NITLE IT Leaders 2009: Emerging Technologies in a Submerging Economy - Presentation Transcript
Emerging Technologies in a Submerging Economy The NITLE Instructional Technology Leaders Conference -------------------- Ursinus College March 27-29, 2009
The presentational plan
0. Intro
Social media
Mobility
Gaming and virtual worlds
Next?
Updates
Options
Cost/benefit
Pedagogies and other campus uses
Imbrication
Principles of Forecasting (2001) ( http://www.forecastingprinciples.com/methodologytree.html ) Apprehending the futures
“As of December 2008, 11% of online American adults said they used a service like Twitter or another service…” (Pew Internet and American Life)
comScore MediaMetrix (August 2008)
Blogs: 77.7 million unique visitors in the US…
Total internet audience 188.9 million
eMarketer (May 2008)
o 94.1 million US blog readers in 2007 (50% of Internet users)
o 22.6 million US bloggers in 2007 (12%)
David Sifry, September 2008; Juan Cole on the Colbert Report ( http://technorati.com/blogging/state-of-the-blogosphere / )
Universal McCann (March 2008)
184 million worldwide have started a blog | 26.4 US
346 million read blogs | 60.3 US
77% of active Internet users read blogs
David Sifry, September 2008; ScienceBlogs ( http://technorati.com/blogging/state-of-the-blogosphere / )
How influential are blogs in the world?
World Information Access 2008 Report http://www.wiareport.org/index.php/56/blogger-arrests
Social images are large
3 billion+ photos in Flickr
4,230,432 - 32,170,657 shareable
(first stat, Flickr blog, November 2008 http://blog.flickr.net/en/2008/11/03/3-billion/ ; Second stat, Flickr CC search page, March 2009, http://www.flickr.com/creativecommons/ )
… but market size problems Second Life; Google Lively
II. Web 3.0?
Missie Wadlandis game, http://www.wadlandis.nl/
Google Earth -2d: KML -3d: Sketchup
Web 3D
Google world as browser
Google Earth
-2d: KML
-3d: Sketchup
-Geotagging photos, videos
Mirror worlds (David Gelernter, 1991)
Web 3.0: the Semantic Web Semantic tool in play: ClearForest Gnosis, FF plugin
Web 3.0: the Semantic Web
“Starting today, we're deploying a new technology that can better understand associations and concepts related to your search… For example, if you search for [principles of physics], our algorithms understand that "angular momentum," "special relativity," "big bang" and "quantum mechanic" are related terms that could help you find what you need.”
Google search adds semantics, March 2009 http://googleblog.blogspot.com/2009/03/two-new-improvements-to-google-results.html
Uses in education in 2009
Information Gathering
Information Handling
Information Publishing
Simulation
Experiments
(see also Ensemble project, http://www.ensemble.ac.uk/ )
Team Building
Computer Mediated Discussion
Computer Mediated Experimentation
Role Play
Content Creation
Content Annotation
SemTech presentation, London 2009 http://www.semtech.ecs.soton.ac.uk/presentations/tt-presentation.pdf
[summing up]
See how campus population uses Web technologies: meet them where they live?
Explore how outsourcing to Web 2.0 services works for other campuses, and your own campus
Develop information/media literacy approaches across departments, disciplines
[summing up]
Explore Web 2.0 affordances in other tools (ex: Scholar.com)
Keep an eye out for emerging practices being used
Watch Web 3.0 technologies as they emerge
Wireless and mobile devices: On the way to ubiquitous computing
Devices Kindle; Asus Eee PC (latter image from http://www.popularmechanics.com/blogs/technology_news/4247009.html )
Queries to colleagues, experts, faculty, librarians
Best practice, scribes: more than 1, fewer than all
Assignment in class: quick finding of facts (Randy Stakeman, Colby, NITLE emerging technology workshop, 2009)
Pedagogies
Learning spaces
In the classroom
one leading pilot space for wireless
mode: lecture/lab
Campus
other sites: library, residence hall
new learning spaces
chunks of campus
Pedagogies
Volokh Conspiracy blog, April 2007
External world
increasingly reachable, present
world as syllabus, research field
Annotated space
writing to removed units
writing to space, augmenting reality (classic: Spohrer's "Information in Places")
spatial information: 34 North 118 West
Mobile study journaling
John Schott, Carleton College, 2006
Mobile phones and multimedia
(http://www.mobiquran.com) Mobile (re)publishing
(http://www.mobiquran.com) Mobile (re)publishing
Threats
Problem devices
Small screens
Tricky input
Different interfaces
That privacy issue
Multitasking
threats: distraction, wandering index/stimulus
generational issue
practice: shells down, machines open
Campus life changes
Informal learning
Social organizations alter timing and location?
