This document provides a 7-step process for using free and cheap multimedia tools for teaching and student presentations. It discusses determining goals and policies, required hardware, software options including accessible and user-friendly apps, testing functionality and compatibility, getting comfortable with technology and video recording, and provides examples of software that come pre-installed on Windows computers. The overall goal is to help instructors and students identify and use free video recording and editing tools for creating digital stories, capturing lectures, and aiding the learning and teaching process.
The document discusses using technology to enhance instruction and problem solving. It suggests having students work in teams on problem-based learning projects that investigate curriculum concepts, address individual strengths, and develop problem solving skills through inquiry. Students would present their findings and solutions using multimedia formats to audiences beyond the classroom. The document also includes charts assessing technology knowledge and skills as well as sample projects linking content standards with technology standards.
Computer application in Secondary education (Mind Map)Dr. Sushma N Jogan
This is an innovative method of presenting the content in the form of different shapes and colours in an effective way. This is the task of assignment given to my M.Ed student of II semester and it has really presented in a creative manner. Hope this will be helpful in understanding the content in an easy way.
Tiffany Rollins is a 6th grade language arts teacher at Howard Middle School who uses various technologies in her classroom, including a Smart Board, computers, MP3 players, digital cameras, and Active Expression polling devices. Her school received a grant to help teachers integrate technology into standards-based lessons. According to Rollins, using these technologies has helped improve student achievement and engagement. While technology use presents some challenges like equipment failures, overall it has had a positive impact on student test scores and behavior in Rollins' classroom.
BYOD (Bring Your Own Device) in the Classroom: Two Tech Tools for Fostering ...maritezita
Maritez Apigo's presentation at the Strengthening Student Success Conference on October 5, 2016 at Hyatt Regency Orange County
Tired of telling your students to put away their phones? Instead, instruct your students to take them out! The presenter will showcase two user-friendly educational technology tools for engaging students in interactive polls and administering formative assessments of student learning outcomes on their mobile devices: Poll Everywhere and Socrative. These student response systems allow instructors to identify students in need of targeted intervention strategies and to apply data-driven instruction. Through the techniques modeled and examples shared, the presenter will demonstrate the benefits of integrating technology in the classroom to advance equity and student success. This session will also provide tips and helpful resources for getting started and troubleshooting with these technologies. Bring your smartphone, iPad, tablet, or laptop to fully participate in this interactive session.
http://maritez.populr.me/sssc16
PETE&C 2/24/10 - The Results of Web 2.0 in the ClassroomAndy Petroski
In the summers of 2008 and 2009 Harrisburg University conducted an educator’s graduate clinic, “Web 2.0 in the Classroom.” Participants implemented web 2.0 technology into their classrooms as part of completing the course work. Attend this presentation to hear about the web 2.0 implementations, including benefits, obstacles and positive results.
This document provides a 7-step process for using free and cheap multimedia tools for teaching and student presentations. It discusses determining goals and policies, required hardware, software options including accessible and user-friendly apps, testing functionality and compatibility, getting comfortable with technology and video recording, and provides examples of software that come pre-installed on Windows computers. The overall goal is to help instructors and students identify and use free video recording and editing tools for creating digital stories, capturing lectures, and aiding the learning and teaching process.
The document discusses using technology to enhance instruction and problem solving. It suggests having students work in teams on problem-based learning projects that investigate curriculum concepts, address individual strengths, and develop problem solving skills through inquiry. Students would present their findings and solutions using multimedia formats to audiences beyond the classroom. The document also includes charts assessing technology knowledge and skills as well as sample projects linking content standards with technology standards.
Computer application in Secondary education (Mind Map)Dr. Sushma N Jogan
This is an innovative method of presenting the content in the form of different shapes and colours in an effective way. This is the task of assignment given to my M.Ed student of II semester and it has really presented in a creative manner. Hope this will be helpful in understanding the content in an easy way.
Tiffany Rollins is a 6th grade language arts teacher at Howard Middle School who uses various technologies in her classroom, including a Smart Board, computers, MP3 players, digital cameras, and Active Expression polling devices. Her school received a grant to help teachers integrate technology into standards-based lessons. According to Rollins, using these technologies has helped improve student achievement and engagement. While technology use presents some challenges like equipment failures, overall it has had a positive impact on student test scores and behavior in Rollins' classroom.
