Mod 4 Assignment

Posted in EDTL 6360 on February 27th, 2012 by Pamela

Does the web facilitate deeper reading, learning, and thinking?

This is an interesting question that concerns when using the web does it help or hurt

a students learning ability?  There are many good and bad points when using the computer

for web information.  This paper will cover information about why it is good and why it can

be bad for students to use the web.

How it can be good?

Students that want to read and improve their reading and/or learning skills will read

more productive information on the computer i.e. articles, newspapers, etc. Students that

use the internet with a higher interest in sites that have information that is at a higher level

of educational aptitude.  The computer can be a great tool to educate people that will use

for it for the purpose to learn and become educated and not spend time on social networks.

Students need to remember that reading skills are so important when going to college and

looking for employment.  Even though reading social network sites may not improve vocabulary

but it could improve reading skills.  “According to federal statics, students who say they read for

fun once a day score significantly higher on reading tests than those who say they never do” stated

by, Motoko Rich, who wrote, Literacy Debate: Online, R U Really Reading?  

It is said that we may be reading more now than compared to the 70’s and 80’s when

television was the medium of choice.  Reading has defiantly changed with a different kind of

reader that makes the learner a different kind of thinker. Students that have created a different

kind of thinking can help their sense of worth. Exploring the web can open new ideas and information

to students that would not have exposed themselves to if they were not using a computer.

 

Another interesting study that has been discovered is when low-income students have been

given home internet access; it has improved the standardized reading test scores and school

grades.  These students would not be reading anything if they did not have access to the internet.

Is this case it seems to help students with reading no matter what they read; if it is a social network

or educational information?  The goal is to have students read no matter what they are reading,

according to this study,  stated by, Motoko Rich, who wrote, Literacy Debate: Online, R U Really Reading?

How it can be bad?

Students that do not want or care to read will spend time on the computer doing unproductive

reading, i.e. video games, social networking sites, that have a ton of bad grammar, and the language

is not something I would want my child reading.  According to the article Literacy Debate: Online, R U Really Reading?

stated by, Motoko Rich, “some traditionalists warn that digital reading is the intellectual equivalent of empty

calories”.  This statement is understood that web reading is not improving a students reading ability.  It has

also been stated by, Mr. Gioia of the NEA, “I would believe people who tell me that the Internet develops

reading if I did not see such a universal decline in reading ability and reading comprehension on virtually

all tests”.  The question continues to be asked if reading on the internet does not improve reading skills.

It seems that readers are not taking the time to sit and read a whole article but they tend to read “shortcuts”

that give the reader a quick “taste” of the information they are reading. If this is the case, do students

understand the concept of the article?  If they are not reading the whole articles then what are they

getting out of the information?  As teachers we need to instruct the students to read everything that is

presented on the internet and not read parts of the information.

When reading information from a computer we have become a “mere decoder of information”,

according to Maryanne Wolfe, author of Proust and Squid: The Story and Science of the Reading Brain.

She also explained that our “ability to interpret text, to make the rich mental connections that form

when we read deeply and without distraction, remains largely disengaged”.  This is an interesting

statement and hard to understand if we are interpreting the information correctly. Will we be able

to retain it?  If we are not interpreting the information correctly we will be disengaged in the

information we need to comprehend.

My thoughts:

The internet can be a positive way of learning if used properly.  I feel that parents need to

monitor what their children do on the computer same as TV.  When using it to write and read

social networking sites that trash-talk each other, I don’t agree this is productive reading.  If a

student wants to learn about specific topic than the computer can be a great resource for the

information they are seeking.

My experience as a substitute teacher is that students use the computer to answer any type

of question and never take the time to look up information using books or good resources

from the internet.  I feel some students need to take the time to learn how to find answers

by researching the question using the internet and write the answer in their own words

and not just copy and paste the information. The purpose is to keep students reading and

understanding what they read by using the internet.  Even though they may read information

that is not educational the goal is to keep them reading.  According to Daniel Rosenbaum for

The New York Times stated, “ future trends in search may also be helpful to children.  The

move toward voice-activated search like the Google voice search on iPhones and Android

phones and audio search will prove beneficial to children with limited abilities, experts say”.

I would agree with this information to assist students with disabilities for them to be able to

search with web with the help voice activation.

I believe some internet reading can be very positive and can improve a students learning

ability but, they need to be aware of what they are reading may not be accurate or true.  As

a future teacher I hope I can assist students on how to use the internet for a positive reading

and learning experience.

