noticed an increase in engagement on Twitter this week and there were some great discussions and collaborations. For continued self-criticism and engagement with others, I give myself 10/10 points this week.


    Citations
    New Literacies: Everyday Practices and Social Learning Third Ed by Colin Lankshear and Michele Knobel. McGraw-Hill Education 2011.

  3. amalthea13

    Putting Theory Into Practice

    by
     Andreas Road, Isle of Man   As I conclude my summer course in digital storytelling, my understanding of social learning and new literacies has grown immensely.  The two case studies of social learning approaches to education through media production, game based learning, and student-driven programs helped to understand how theory is put into practice. On the flipside, my own research and critique of new platforms like Twitch has demonstrated to me first hand how learning can occur in a more
  4. melia838

    INTE 5340 – Week 7 Reflective Summary

    by
    Well this semester is just about over. After reading all 8 chapters of Lanskear and Knobel’s, New Literacies: Everyday Practices and Social Learning, I have a better understanding of why we, as a class, participated in ds106. Collective learning is at it’s best when people are engaged and having fun while learning. People get out […]
  5. melia838

    INTE 5340 – Week 7 Reflective Summary

    by
    Well this semester is just about over. After reading all 8 chapters of Lanskear and Knobel’s, New Literacies: Everyday Practices and Social Learning, I have a better understanding of why we, as a class, participated in ds106. Collective learning is at it’s best when people are engaged and having fun while learning. People get out […]
  6. amalthea13

    Putting Theory Into Practice

    by
     Andreas Road, Isle of Man   As I conclude my summer course in digital storytelling, my understanding of social learning and new literacies has grown immensely.  The two case studies of social learning approaches to education through media production, game based learning, and student-driven programs helped to understand how theory is put into practice. On the flipside, my own research and critique of new platforms like Twitch has demonstrated to me first hand how learning can occur in a more
  7. rmsalas72

    Week 7 Reflection

    by
    I was glad to have more time to focus on creating my final AB assignment regarding my focal theme. I enjoyed having time to deeply explore the assignments to find one meaningful to my interest and at the same time representing my acquired technical skills. I also invested productive time learning new tools/apps and reviewing […]
  8. ekeating

    Week 7 Reflection

    by
    How well do you feel you completed the requirements of the week’s assignments?
    This week, I completed all the assignments and they were on time!  My feelings towards the final chapter were mixed but in the end, I do see how they tied it all together and I really liked reading about the Q2L school.  I think if I read that book again I might get even more out of it...

    What gave you trouble? What did you enjoy most? What did you learn?
    Nothing gave me trouble this week, luckily.  I completed my Lankshear and Knobel response from Spain in my mom's apartment with great wifi and did my visual assignment when I got home.  I really enjoyed the visual assignment because I am starting to get excited about applying some of these things to my classroom.  I learned a little about html this week and how to embed a Google slideshow into my blog so that was exciting!  I also liked all the comments I received on my L&K post, it was interesting to read everyone's thoughts and responses to what I wrote.  

    What would you do differently? What questions to you have?
    I think some of my comments in my Lankshear and Knobel reflection came out in a different way than I intended.  I think some people reading my blog took my words to say that I don't like this class or that I am annoyed with all the "pull".  That was not my intention at all, it was simply my very first thought that changed very quickly once I dove in.  I have very much enjoyed this course and all the freedom and choice in the assignments.  I feel like this class has been better than most!  

    What are some of the larger issues surrounding your work?
    No issues!

    Score: 10/10

  9. rmsalas72

    TDC Magical Lights

    by
    We are surrounded with magical lights. We just need to put attention and be lucky enough to capture them. To create TDC I used my iPhone to take pictures this week, Pixlr Express to put them together in a collage, and Flick to publish the final composi...
  10. thejasondunbar

    Final Reflection on Digital Storytelling

    by
    Over the past several weeks I have surveyed learning theories and artifacts regarding digital storytelling. Through social collaboration with classmates and colleagues, I have found a richer meaning in what digital storytelling can do for me and my audiences. The written reflection below speaks to my experiences and discoveries in this short time within DS106/CUDenver15. In addition to […]
  11. lishna68

    Phantom Fowl – TDC

    by
    Why did the chicken cross the road?Birds are constantly hitting the windows of my house. It's a horrible sound but fortunately most survive. I took this photo after one unfortunate bird flew into my office window. The impact left a ghostly image of the...
  12. burgoynem

    DS106 Assignment Bank: Way Back Time Machine

    by
    I found an interesting web assignment in the DS106 Assignment Bank for this week's assignment. There is a website called the Internet Archive Way Back Machine which keeps an archive of websites over time. It's really interesting. Go to the website and enter the url of a favorite website. You can see snapshots of the site from previous years and, therefore, see the evolution of the site over time. This DS106 assignment is exactly that.

    My first thought was to look up my company's website to see the changes over time. But in keeping with my focal theme of corporate eLearning, I decided to look at a website that I've been visiting quite often since beginning my graduate education: www.elearningindustry.com. Here are some snapshots:

    June 2012

    January 2013
    July 2013
    
     December 2013
    June 2014
    December 2014
    
    July 2015
     
    The website, elearningindustry.com, started out as a blog in 2012. It's only 3 years old which is a bit of shortened timeframe. I'm sure if we were to look up some other companies that have been around a lot longer the contrast would be much more stark. However, what this does show me is how much the elearning industry (and this website being a representation of the industry) has evolved.
     
    Content is not the only thing that changes. A website is not only a repository of information, it is also a map. Over time, the user experience will change in order to better orient the visitors to the information that is most applicable. As a blog, elearningindustry.com transformed from having a simple blog-like appearance to being more of a library of resources, of which blog posts are a major category.
     