BYOD (Bring Your Own Device) in the Classroom: Two Tech Tools for Fostering ...maritezita
Maritez Apigo's presentation at the Strengthening Student Success Conference on October 5, 2016 at Hyatt Regency Orange County
Tired of telling your students to put away their phones? Instead, instruct your students to take them out! The presenter will showcase two user-friendly educational technology tools for engaging students in interactive polls and administering formative assessments of student learning outcomes on their mobile devices: Poll Everywhere and Socrative. These student response systems allow instructors to identify students in need of targeted intervention strategies and to apply data-driven instruction. Through the techniques modeled and examples shared, the presenter will demonstrate the benefits of integrating technology in the classroom to advance equity and student success. This session will also provide tips and helpful resources for getting started and troubleshooting with these technologies. Bring your smartphone, iPad, tablet, or laptop to fully participate in this interactive session.
http://maritez.populr.me/sssc16
PETE&C 2/24/10 - The Results of Web 2.0 in the ClassroomAndy Petroski
In the summers of 2008 and 2009 Harrisburg University conducted an educator’s graduate clinic, “Web 2.0 in the Classroom.” Participants implemented web 2.0 technology into their classrooms as part of completing the course work. Attend this presentation to hear about the web 2.0 implementations, including benefits, obstacles and positive results.
This document summarizes topics discussed in an LTMS 510 class on February 9, 2010, including student presentations on online tutorials, software demos, and eLearning/online learning. It also reviews copyright management systems and discusses eLearning authoring tools, podcasts, and the Learning Technologies Encyclopedia.
Learning Technologies Master of Science: Learning Technologies and Solutions
Management Systems (LMS, LCMS, CMS)
Media (text, audio, graphics, video, animation)
LTMS 510: Learning Technologies and Solutions - class 15Andy Petroski
LTMS 510: Learning Technologies and Solutions is a course in the Learning Technologies Master of Science (LTMS) program at Harrisburg University of Science & Technology
LTMS 510: Learning Technologies and Solutions - Class 9Andy Petroski
LTMS 510: Learning Technologies and Solutions; a class in the Learning Technologies Master of Science (LTMS) program at Harrisburg University of Science and Technology
LTMS 510: Learning Technologies and Solutions - Class 11Andy Petroski
This document provides an overview of topics covered in the LTMS 510 class on April 2, 2012. The class included a review of previous topics, a student presentation, a tour of SecondLife, and discussions of games/simulations and virtual worlds. Upcoming assignments included contributing to a learning technologies encyclopedia on virtual worlds and participating in a games competition. The class also covered resources for game development and virtual worlds concentrations. A medical simulation lab visit and games/simulations Olympics were scheduled.
Learning Technologies and Solutions-Class 5Andy Petroski
Class 5 of LTMS 510: Learning Technologies and Solutions in the Learning Technologies Master of Science (LTMS) program at Harrisburg University of Science and Technology
The document discusses various high-tech assessment tools that can be used effectively, including online quizzes, screencasts, audience response systems, ePortfolios, gaming/simulation, and online discussion forums. It provides examples of how these tools have been used to assess learning in library instruction and provides references for further information.
Best Practices for the Effective Use of Technology in the Classroom - PETE&C ...Andy Petroski
Technology itself is not a learning solution. Learning technologies can only truly impact the classroom as a tool to support instructional strategies. Attend this presentation to learn about considerations and techniques for increasing the positive results from learning technology integration.
1. Moco is a learning management and assessment system developed by TMX Learning since 2004. It has over 150 customers, 400 content projects completed, and 50+ employees across offices in Russia, Ukraine, and Belarus.
2. The system provides modules for distance learning, training and development, and assessment. It integrates with the Moodle learning management system and can be customized.
3. Features include an organizational structure module to manage employees, directories, and reporting. Distance learning features include course catalogs, automatic and group assignments, and standard reports. Pricing is per module and includes implementation services and ongoing support.