 

References:

 

http://www.theatlantic.com/magazine/archive/2008/07/is-google-making-us-stupid/6868/

 

http://www.nytimes.com/2008/07/27/books/27reading.html

 

http://www/nytimes.com/2009/12/26/technology/internet/26kidsearch.html

Ohio Resource Information

Posted in EDTL 6360 on February 22nd, 2012 by Pamela
INFOhio Resources
Resource Grade Level(s) Curriculum Connection Important features
Core Collection Resource:ProQuest Ancestry Library Edition K – 12 Not for teaching but other ideas that could be incorporated into a  curriculum. It is great for a history/social studies class to explore the students ancestors, etc.
Other Online Resource:Ohio.gov Pre-K – Post-secondary It does have some information on standards for grades K-12, but not much curriculum information. A wide range of information for Ohio educational systems from pre-K to post-secondary education.
Lesson Plan Resource: OSSRC    K-12   Yes, a nice selection of ideas for a social study curriculum. The site has a wide variety of resources for social study teachers.  (Includes, standards, professional development and organizations, etc.)
Do you plan to use any of the resources noted above in your for teaching/learning? If so, what are some possible ideas of how to utilize the resource(s)?Yes, the only one I could use would be Ohio.gov, it seems to have business information that could be useful for a community college business/marketing course.  For example, Board of Regents page on adult education, higher education data reports, and online education information.  This site has a wide range of information that a teacher and/or student could use for a class project.

What is better for designing classroom materials, resources like these, or the “open” Web? Why

It is hard to say when I am not in the classroom teaching and especially social studies.  Many sites seem to be focused on that subject.  If I had to say I think using a variety of resource is always a good thing- anything from the web and resources from other teachers or what you say “open” resources.

 

 

 

 

Research Project

Posted in EDTL 6360 on February 9th, 2012 by Pamela

Effectiveness of Game-Based and Project-Based Online Learning for a Business Course

By: Pam Carnahan

 

Understanding On-line Learning 

            On-line learning/education has become one of the biggest educational trends that could become a permanent way of learning for the new generation.  On-line learning/education is a computer-based program, which involves computer-enhanced learning from different types of learning-based programs (i.e. game-based or project-based). Most on-line courses are done all on the computer and the students can be from all over the country.  Stated by Davidson and Goldberg (2009), “When considering the future of learning institutions in a digital age, it is also important to look at the ways digitality works to cross the boundaries within and across traditional learning institutions.” (p. 11).  Davidson’s and Goldberg’s statement helps us understand why more schools/colleges are teaching on-line courses. Taking on-line courses can be a convenient way to earn a degree.  In most cases taking on-line courses can be cheaper than going to class in person.  It can save time and the expense of driving to class and parking, etc.

            An on-line course can be any subject and involve many students to a few students and of any age or gender.  On-line courses can improve a person’s education level and give them the opportunity to be promoted in their current job and/or get a job.  This paper will primarily be to understand if business on-line courses can determine if either game-based or project-based program is more effective for students to learn.  Taking on-line courses can be a huge benefit for so many people with different levels of education and age.  The accessibility with taking on-line courses is another positive incentive for people to enroll in these types of courses.  Most people have computers in their homes and only need to sit down once a day to accomplish taking a college level course to get the credits they need to be successful in their field.  This paper will investigate which computer program (game-based or project-based) will make on-line business course more effective.

Research Information

On-line learning is a growing trend in the higher educational world.  On-line education can be referred to as distance learning, e-learning or digital learning, with the same meaning and conducted through the web only, there is no in-person class time.  Davidson and Goldberg (2010) explained the technical meaning of teaching on-line courses.

“Digital learning is not simply about interaction (we all have plenty of that in our lives)  but of interactions that, because of issues of access, involves cocreation with myriad    strangers who have the anonymity of respond as they wish, candidly.  With digital learning, the play between technology, composer, and audience is no longer passive.”  (p. 7)

On-line education lacks the interpersonal connection with no immediate response during discussions.  Even though there are live on-line discussions it can be difficult to have any emotions attached to the discussion.

Another reason on-line learning has become increasingly popular is because of the cost of computers has been very reasonable.  Cressy (1997) stated, “The last few years have seen a vast improvement in the low-cost of personal computer systems.” (p. 8).  This information is helpful for the teacher when writing lesson plans to coordinate with the type of computers, and software programs the students use.  Using computer programs that are easily accessible and not too expensive will help keep students interested in taking on-line courses.

On-line education is a form of instructional technology that has changed the ways we learn and grow it is considered a positive change using more technology in the classroom.  Lamb (1992) found in her research that, “active multimedia learning environments foster communication, cooperation, and collaboration among instructor and students. Multimedia makes learning stimulating, engaging, and fun.” (p. 33) This information gives the teacher a better understanding towards teaching an online class.

