Cloud Computing

06 Dec

Cloud Computing

I found a presentation about cloud computing on slideshare called “I’m Cloud Confused” by Guppers.

It cleared up a few cloudy things for me!  I have been wondering how companies can afford to just give away their information all the time, so this presentation confirmed that the companies are getting valid data from anyone that goes to the website.  I also learned that it is primarily the bigger internet players that are gearing up for cloud computing with the complex infrastructure that is needed.  There are many advantages to using cloud computing like no maintenance,  It is always up and available for your business or personal use.  The aspect that still makes me nervous is  trusting all information to be stored in the clouds and what the result could be in the end if there would be a crisis or threat.

Journal of Virtual Worlds Research

06 Dec

Vol. 2. No.1“Pedagogy, Education and Innovation in 3-D Virtual Worlds”

April 2009

 I chose this article because I thought the title indicated it could be applicable in the classroom and it also reviewed the 21st century skills.  Points were made in the web 2.0 book about ideas in video games that make them so attractive to gamers.  If we can adapt those ideas in the classroom, it could lead to much more learning.

 The experimental question is that we need to change the perception that learning has to be serious and boring.  The editor emphasizes that 21st century skills need to be passionate and persistent which is defined as grit, there should be playfulness in learning that leads to innovation, groups should be smarter than the smartest person in the group, and real  understanding that leads to problem solving; not just teaching a test.  The methods used for this paper were observation and analysis of video games and gamers playing them.

Video games are excellent models just like models in Science. Video games teach the gamer what works and what doesn’t simply by experimenting.  In modding within games, players can theorize about what model will work.  Games are systems of interacting rules and players see them from a certain perspective and sometimes many different perspectives which creates much better learning.  Gaming also has the social feature of playing in groups, watching each other, and multi player games.  This could be looked at as a team project and pooling resources to learn and do more within the game.  The final analysis indicates that we need to switch to a new mode for schools: everyone must find a passion and learn to persist in it to mastery—and then they need to learn to teach and share their passion with others and work with people who have other passions to solve problems that can’t be solved by one passion alone!

 Video game concepts could be incorporated into most any lesson.  Finance and accounting would be the easiest areas to use simulation type games to monitor stocks, create financial reports for a business, or creating real life budget type plans.

 Using the modeling concept from video games could transfer to most any area using research and development, learning a new procedure, or simulating a new product.

 Research in understanding how video games have become so widespread and loved among all cultures, genders, and ages is valuable when it can then be applied to more critical learning and understanding in the classroom content.

A Day in the Life of Web 2.0

29 Nov

“A day in the Life of Web 2.0”

Laurie Patlin
11-29-10

 This article illustrates how web 2.0 tools can be used by students, teachers, administrators, and the community to improve upon learning in schools.

Using the template in business education would make sense and become a very valuable learning experience.  Technology is part of the content and finding practical applications would become an integral part of the lesson.  Using the tools discussed in the article like obtaining updated information from twitter, blogs, and other sources from possibly a personal learning network could bring fresh information to business topics.  Having assignments posted to blogs can possibly raise the bar of student work when they can see each others’ projects.  Building levels into the course creates potential for motivation since it gives students more privileges when they complete certain quality and quantity of work.  Combining assignments among different teachers in different content areas could add a greater depth of learning.

Strengths of this type of scenario include creative learning for the students and use more problem solving and critical thinking skills which is what is necessary.

Weakness of this type of scenario would be the time needed to keep up with all the communication and content changes.

Web 2.0 Chapter 9 – New Schools

19 Nov

Chapter 9 – Web 2.0

Points of interest worth noting from chapter 9 include the statement that changing to “New Schools” shouldn’t change what’s important.  It means going faster, less step by step, more in parallel, and more random access.  I’m not sure about the less step by step part of that.  It also includes using tools in the classroom that students use at home.

Teachers would become better guides to learning and lead students to what works for them and, more importantly, what interests them.  Software can be used to provide that feedback and refer students to other helpful resources.

Another interesting idea was to let teachers surf through all material that they find on the web and only pay for what they actually use like phone minutes!