This document provides guidance for teachers on integrating technology into the classroom. It discusses selecting topics and dividing tasks among students based on their abilities. It also outlines steps for planning a technology-rich lesson, including choosing a unit of study, identifying a lesson, selecting appropriate technology tools, assessing student learning of content and technology skills, and managing technology resources and student use. The overall goal is to enhance learning and connect students to the curriculum through meaningful use of educational technology.
This document provides an overview of the agenda and activities for Class 2 of the LTMS 510 course on Saturday January 12th. The class will include introductions from students about their backgrounds and learning technology experience. It will then review the syllabus and previous assignments. Several main topics will be covered: organizational culture and how it relates to learning technologies, learning strategies, learning technology architectures, and flowcharting and storyboarding. Students will participate in group activities to diagram elements of a learning delivery experience and categorize different learning technologies. The class will conclude with discussions of learning management systems and media selection.
LTMS 510: Learning Technologies & Solutions - class 6Andy Petroski
The guest speaker at the LTMS 510 class discussed four main topics: 1) eLearning and a review of online courses and authoring tools, 2) Strategies and criteria for selecting tools, 3) Decision analysis methods like the Kepner-Tregoe model, and 4) Use cases for activities, projects, and adjusting future class dates. The class involved a review of eLearning strengths, weaknesses and considerations for the future, as well as assignments through Lynda.com and current grading practices.
SYS Technologies provides various learning and performance solutions including e-learning, instructor-led training, learning management systems, performance support, analytics, and mobile applications. They have over 19 years of experience in the training industry and work with clients in industries such as automotive, financial, healthcare, and government. Their services include instructional design, content development, hosting learning management systems, and developing custom mobile applications and performance support solutions.
What is your Technology Load? TESL Ontario 2009John Allan
This document provides an overview of a workshop that allows participants to identify the various technology-related tasks required by their jobs. It introduces 16 categories of digital responsibility and has participants complete a rubric to determine their individual "technology load". The document also discusses potential coping strategies for technology overload.
This document reviews research on e-assessment from 2008-2012. It summarizes key findings about the types and purposes of e-assessment studies. The majority of studies focused on formative e-assessment and were conducted in Taiwan, the UK, and US. Most studies did not reference educational theories. Common e-assessment types examined were automated short answer, peer assessment, and e-portfolios. The review concludes that most e-assessment practice remains rooted in traditional approaches and focuses on assessment of rather than for learning.
Why am I Negotiating with Aliens During Training?Andy Petroski
This slide deck is from a webinar held on 3/18/16. View the webinar recording at https://www.youtube.com/watch?v=J_uU6p8I6_0. Check out the book at http://www.amazon.com/Alternate-Reality-Games-Gamification-Performance/dp/1498722385.
Immersive learning through games, gamification and simulations is being used by a variety of institutions and organizations to transform the learning experience. Alternate Reality Games (ARGs) are immersive learning through a transmedia experience, designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Join this session to play a 5-minute ARG and explore the ways in which you can take advantage of Alternate Reality Games to transform the impact of training solutions.
Session Objectives:
Define ARGs for Employee Learning
Explore ARG Examples
Discover player interactions in ARGs
Identify opportunities for an ARG
Implementing an Online Learning InitiativeAndy Petroski
This is from a session at the e-Learning Revolution Conference at IU 13 on 6/24/15.
School districts creating their own online learning courses, with existing faculty and resources, often stumble with initial efforts as they try to apply existing models to a new learning environment. Join this session to explore strategies, tools, and processes that can support the transition to online learning and see
demonstrations of working models.
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This document summarizes topics discussed in an LTMS 510 class on February 9, 2010, including student presentations on online tutorials, software demos, and eLearning/online learning. It also reviews copyright management systems and discusses eLearning authoring tools, podcasts, and the Learning Technologies Encyclopedia.
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This document provides an overview of topics covered in the LTMS 510 class on April 2, 2012. The class included a review of previous topics, a student presentation, a tour of SecondLife, and discussions of games/simulations and virtual worlds. Upcoming assignments included contributing to a learning technologies encyclopedia on virtual worlds and participating in a games competition. The class also covered resources for game development and virtual worlds concentrations. A medical simulation lab visit and games/simulations Olympics were scheduled.
