The document summarizes evaluations from students in Norway on a mobile app called MILAGE that was used as part of a blended learning project for teaching mathematics. Students found the app to be interesting, easy to use, and innovative. They believed it supported individual and collaborative work. Most students indicated that instructional videos were the most helpful feature for learning. Overall, the evaluations found that students were actively engaged with constructing content for the app and viewed it as a useful additional approach for learning mathematics.
Nordlab - Nord preparedness management lab brochurePer Arne Godejord
Nord University has invested in computer-based simulation capacities and crisis management decision support tools at its Preparedness Management Lab (NORDLAB). NORDLAB provides an arena for education, research, exercises, and testing of emergency response management tools and collaboration processes related to sea, land, and air-based emergencies. It aims to advance knowledge development within emergency preparedness and provide support to research projects, with a focus on the Arctic environment. NORDLAB is equipped to conduct training exercises and test emergency management support tools.
Tactical evaluation and guidance – a concept for active learning in emergency...Per Arne Godejord
This document discusses the tactical evaluation system used by the Norwegian Civil Defence for emergency preparedness training. The system has two parts: guidance to improve individual and unit performance, and evaluation to measure operational effectiveness. It was introduced in 2014 to evaluate officers and then expanded to evaluate entire units. The goal is to provide feedback that enables better response to emergency situations. Key principles are that evaluation should guide improvement, the process should be transparent, and follow-up should focus on relevant improvement measures. Evaluators observe and provide guidance during exercises, and report back to exercise leaders to facilitate continuous learning between exercises.
This document discusses the experience and background of Tony Whittingham in digital media and learning. It outlines his 23 years of experience in ICT work and 15 years experience teaching computer science. It also lists some of the digital tools he has used in teaching like wikis, blogs, YouTube and games. It discusses some of his projects from 2000 onward using digital tools to enhance learning for students in subjects like math and social informatics. The overall point is about utilizing popular digital tools students already use for entertainment to enhance learning when assessed appropriately by teachers.
SPO1510 covered two main focus areas: social media tools and ethics. Students were required to complete mandatory tasks using Twitter, SoundCloud, and Paper.li. They also wrote an essay analyzing video games through an ethical lens, discussing perspectives on killing in games and whether certain games violate the Geneva Convention. The exam would consist of students' curated portfolios and an essay on a topic of their choice relating to the course material.
Video games are a form of cultural expression and art, similar to movies and comics. They tell stories and evoke emotions through interactive gameplay [SENTENCE 1]. Like films, games have evolved from early kinetic recordings with no narrative to incorporating sophisticated storytelling techniques [SENTENCE 2]. Comics and games both use the concept of closure between panels or gameplay to drive the narrative forward [SENTENCE 3].
The document summarizes evaluations from students in Norway on a mobile app called MILAGE that was used as part of a blended learning project for teaching mathematics. Students found the app to be interesting, easy to use, and innovative. They believed it supported individual and collaborative work. Most students indicated that instructional videos were the most helpful feature for learning. Overall, the evaluations found that students were actively engaged with constructing content for the app and viewed it as a useful additional approach for learning mathematics.
Nordlab - Nord preparedness management lab brochurePer Arne Godejord
Nord University has invested in computer-based simulation capacities and crisis management decision support tools at its Preparedness Management Lab (NORDLAB). NORDLAB provides an arena for education, research, exercises, and testing of emergency response management tools and collaboration processes related to sea, land, and air-based emergencies. It aims to advance knowledge development within emergency preparedness and provide support to research projects, with a focus on the Arctic environment. NORDLAB is equipped to conduct training exercises and test emergency management support tools.
Tactical evaluation and guidance – a concept for active learning in emergency...Per Arne Godejord
This document discusses the tactical evaluation system used by the Norwegian Civil Defence for emergency preparedness training. The system has two parts: guidance to improve individual and unit performance, and evaluation to measure operational effectiveness. It was introduced in 2014 to evaluate officers and then expanded to evaluate entire units. The goal is to provide feedback that enables better response to emergency situations. Key principles are that evaluation should guide improvement, the process should be transparent, and follow-up should focus on relevant improvement measures. Evaluators observe and provide guidance during exercises, and report back to exercise leaders to facilitate continuous learning between exercises.