The last part of the chapter I thought was the most enlightening to understand why students love video games and how those elements can fit in the classroom:

1.  Responsiveness

2.  Convertible/conversable rewards – Completing the work to move to the next level, not for a letter grade

3.  Personal Investment – They go back to where they’ve earned extra points, currency, weapons, etc.

4.  Identity building – Can customize their presence

5.  Dependability – The answer is right in front of them, they just need to find it!

There’s unlimited ways to use technology, the difference begins with me!

07 Nov

Chapter 8 Web 2.0 Tools

The information in this chapter about the different methods to teach foreign languages was very good.  I remember when I took a foreign language class, just trying to memorize the word and write words did not treat me well!  Putting technology and critical thinking skills into practice would make it so much more applicable.  The chapter identified podcasting as a tool for downloading lectures and lessons.  How cool is that when you don’t have to ask for your classmates interpretation of class notes, you can listen yourself.   Even if the podcast is to focus on what to review for a project or test, it would be a great tool.    The section addressing students with special needs was good about pointing out the fact that many students may need technology just to function through a normal school day and that all assistive technology must be considered for a student on an IEP>

Web 2.0 Chapter 7 Highlights

24 Oct

Creative Commons is very valuable information that I had not paid attention to before.  It makes it much easier to decipher how to use internet content.  The chapter states that students need guidance to understand the fair use doctrine.  That is true, but not just students, everyone using the information needs to understand it.  Reviewing this information in business and/or career tech classes would be valuable and a good thing to do at the beginning of the year or semester of new students.  Normally I see the internet policy come home with my high school son for him and a parent to sign.  It would be important to incorporate this information along with the signing of that document so that students know not only safety in cyberspace but also how copyright information applies.

Online Learning Presentation

18 Oct

Online Learning Presentation

I reviewed a presentation about social media in businesses today and the role that it plays.  It was very good and shows the way advertizing, promotion, customer relations, and other areas of business are being reformed.  The number of different social media sites is growing like crazy with each one just a little different.  The volume of people connecting is staggering.  It’s the little moves each day that makes the major shift.

Journal of Interacitve Learning

17 Oct

Journal of Interactive Online Learning – I chose the article by Feng Liu, Erik Black, James Algina, Cathy Cavanaugh, and Kara Dawson titled The Validation of One Parental Involvement Measurement inVirtual Schooling since I have a high school student and thought the information might be interesting. 

The Parental Involvement Mechanisms Model was the chosen research tool.  The  paper discussed the original Hoover-Dempsey and Sandler model of the parental involvement process.  The model looked at mechanisms of influence such as parental encouragement, modeling, reinforcement, and instruction.  The study was completed with surveys from students in an online setting in high school courses.  The study showed the need for more research to be done, but the model was a good tool for measurement.  This paper looked more at data testing and validity than ways to encourage parental influence in a virtual classroom.

It appears that there is much research ongoing regarding distance learning.  After taking an online class, I can see first hand the pros and cons of on line learning.  There is information to be gained with the on line approach, however I think a lot will be lost without having in-person interaction within the classroom

Chapter 6 Summary

17 Oct

Chapter 6 – Web 2.0 Tools

The chapter had a great introduction saying that students have new expectations and approaches to learning.  They expect to be engaged.  That statement pretty much says it all, if you’re not engaged, you’re not learning and won’t remember what you’ve been told.  Listening to my son who is in high school reveals a great amount of information about how he sees teachers and how he learns.

21st century skills demand change and it takes administrators to head up the changes that need to be made.  Making sure they are savvy in technology is part of creating that change.

Chapter 5 Web 2.0 Professional Development

29 Sep

Chapter 5- Web 2.0 Professional Development

Staff training and development for technology is definitely challenging.  When you consider the amount of time spent in the classroom and additional assignments in a college class, how do you incorporate that into a school with all teachers when everyone is already working all day every day?  It can’t be taught at an afterschool meeting! 

Classroom communities along with significant district and building support are a necessity.  Commitment and organized efforts need to happen.  Technology changes so quickly, that a learning community for sharing ideas and best practices along with the latest application information would be a great resource for all educators.

lpatlin's blog

Another amazing bgsu blog


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