Tell me something good!
Monday, April 19, 2021
Friday, May 4, 2012
Signing Off
Friday, April 6, 2012
Online Study Hall?
Students email their professors continuously for help, often creating a breath of written communication that is difficult for their professors to manage. Piazza, a website developed by a Stanford University graduate student, may offer professors a solution that increases the manageability of help requests from students. The website contains a built-in study hall where professors and teaching assistants can easily monitor questions from students. This feature is also used to encourage students who understand the material to help students who are seeking help. The Piazza developer, Pooja Sankar, argues that this innovation simplifies student support for the professor by allowing the professor to post responses to a single online forum. Sankar says this approach is superior to approaches where the professor attempts to manage a scattershot of student email.
While this new innovation seems promising for professors, it is difficult understand how this innovation is superior to a well-designed online forum. After all, some learning management systems such as Canvas contain built-in, context-specific help.
Friday, March 30, 2012
Coffee Klatches Without Boundaries
Monday, March 19, 2012
Apple iPad Review: The Retina Display Redefines the Tablet
The 2012 refresh of the Apple iPad wows, but not for the reasons so often associated with Apple products. After all, at first glance it appears to be the same product--it's just barely thicker and a tad heavier than the model that came before it. But that impression changes once you turn on the iPad's screen: That's when the new iPad not only takes your breath away but also demonstrates how Apple has redefined the tablet game--again. More->>Saturday, March 10, 2012
Canvas: Evidence of an Evolving Technology
College students who took online courses during the advent of online learning expressed a great deal of discontent with learning management systems (LMS). Several postsecondary students felt that LMS provided a learning environment that was highly impersonal. This environment left students feeling disconnected, and even isolated, from their peers and the course instructor. Such isolation and the lack of virtual presence among online students contributed to a high rate of student attrition in early online courses.
Student disorientation represented a second problem emanating from early LMS. The poor navigational design of many of these learning environments caused students to feel disoriented, as a significant number of students had great difficulty navigating online courses. The difficulties that students experienced during attempts to navigate online courses led to an increase in cognitive load among students, limiting the suitability of online environments for learning.
A third limitation of early LMS was the unimodal design of course content. Most of the course content that students encountered in online courses included text-based content, which burdened learners’ working memory with extraneous cognitive load. Limited video and audio resources were incorporated into these courses despite the fact that research has shown that learning is optimized when instructional content is presented in multiple modalities.
The Canvas LMS solves a number of the problems inherent in early learning management systems. This system allows students to communicate with video and audio messages and maintain a virtual presence with personal images. Communicating in such modalities makes the online learning environment more personable than the earliest online learning environments. Video, audio, and images can also be used in Canvas to enhance the delivery of instructional content, as learners are no longer forced to learn in an environment that features unimodal instruction. A reduced burden is placed on learners’ working memory. One significant contrast in the Canvas LMS and early LMS is the fact that limited navigation is required by students. Most course content can be accessed by students with limited clicking, which minimizes the potential for students to become disoriented with the course environment. Thus, the Canvas LMS provides clear evidence that LMS technology is evolving.
Saturday, March 3, 2012
Using video clips contextually
Thursday, February 16, 2012
Note-Taking Apps for the iPhone
Jotting down ideas and information to refer to later should be easy, and these five apps help different people do it in different ways, from the visually-oriented to Microsoft devotees. As any efficient, organized, and focused person knows, finding the right note-taking app is crucial to getting the most out of your iPhone. But the very best note-taking apps are designed help disorganized people keep their thoughts and memos in tip-top order, too. More->>
Friday, February 10, 2012
Electronic Performance Support in Learning Management Systems
It has taken nearly 20 years, but electronic performance support systems (EPSS) are finally appearing in learning management systems. EPSS are integrated, computer-based support systems (LMS) designed to provide an individual just-in-time support while the individual is performing a particular task. Help is provided to individuals in the form of expert systems, multi-modal data, software, and instructional tutorials. Electronic performance support provides a sheer contrast to training, as training focuses on preparing individuals to perform. Such preparatory approaches are not used in EPSS; these systems support individual performance.
The learning management system Canvas provides one example of electronic performance support. This LMS uses just-in-time tutorials in its Sidebar feature to support students and faculty with critical tasks at the moment of need. While the Sidebar in Canvas represents a major milestone in LMS development, innovation in LMS design is just beginning.
Monday, February 6, 2012
Paradoxes of Open Source Knowledge
Boy, did I ever find it.

Thursday, January 19, 2012
How to Defend Your Android Phone From Annoying Mobile Ads
Your Android phone used to be an ad-free paradise--a place where you could play games, check email, and make a few calls, all without being bothered by those pesky sales pitches that have taken over your PC. But not anymore: As Android's popularity has grown, so too has its attractiveness to advertisers. More->>
Friday, January 13, 2012
Quality Online Discussions
Online discussions often lack substantive content that demonstrates the use of higher order thinking skills by students. Many statements that students contribute to discussion forums include vague generalizations and restatements of basic information. Little intellectual depth is provided in these statements. The lack of thoughtfulness of students during these discussions minimizes the instructional value of discussions. Therefore, many students feel that online discussions benefit them minimally.