Emergency alerts (voluntary)
[summing up]
Consider low-cost devices and apps
Assess where campus population is using information
Where does more mobility mean more value from digital infrastructure?
Gaming and virtual worlds
The form and industry continues to develop and grow
Pedagogical uses unfolding
Liberal arts campus cases and community
Diversity of game genres American teenagers, Pew Internet, 2008
Oiligarchy, Molle Industries
DimensionM, Tabula Digita
Jetset, Persuasive Games
Pedagogical functions
James Paul Gee
Claims games offer pedagogical experiences (2003ff)
Other experts follow suit:
Marc Presnsky
Henry Jenkins
John Seely Brown
Mia Consalvo
Constance Steinkuehler
Kurt Squire
Sample pedagogical principles:
Semiotic domains; transference
Embodied action and feedback
Projective identity
Edging the regime of competence (Vygotsky)
Probe-reprobe cycle
Social learning (roles; consumption-production)
“ Fish tank” tutorial
Strategic self-assessment
Example: multimedia literacies
“… within games, there are in fact multitudes of literacy practices – games are full of text, she asserted, to say nothing of the entirely text-based fandom communities online that take place in forums, blogs and social networks.”
Chris Fee, Gettysburg College; Christian Spielvogel, Hope College
Game studies
Serious Games
Conferences
Scholarly articles and books (MIT Press)
Games Learning Society conference, http://www.glsconference.org/2008/index.html
Scholarship
Game studies
Harry J.Brown, Videogames and education (2008).
Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (2009).
How is gaming used now?
Libraries
Collections
Game night
Some concerns
Media effect (violence)
Transfer across domains, platforms
“ Simulation gap”
Subjectivity and assessment
behaviorism versus constructivism
Image from Scot Osterweil, presentation to Learning from Video Games: Designing Digital Curriculums (NERCOMP SIG , 2007)
Liberal arts uses
Gettysburg, Hope, Depauw
More current options
Already in use elsewhere:
Machinima for video production
Students making games (constructivism, collaboration)
Information/media fluency curricula
Explore no- and low-cost games
Inform 7, free IF editor (Richard Liston, Ursinus College, classroom example 2008)
[summing up]
Learn from current projects and research
Shared collections: objects and reference
Build the value proposition for emerging tech
Or, where does ET phone home?
Assessment (curriculum)
Other campus benefits
Admissions, alumni
Participation in the world
Use the networks
Exploit new tools to learn about new tools
Stalk friends and strangers
Work the old pathways, too - “talking”, “books”
Keep an eye on the world: Changed.gov
Keep an eye on the world: North Dakota
“ Social-networking sites such as Facebook and Twitter have become vital tools for volunteers as they wage a desperate, round-the-clock battle to protect Fargo from the river and spread the word about rising floodwaters.
“ Oftentimes, the government Web sites and phone lines are overloaded and don’t have the capacity to answer all the queries,” said Jeannette Sutton, a University of Colorado sociologist who has researched the use of social networking in emergencies.
“ A site like Facebook is so robust, it has the strength to support this kind of usage,” she said.”
“ Fargo uses social networks to fight floodwaters” Associated Press, March 27 2009
0 comments
Post a comment