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The document discusses various high-tech assessment tools that can be used effectively, including online quizzes, screencasts, audience response systems, ePortfolios, gaming/simulation, and online discussion forums. It provides examples of how these tools have been used to assess learning in library instruction and provides references for further information.
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Technology itself is not a learning solution. Learning technologies can only truly impact the classroom as a tool to support instructional strategies. Attend this presentation to learn about considerations and techniques for increasing the positive results from learning technology integration.
1. Moco is a learning management and assessment system developed by TMX Learning since 2004. It has over 150 customers, 400 content projects completed, and 50+ employees across offices in Russia, Ukraine, and Belarus.
2. The system provides modules for distance learning, training and development, and assessment. It integrates with the Moodle learning management system and can be customized.
3. Features include an organizational structure module to manage employees, directories, and reporting. Distance learning features include course catalogs, automatic and group assignments, and standard reports. Pricing is per module and includes implementation services and ongoing support.
This document provides guidance for teachers on integrating technology into the classroom. It discusses selecting topics and dividing tasks among students based on their abilities. It also outlines steps for planning a technology-rich lesson, including choosing a unit of study, identifying a lesson, selecting appropriate technology tools, assessing student learning of content and technology skills, and managing technology resources and student use. The overall goal is to enhance learning and connect students to the curriculum through meaningful use of educational technology.
This document provides an overview of the agenda and activities for Class 2 of the LTMS 510 course on Saturday January 12th. The class will include introductions from students about their backgrounds and learning technology experience. It will then review the syllabus and previous assignments. Several main topics will be covered: organizational culture and how it relates to learning technologies, learning strategies, learning technology architectures, and flowcharting and storyboarding. Students will participate in group activities to diagram elements of a learning delivery experience and categorize different learning technologies. The class will conclude with discussions of learning management systems and media selection.
LTMS 510: Learning Technologies & Solutions - class 6Andy Petroski
The guest speaker at the LTMS 510 class discussed four main topics: 1) eLearning and a review of online courses and authoring tools, 2) Strategies and criteria for selecting tools, 3) Decision analysis methods like the Kepner-Tregoe model, and 4) Use cases for activities, projects, and adjusting future class dates. The class involved a review of eLearning strengths, weaknesses and considerations for the future, as well as assignments through Lynda.com and current grading practices.
SYS Technologies provides various learning and performance solutions including e-learning, instructor-led training, learning management systems, performance support, analytics, and mobile applications. They have over 19 years of experience in the training industry and work with clients in industries such as automotive, financial, healthcare, and government. Their services include instructional design, content development, hosting learning management systems, and developing custom mobile applications and performance support solutions.
What is your Technology Load? TESL Ontario 2009John Allan
This document provides an overview of a workshop that allows participants to identify the various technology-related tasks required by their jobs. It introduces 16 categories of digital responsibility and has participants complete a rubric to determine their individual "technology load". The document also discusses potential coping strategies for technology overload.
This document reviews research on e-assessment from 2008-2012. It summarizes key findings about the types and purposes of e-assessment studies. The majority of studies focused on formative e-assessment and were conducted in Taiwan, the UK, and US. Most studies did not reference educational theories. Common e-assessment types examined were automated short answer, peer assessment, and e-portfolios. The review concludes that most e-assessment practice remains rooted in traditional approaches and focuses on assessment of rather than for learning.
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This slide deck is from a webinar held on 3/18/16. View the webinar recording at https://www.youtube.com/watch?v=J_uU6p8I6_0. Check out the book at http://www.amazon.com/Alternate-Reality-Games-Gamification-Performance/dp/1498722385.
Immersive learning through games, gamification and simulations is being used by a variety of institutions and organizations to transform the learning experience. Alternate Reality Games (ARGs) are immersive learning through a transmedia experience, designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.
ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
Join this session to play a 5-minute ARG and explore the ways in which you can take advantage of Alternate Reality Games to transform the impact of training solutions.
Session Objectives:
Define ARGs for Employee Learning
Explore ARG Examples
Discover player interactions in ARGs
Identify opportunities for an ARG
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This is from a session at the e-Learning Revolution Conference at IU 13 on 6/24/15.