    One other factor that has changed over time is the inclusion of social media icons on the main page. As you can see, those did not appear until 2014. That gives us a clue of the industry is adapting to the demands of social media and creating a greater platform for collaboration. In 2012, which was only 3 years ago, I could submit a blog post.. Today, I can do that and so much more. I not only get to learn from the industry, I can also participate in it.
     
    I now not only wonder what this website will look like 3 years from now, I wonder what the elearning industry will look like.

     
  13. whcalhoun

    DaVinci Man Waits for the Bus

    by
    I woke up in the middle of the night, climbed out of bed, and headed for the bathroom. When I returned, my wife, who was only half-awake, muttered "DaVinci Man Goes to the Bathroom." I figured out what she meant, and starting laughing. She woke up e...
  14. thejasondunbar

    INTE 5340 – Week 7 Reflection

    by
    The assignments this week were short yet refreshing – mostly a result of several assignments being cut. Nonetheless, still a solid week for DS106. After several hours of digging in the DS106 AB catalog I found a visual assignment that I felt could truly represent the emotional roller coaster of change management. I tapped into my design […]
  15. rmsalas72

    Lankshear & Knobel. Chapter 8. Final Considerations on Social Learning Trajectories

    by
    I found extremely enlightened New Literacies’ last chapter. Having the opportunity to reflect about real time experiences in such a detailed review help me to understand better the whole process to develop real approaches to learning in formal settings. I enjoyed identifying the parallelism with the Master course introduction to qualitative research with our Digital […]
  16. kirklunsford

    The Cake is Not a Lie: A Critique of Portal 2 Puzzle Maker “Making Space for Physics”

    by


    As part of the continued practice in digital storytelling, in INTE 5340 MA ILT at CU Denver, I will consume a digital stories and offer critiques. Until now the course has focused on Jason Ohler’s assessment traits as criterions to assess stories. For the remainder of the critiques in the course, I will focus on “everyday remix practices” as described in the Lankshear and Knobel text New Literacies: Everyday Practices and Social Learning Third Ed by Colin Lankshear and Michele Knobel, on pages 127-140.

    To coincide with my theme, ‘the importance of creative arts in education,’ I’ve reviewed and critiqued some everyday remix practices of teachers in creative curriculum settings. This week I wanted to look at another creative way students ‘remix’ learnt material. I was inspired to look at Institute of Play after reading chapter 8 in Lankshear & Knobel “New Literacies.” Chapter 8 describes in some detail how Institute of Play creates ways for K-12 students to engage in creative and social learning that utilizes ‘new literacies.’ As can be seen in the video, using game mods in an excellent way to solve problems and experiment with practical applications of math and social learning.

    Kind of Remix: Modding video games


    From modding video games: “Likely to involve lots of trial and error and retrial, etc..”

    Math students use Portal 2 Puzzle Maker, a mod of portal 2, to create scenarios that can demonstrate learnt knowledge such as solutions to mathematical problems. Lisa Castaneda, a teacher at The Evergreen School describes how she used Portal 2 Puzzle Maker to demonstrate parabolas and vertical motion. However, the process of creating this was not directly shown in the video, I can imagine it took several tries to successfully create a level that operated correctly and applied mathematical problems. Joshua Weier, Project Lead at Valve,goes on to describe how Portal 2 lends itself to the creation of these levels and puzzles by mod communities. What was done in puzzle maker reduced the barrier to entry easy so that any student or teacher can create their own puzzles. Although accessibility makes the mod and game easy to create with, it still take lots of trial and error to make a fun and functional mod level that makes sense. Yasser Malaika,Developer at Valve talks about playtesting, iterating, and implementing as processes that Valve uses to create levels and how Valve wanted to give this process to the creators in the puzzle maker mod community.

    From modding video games: “May involve sharing tips and problem-solving advice on forums.”
    Joshua Weier talks about how a week after Portal 2 Puzzle Maker launched they received nearly 120,000 level submissions. He then talks about how it’s exciting because people are sharing their maps. Today there are several communities where ‘puzzle makers’ can contribute tutorials and commentary about level creation. For instance, on the Steam Community (Steam is a platform utilized by Valve to download and play video games, chat with other gamers, share achievements, etc.) web site for Portal 2 there are 88 guides to ‘modding.’ There are wikis, blogs, YouTube videos, and a website dedicated to teaching with portal called teachwithportals.com. The product was such a success there are many social learning communities to engage with.

    From modding video games: “Paying attention to design, layout, what can and cannot be done within the terms of the original game to make the mod workable or user friendly, etc.”
    The primary way to interact as a player in Portal 2 is to create portals in the walls to move from an area to another. The level creator will design levels to make moving from area to area a challenge. Leslie Redd, Director of Education Programs at Valve talks about a “low threshhold” and being able to transfer from the tools to build a level to actually playing the level within seconds. This makes the mod user friendly and relatively easy to engage creators and players. This promotes engagement with ease, which is why this mod is so appealing to learners and educators.

    Overall, Valve created a really inspiring product that just so happened to be useful as an educational tool. It’s nice to see that once Valve learned how their product was being used in schools they developed programs to support this learning. I really enjoyed learning about how this mod was used in educational settings. I just wish the video demonstrated more clearly the practical applications such as the parabola example given in the first part of the video. How was this problem given to the students and how did they solve it?


    Citations
  17. whcalhoun

    Start with a balloon

    by
    I have been looking forward to finally picking an assignment from the Web Assignments Bank at ds106. There are a lot of cool digital tools/programs listed - it's worth taking a look at all of them! This week I decided to take a look at Grant Potter's...

UMW Spring 2024 (Bond & Groom)

Welcome to Paul Bond and Jim Groom’s Spring 2024 ds106

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