Perhaps, students need help with the concept of substantive content. It may be possible to provide students examples of quality discussion scaffolds to enable the students to see attributes of quality student discourse. One proposal is that course instructors create fictitious students who generate quality discussion posts in the online environment. This approach establishes a culture of high expectations, forcing students to evaluate their discussion contributions.
Friday, January 6, 2012
If you can see the video below, you've got an HTML 5 supported browser that also supports a streaming video format called H.264 (or MP4). If not, the space below will appear blank, contain a non-working artifact, or will give you information. In any event, the script for the video is immediately below the video clip.
SCRIPT:
Tuesday, January 3, 2012
10 Great Tools to Get in Shape
Here are ten great tools that will help you track what you eat, where you run, and how quickly you’ve lost weight. More ->>
Friday, December 16, 2011
Digital Game-Based Problem Solving
College students may greatly benefit from the use of digital game-based problem solving to break the monotony of instructional activities that threaten student engagement in online courses. Many online courses limit student agency to activities that involve reading the course text, participating in a discussion, taking an objective test, and submitting formal and informal papers. The tedium of these activities does not sustain student engagement over the duration of the online course; however, digital game-based problem solving has demonstrated that the routine nature of activities in an online course can be overcome. One strategy that digital game-based problem solving employs to break the monotony of tasks in online courses is to engage students in real-world problem scenarios where the students have a virtual presence and are a charge to solve one or more complex problems. The scenarios compel students to work together, as deriving a viable solution to the problem is directly tied to the student’s capacity to work together.
Another strategy that digital game-based problem solving employs to reduce the monotony experienced by learners in an online is the delivery of frequent and rapid learner feedback. Providing students just-in-time feedback allows students to make informed decisions when altering their learning approaches, particularly when using prior learning approaches that have been shown to be ineffective. Such feedback is not typically available in the vast majority of contemporary online courses but could potentially have a dramatic impact on student engagement since students do not have to wait a significant amount of time to receive feedback. Learning situations where students have to wait for feedback typically has an adverse affect on student engagement.
Providing learners the capacity to customize their environment is a third strategy that digital game-based problem solving uses to minimize the routine nature of common student tasks in an online course. Customization allows the students to make decisions about their learning environment, unlike the typical online course. Students can select a persona, clothing, an environment, and weapons.
Digital game-based problem solving looks quite promising for college students, but educator adoption of this novel framework, like most innovations, will take time.
Monday, December 12, 2011
Now someone who knows state mottos might very well accuse me of plagiarizing New Mexico's motto ("Crescit Eundo"... "It Grows as it goes."), but I would say that such a person doesn't have enough to do on his hands.
By "flow" I'm not referring to streams and rivers but to psychological experiences in connection with distance learning. In the Journal of Adolescent & Adult Literacy, author Li-Ting Huang describes "flow" as a person's total involvement and focused attention on something. During which there is no self-consciousness but one is in full control of her own actions. And also during "flow", one does not notice the passage of time.
In other words, time flies while you're having fun.
Huang suggests that achieving "flow" is a worthy goal for designers of distance learning, and it is accomplished through creating experiences that are colorful, vivid, and contain some attractive multimedia presentation. That experience could simply be reading content, such as this, or it could be engaging others in online discussions, or in collaborative initiatives.
When the topic is "multimedia" that could mean just about anything that isn't simply text. Multimedia could arguably involve the inclusion of images, animations, interactive games or assessments, video clips, and even virtual 3D environments, I suppose.
It does indeed include synchronous forms of distance education, such as webinars or web-conferencing, and it does indeed include something that is daunting for some: your video image.
It's not easy to be in front of a camera. Most people I know don't like it, and shun any attempt to appear before the lens. But conversely, most people I know who see the video image of an instructor like it. Does on-camera content do anything for learning? There are some initial findings in research on synchronous distance education that throw doubt on the question. In Taylor's study (2011), many of those surveyed felt uncomfortable with not being able to make eye contact in one-to-one video communications; or surprisingly to me, not being able to read non-verbal expressions. That could be a result of herky-jerky video images caused by low-quality bandwidth, as well as the awkward experience of looking at a camera lens to simulate eye contact. Still, Taylor did note that video conferencing could be a cost-effective alternative to face-to-face discussions and long distance travel.
There are some way-out solutions being offered to improve the awkwardness of one-on-one video communication. (See "VGo" at http://youtu.be/_7JMVEcqieo).
But, being in front of a camera doesn't necessarily mean doing so in a webinar. You can record video clips for availability on-demand, or asynchronous forms of distance learning.
Whatever you do, with video or without video, the main thing is to create a sense of presence, or "telepresence". The definition of that word, varies, but I like the one that Huang uses "a feeling of connectedness and social belonging".
It will no doubt improve the flow of distance education, especially for learners.
Therefore, Incedo cum flumen. ("It goes as it flows"). That's the best translation I can come up with from an online latin dictionary.
Works Cited
Huang, L.-T. e. (2011). A Comparative Study on the Flow Experience in Web-Based and Text-Based Interaction Environments. Cyberpsychology, Behavior and Social Networking , 14 (1/2), 3-11.
Taylor, T. (2011, Jul). Video conferencing vs talking face-to-face: is video suitable for supportive dialogue? International Journal of Therapy and Rehabilitation , 392-403.
Below is a video version of this blog, recorded and produced with Adobe Audio Visual Communicator. (Let me know what you think!)