“On -line instruction can be confusing and difficult to follow the lesson plans from the instructor, this is why the instructor needs to be creative by using a game-based or project-based program.”   Bates (1995) discovered,  “technologies differ considerably in the ways in which they encourage interaction.  Many arguments about the value of technology in distance education, and the extent to which it    can or should replace face-to-face or human interaction, are often based on confusion and  misunderstanding about the contexts in which interaction takes place.”  (p. 52).  One more point Bates (1995) found in his research about the loneliness of on-line courses,  “The fact is that for both conventional and distance education students, by far the largest   part of their studying is done alone, interacting with text books or other learning media.”  The difference is that for distance learners, this fact is acknowledged by the designers of  the teaching materials, who often take steps to build opportunities for interaction into the learning materials. (p. 52).

Using game-based or project-based programs for the course to be effective is important.  Not having many resources indicates the differences in the effectiveness of the learning program.  This encourages the teacher to continue researching for more information on the subject.

Understanding On-line Business Courses

            On-line business courses have been growing in the past years and continue to become more popular.  To help determine the effectiveness of an on-line business course, it is important to explore all types of business courses that are offered to get a fair outcome.  Another point discovered by, Smith and. Rupp (2004)

” Benefits and advantages of online business education.   Of course, learning and teaching business online certainly have unique challenges. Educational research and business            communication literature indicate that teachers participate more eagerly in the change  process if they have an active involvement in the development or selection of the  intended change.” (p. 100).

Business courses can have a wide range of information if the course has an effective curriculum. Not only does the curriculum need to be workable for a business course but also for an on-line course, which includes more components to a lesson. Business education and on-line course information must work together, for the course to be effective and the students are learning the information whether it is game-based or project-based.  Some feel that on-line courses should be taught by an instructor with technology background or experience.  Shafer (2002) quoted, “Business educators have technical expertise with hardware and software, effective teaching methods, and knowledge of how to apply technology to learning.”

Understanding Game-Based Learning

Researching game-based learning programs has proven to be a difficult task for computer techs to write an educational program.  Information about designing a game-based learning program for an instructional-based course can be difficult  to create.  Most computer techs have no teaching experience to understand how to develop an instructional game-based course. Research done by: Hirmumi, Appelman, Rieber, Van Eck (2010) explained how hard it can be to develop a game-based learning course.  Part I introduces instructional designers to analyze, design, develop, implement and evaluate instructional games.  The authors discovered: “many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness.”  They continue to explain,  “if instructional designers are to develop successful instructional games, we must first understand how learning and instructional design are manifested in commercial games, and must secondly modify our instructional design practices (if not our models) to design games that are both instructionally effective and as engaging as commercial games.” (pp. 27-29).

The article provides information on the importance for video game developers to understand instructional design and how to develop an effective educational game-based course.  Instructional designers know little about game development and video game developers may know little about education and instructional design. Both designers need to work together to create an effective learning course.

Understanding Project-Based Learning    

On-line project-based learning can be another way to teach on-line courses effectively.  Beginning with learning technology design (LTD) can be a challenge to most instructors when developing a course.  Researchers and authors, Robinson, Wise, & Duffy (2009) found,  “Most faculty who teach learning technology design are aware that students must be prepared to work and communicate as part of a diverse and multidisciplinary design team.” (p. 81).   As computer designers begin to develop a project-based course the students that are learning the process must keep in mind to continue to use interpersonal skills.  Some project-based programs can be considered busy work while others involve meaningful inquiry that could be considered effective learning for students.   Larmer and Mergendollar (2010) explained the 7 Essentials for Project-BasedLearning.  “A Need to Know; A Driving Question; Student Voice and Choice; 21st Century Skills; Inquiry and Innovation; Feedback and Revision; A Publicly Presented Product.” (pp. 34-37).  More good points for teachers to keep in mind when they create the lesson plans to get an open and clear understanding if the students are being taught effectively.  Creating an effective learning environment requires four basic principles that can be interrelated and interconnected perspectives: learner-centered, knowledge-centered, assessment-centered and community-centered. (Romeo, 2006, p.153)  As this paper compares the effectiveness of game-based and project-based programming for an on-line course it is important to keep the perspectives in mind.  Romeo (2006) also discovered that,

“Further attempts at defining effective learning include this from the National School  Improvement Network:  Learning is effective when it is:  an active process in which the learner relates new experience to existing meaning, and may accommodate and assimilate new ideas;  past, present and future are connected, although a linear connection is not assumed: un-learning and re-learning may be implied; the process is influenced by the  use to which learning is to be put: how the learning informs action in future situations is  vital.” (p. 179).