School districts creating their own online learning courses, with existing faculty and resources, often stumble with initial efforts as they try to apply existing models to a new learning environment. Join this session to explore strategies, tools, and processes that can support the transition to online learning and see
demonstrations of working models.
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Instruction should be engaging, effective and efficient. The First Principles of Instruction, from Dr. David Merrill, provide a framework for designing instruction that moves beyond the rote, information-based instruction that commonplace in corporate learning and all levels of education. Learning should be problem-centered, require activation, include demonstration, require application and incorporate opportunities for integration. Attend this webinar to discover the First Principles of Instruction and practice applying them to one of your learning designs.
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Micro ID for Problem-Based and Game-Based Learning
Instructional design is both a process (macro) and a strategy (micro). Micro instructional design models should provide a formula for designing user experience, engagement and interaction that supports learning. Join this online session to explore David Merrill’s Pebble in the Pond (PiP) instructional design model for problem-based learning and consider how it can also be applied to game-based learning design.
This example documentation was created for students in the LTMS 636: Micro Instructional Design course in the Learning Technologies Master of Science program at Harrisburg University (www.harrisburgu.edu/learningtechnologies). This is an example of Pebble-in-the-Pond instructional design. I created the example documentation based on the information and examples presented by Dr. Merrill in his First Principles of Instruction book.
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Materials and resources can be accessed at http://apetroski.wikispaces.com/Serious+Game+Jam
Maryland ATD
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Bring the learning objectives for your next performance improvement or behavior change effort and leave with a serious game design. In this serious game jam session participants will explore the major elements of serious game design (story, character, mechanics) and create a rough plan for a serious game. Small group or individual work will be an option. Bring your laptop or tablet to create your plan for a serious game.
Objectives:
- Identify ways in which elements of serious game design can improve existing learning solutions
- Increase the focus and achieve depth of learning by applying serious game design techniques
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These slides are from the 2014 IU 13 Elementary Technology Conference
Motivation, clear objectives, critical thinking about consequences, and instant and abundant feedback are all elements of the best learning experiences. These are also elements of the best games. There is momentum behind games in education that includes playing entertainment games, playing educational games, using games as text and creating games in the classroom to teach core concepts and develop 21st century skills. Attend this session to learn more about how games can be a foundation for deeper learning and higher order thinking in education.
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Organizations adding social media as an internal training and communication tool often do so to duplicate the success of the marketing department, leverage unused features in existing technology, follow an industry trend or appeal to younger workers. However, successful social learning implementations require activities grounded in strategy and a way to measure success. Join this webinar to explore case studies of successful social learning efforts and discover the training and communication challenges that social media can address.
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The students and the professors worked on the project together as a way to further explore and practice game design concepts introduced in class and through readings. The practice game design also supported the development of skills that students applied to their own game design projects.
We partnered with IBM to establish the game concept and communicated with IBM representatives throughout the semester to receive feedback and discuss game design strategies.
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Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Note: Agenda – Display as students enter the room Review Student Presentation: Assessment Technology Topic 1: Assessment ePortfolio Assignment Reflection
Note: Review (10 minutes) 6:00-6:10PM Any question or any additional thoughts: Classroom Technology refer to Mike’s forum comment on assessment Podcasts: Podbean player in Ning – should update automatically Viewing and review of other students’ podcasts Games & Sims Olympics: 2Ks – Jeapordy = 103,000 Burger Shop = 8,119 (111,119) Narli – Jeapordy = 127,200 Burger Shop = 9,652 (136,852) Digital Duo – Jeaporday = 11,900 Burger Shop = 195 (12,095) – 18,143 for three Learning Technology Selection: Due date of final report . . . Want to move it a few days?