This document discusses the experience and background of Tony Whittingham in digital media and learning. It outlines his 23 years of experience in ICT work and 15 years experience teaching computer science. It also lists some of the digital tools he has used in teaching like wikis, blogs, YouTube and games. It discusses some of his projects from 2000 onward using digital tools to enhance learning for students in subjects like math and social informatics. The overall point is about utilizing popular digital tools students already use for entertainment to enhance learning when assessed appropriately by teachers.
SPO1510 covered two main focus areas: social media tools and ethics. Students were required to complete mandatory tasks using Twitter, SoundCloud, and Paper.li. They also wrote an essay analyzing video games through an ethical lens, discussing perspectives on killing in games and whether certain games violate the Geneva Convention. The exam would consist of students' curated portfolios and an essay on a topic of their choice relating to the course material.
Video games are a form of cultural expression and art, similar to movies and comics. They tell stories and evoke emotions through interactive gameplay [SENTENCE 1]. Like films, games have evolved from early kinetic recordings with no narrative to incorporating sophisticated storytelling techniques [SENTENCE 2]. Comics and games both use the concept of closure between panels or gameplay to drive the narrative forward [SENTENCE 3].
Social media refers to online services that allow users to create and share content through audio, video, images and text. Common social media platforms include Facebook, Twitter, YouTube, and LinkedIn. Social media is an important communication tool because it allows users to reach a large audience at low cost and share information quickly. Effective social media use requires posting engaging content on a consistent basis and using hashtags and trends to expand reach. Common mistakes to avoid include having an obscure profile, only self-promoting, not checking links before sharing, and inconsistent or outdated posting strategies.
The document discusses pervasive games, which involve mixing gameplay with reality using mobile devices and location-based elements. It notes that pervasive games include alternate reality games and location-based games. The document raises ethical questions about organizing horror games in public spaces and the responsibilities of designers to avoid legal and psychological dangers for unaware bystanders. It concludes by questioning whether pervasive games are actually popular and who the players are.
This document discusses ethics and perspectives in the context of computer games. It presents two perspectives - a child perspective which is egocentric and an adult perspective which is more critical. It discusses ethical theories like utilitarianism and Kantianism in relation to software piracy and killing in computer games. It analyzes specific examples from games like GTA 3 and Ghost Recon in more detail using virtue ethics, duty ethics and consequentialism. Student survey results are presented showing gamers often make ethical choices in games like The Walking Dead. The conclusion questions whether computer games truly desensitize kids or make them more violent given the survey results.
2. Arbeidsstasjoner er betegnelse på den lokale bruker-
PC (Klient). [I tillegg: Nettbrett og smart-telefoner]
Nettverks kort er montert i PC´en for tilkobling til
nettverket [I tillegg: Wi-Fi ]
Nettverkskabel utgjør den fysiske sammenkoblingen
Sammenkoblings komponenter er ”bokser” for
fysisk kobling
Server (tjenermaskin) er en ”kraftig” PC med et
nettverks operativsystem for å styre hele nettverket
og alle brukere
Nettverks skrivere (printere) kan være
fellesressurser (fil-tjenester)
Maskinvare i lokalnettverk
(LAN)
3. Kommunikasjon er et gammelt begrep som
omfatter formidling av informasjon, stemme
overføring (telefon), TV osv.
Moderne kommunikasjonsformer omfatter
også Internett-tjenester som e-post, web, chat,
videokonferanser, sosiale medier, osv.