On-line courses have increased significantly over the past few years.  If this is going to be the trend, educators need to make sure they are offering students the best education.  Teachers will benefit from this study to change their way of educating students using technology.

There is limited research studying business on-line courses to determine whether game-based or project-based programs are more effective.  Without extensive research on this topic it is imperative that more research be done to help improve the education for students that take on-line business courses.  Another aspect of the importance of this information would include that the required standards for an on-line course are being fulfilled.  Fallon and Brown (2003) stated: “After deciding what components will be included in your e-learning infrastructure, you need to determine which standards apply to those components.” (p. 43). There are two standards for courseware falling into two basic categories: “Interoperability standards define how courseware communicates with administrative systems such as learning management systems.” (p. 43). The other standards include “the content-packaging standards define how learning objects and groups learn objects, including complete courses, should be packaged for import into administrative systems.”(p. 43).  If the standards are not met the students may not be learning effectively from the on-line teaching methods.

This information could conclude the worthiness of the difference of game-based vs. project-based programs through on-line business courses.  Students could benefit from this information also educators/teachers in other fields will learn the importance of on-line learning, and the effectiveness.

Summary

This paper has looked into many aspects of locating information about the effectiveness of game-based or a project-based on-line business course.  It is important to find and understand the most effective way to teach an on-line business course. The information provided will assist teachers to be able to write a detailed lesson plan to administer one of the best on-line business course. After much research it was difficult to come to a positive conclusion for which on-line learning is more effective; game-based or project-based.  It has been determined that more studies need to be preformed to get a positive conclusion of this inquiry.

References

Bates, A. W. (1995). Technology, Open Learning and Distance Education. New York City:   Routledge. pp. 51-53

Cressy, C. J. (1997). Towards the Design and Implementation of Computer-Modeled Opponents for Use in Entertainment and Educational Software: Some Initial Considerations.

Computers in Human Behavior, pp. 181-203.

Davidson, C. N. & Goldberg, D. T. (2010). The Future of Thinking, Learning Institutions in a  Digital Age. Cambridge: The MIT Press. pp. 6-8.

Davidson, C. N. & Goldberg, C. N. (2009). The Classroom or the World Wide Web?  Imagining the Future of Learning institutions in a Digtal Age. Cambridge: The MIT Press. pp. 10-12.

Fallon, C. &. Brown, S.  (2003). e-Learning Standards. A Guide to Purchasing Developing and  Deploying Standards-Conformant e-Learning. Boca Raton: CRC Press LLC. pp. 42-43.

Hirumi, A., Appelman, B., Rieber, L., VanEck, R. (2010). Preparing Instructional Designers for   Game-Based Learning: Part 1. TechTrends, pp. 27-37.

Lamb, A. C.  (1992). Multimedia and the Teaching-Learning Process in Higher Education.  Teaching in the Information Age: The Role of Educational Technology,  pp. 33-42.

Larmer, J. & Mergendollar, J. R., (2010). 7 Essentials for project-based learning. Educational Leadership , pp. 34-37.

Robinson, J. M., Wise, A. F., & Duffy, T. M. (2009). Authentic Design and Collaboration, Involving University Faculty as Clients in Project-Based Learning Technology Design  Course.

         Educational Learning Technology Designers , pp. 80-100.

Romeno, G. (2006). Engage, Empower, Enable: Developing A Shared Vision For   Technology In Education. Engaged Learning with Emerging Technologies , pp. 149-201.

Shafer, R. K. (2002). Technology, Business Education and Young Learners. Technology, Methodology and Business Education , pp. 38-55.

Smith, A. D., & Rupp, W. T. (2004). Managerial Implications of Computer-Based Online/Face-to-Face Business Education. Online Information Review ,

pp. 100-109.

 

 

 

String Search

Posted in EDTL 6360 on February 8th, 2012 by Pamela

I chose a difficult subject to get down to a low number, but it was interesting for me to understand how to get the search narrowed down.  (Next time I will pick a better subject.)

Search String

By: Pam Carnahan  
Google Search Engine    
Terms Results  
Marketing 543,000,000  
Marketing for teachers 72,700,000  
Marketing lesson plans for teachers 2,540,000  
Marketing lesson plans for community college  

8,840,000

 
Marketing basic lesson plans for community college  

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Marketing lesson plans on promotions for community college  

3,310,000

 
Google Advanced Search    
Marketing lesson plans for community college students  

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3,310,000

 
Google Scholar    
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19,800

 
     
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