IKT – Informasjons og Kommunikasjons
Teknologi omfatter både det å kommunisere
men også formidling av informasjon, hvor en
tar i bruk teknologi som et verktøy for å få
dette til
Kommunikasjon - IKT
4. Brukerens PC (klienten) sender en forespørsel
til tjenermaskinen hvor det er lagret data
Tjeneren finner frem de forespurte data og
sender tilbake et resultat
Resultatet presenteres på klienten (brukerens
PC)
Kommunikasjonen mellom disse enhetene skjer
gjennom et datanettverk
Klient/tjener-modell
5. For at klient og tjener kan utveksle informasjon,
må det være et felles regelverk: protokoller
En protokoll er et sett av regler og prosedyrer
beskrevet i form av standarder, for overføring
av informasjon mellom enheter i et
datanettverk
Dette kan være vedtatte standarder som
behandles av ulike standardiseringsorganer
Det kan være ”de facto” standarder utviklet av
en leverandør, og som er godt innarbeidet i
markedet
Protokoller
7. En server lagrer all informasjon (tekst, bilder, lyd
mv) på disker, og er satt opp med en spesiell
Internett-programvare
Serveren tar i mot en henvendelse fra klienten,
finner frem den ønskede informasjonen og sender
denne tilbake til klienten
Det kan lages spesielle script-programmer som
utfører en prosessering av data før disse returneres
til klienten. Dette kan være ulike beregninger og
søking i databaser, dette kan gjøres avhengig av hva
brukeren har oppgitt og som klienten har oversendt
til serveren
Server-programvare
8. Alle PC´er som skal knyttes til nettet må ha
installert et nettverkskort
Dette må installeres sammen med nødvendige
drivere
PC´en må videre konfigureres riktig for å
kunne fungere i det aktuelle nettverket
Sammenkobling av nett
9. Sammenkobling av nett forts…
• Når du starter PC´en
vil den bli en klient i
nettverket
• En sentral server
tildeler da PC´en en
unik IP-adresse i
nettverket, dette gjør
at du da kan sende
og motta data
Nettverkskabler
10. Lokal nettverk, LAN, er ofte brukt som
betegnelse på et internt nettverk i en bedrift
Nettet har vanligvis:
Sentrale servere (kraftige PCer) som inneholder
alle felles programsystemer
alle felles data
har nettverksoperativsystem som styrer og
kontrollerer alle operasjonene i nettverket
PC’er knyttet til nettet (arbeidsstasjoner)
opererer som klientmaskiner
LAN – Det lokale
nettverket
11. Internett er et nettverk av nettverk; et stort
internasjonalt datanettverk
Det består av en sammenkobling av tusenvis av
mindre nettverk over hele verden
Milliarder av datamaskiner er koblet til
Internett
Ryggraden i Internett består av høyhastighets
kommunikasjonslinjer over hele verden
I Norge sørger UNINETT for samordning og
tilrettelegging for tilknytning til Internett
Internett
12. Internett er basert på en klient/tjener modell
WWW-klienten er nettleseren (Internet Explorer,
Firefox, Safari…) på brukerens PC
Den skal vise web-sider med tekst, bilder og linker
Brukerens klikk på en link medfører en forespørsel
til tjeneren om å sende ny informasjon
WWW-tjeneren (en web-server) har som oppgave
Å motta forespørsel fra klienten
Finne den informasjonen det spørres etter
Kontrollere tilgangsrettigheter til informasjonen
Å sende informasjonen tilbake til klienten
WWW-klient
13. TCP/IP (Transmission Control Protocol/ Internet
Protocol) ble utviklet ved Stanford University på 70-
tallet
Denne protokollen er grunnlaget for all
kommunikasjon på Internett
IP-protokollen tar seg av adresseringen til enhetene
TCP deler datamengdene opp i mindre nummererte
pakker, og sender datapakkene til den andre enheten
som setter pakkene sammen igjen ved mottak
Siden pakkene er nummerert, kan TCP stokke dem riktig
TCP sjekker også om mottakingen er feilfri, og vil
eventuelt sørge for at en pakke sendes om igjen hvis det
har oppstått en feil under overføringen (retransmisjon)
TCP/IP-protokollen
14. IP står for Internet Protocol, og er et adresse-
system som brukes i datanettverk og Internett
En IP-adresse består av en tallkode, og er en unik
adresse som angir den enkelte PC i nettet
For eksempel 158.38.108.211 (lokal PC i et
nettverk)
En web-hjemmeside må ha en unik IP-adresse
For eksempel 158.38.108.14 (angir et domene)
DNS-systemet inneholder ”katalogen” som
knytter et domene-navn til riktig IP-adresse
IP-adresser
16. Men det viktigste er ikke kabling og protokoller, men:
Hvordan skal DU som lærer utnytte IKT (Tablets,
smartmobiler, bærbare PC-er, stasjonære PC-er…) i pedagogisk
øyemed?
Takk for oppmerksomheten!
Kilder: cnet og Bård Kjos: Innføring i
informasjonsteknologi