Note: 6:35-6:50PM Ask questions through polls in Wimba: http://www.educationworld.com/a_tech/tech/tech125.shtml Motivate While You Integrate Technology: Online Assessment Do you agree with the author’s notion of using assessment technology as a stepping stone into technology integration? Yes No I would disagree. Wording questions, feedback, gathering data, testing . . . All could be difficult for the first time tech user. If you lose the data, students need to retake. It’s a great use of technology, just a lot to consider for a first time user. Plus, need to consider all of the alternatives for short answer questions. But, it’s something that’s easy to integrate from a lesson plan level. You’re already going to test/assess . . . Why not do it through technology. In general, what do you think is the most useful benefit of online testing: increased student engagement in the curriculum a flexible test environment practice with technology-based test formats a painless way to integrate technology a time-saver Also some good tips for using online tests. http://www.astd.org/LC/2008/1108_thompson.htm Adaptive and Interactive Assessments with E-Learning Computerized Adaptive Testing How would you characterize assessments you create?: Too easy and need to make them more challenging Too difficult and need to make them more appropriate I have not created test/assessment questions I once saw training material in which the assessments were delivered in a game show format, complete with a loud salesman-pitch announcer: “Ding, ding ding! That’s corrrrrect! The next question is worth 20 points…” Not only was it incredibly annoying to have to listen to it, but it took twice as long as if the student was simply allowed to read the question and answer. Moreover, the most likely thing that a learner would remember is the irritating voice, not the material. We’ve talked about games in the course. This comment/perspective also reminds us that techniques and technologies need to be used appropriately. Games can be engaging, but can also get in the way, depending on what your goal is. Comment: Why bombard learners for two hours with multiple-choice items when the same effective measurement can be had in less than an hour? This is still a long test. The ASTD article was about a unique approach to interactive testing. It’s one that is not easily implemented, but I wanted you to have a sense of the variety of techniques and technologies that are part of the assessment technology realm. This is a large and important arena . . . One that we’re only beginning to determine best practices for. It will continue to involve. What do you think about the adaptive testing model? Kathy mentioned the WRAT test – adaptive paper test. Summary: Technology can be used to deliver assessments, but also create/adapt assessment and learning to the individual
Note: 6:50-6:55PM The second half of the ASTD article talked about interactive assessment – which would relate to simulations in this list. Any questions about any of these types technology-enabled assessment? Observation could be done with cameras/recordings (in the classroom or otherwise)
Note: 6:55-7PM Also – vision software from Kati in LTMS 510 sp 10 Assessor http://www.sewardinc.com/assessor/ TestCraft http://www.ingeniousgroup.com/ Quia http://www.quia.com/web QuestionMark http://www.questionmark.com/us/index.aspx Show ICOT tool from ISTE – Classroom Observation Tool http://www.iste.org/ICOT/ Exam Professor www.examprofessor.com Show RWD – uBenchmark – http://www.rwd.com/solutions/products/uBenchmark.aspx Interaction monitoring for assessment Assessment tools built into LMS & course management systems . . . And authoring tools
Note: 7-7:10 PM Online Discussion – will work on this more onTuesday after everyone has chimed in on the discussion What are the potential positives and negatives of using technology for assessment? Positives: Save time Immediate Feedback Take tests multiple times (vary questions) to achieve mastery Address cheating (random questions and answers) Negatives: Technology Cheating Presentation of Feedback (may need to consultative) Inability to evaluate “sort of correct” answers (in some systems). Kathy described systems where the teacher can override the test. Art – mixture of online and other assessment Kathy – like the concept of asking the kids to write the test questions - Also mentioned by being able to test often, it becomes a less anxious moment for the student
Note: Break (20 minutes) 7:10-7:30PM
Note: 7:30-7:40 PM In the chat, indicate the following (do one at a time) Strengths: Instant Results Easy analysis Easy distribution – (green) Easy way to manage information – easily edit up to last minute or change tests after a sample group Weaknesses: Technology layer = troubleshooting and learning curve for software. (It’s not difficult, but not always easy either) Potential for cheating Potential loss of data Not a great solution for open-ended test questions (at least evaluating them) Considerations: Test assessment component as you would any other development (backup data) Consider ways to assess other than traditional tests – observations On-screen reading, versus paper-based reading (consider this when writing the tests) Assessment success is usually about the writing (questions and answers) (that’s regardless of the technology)
Note: 7:45-7:50PM Organizational Strategy and Performance Improvement Strategy can have a big impact on your assessment (Technology or assessment in general.) Tell Highmark story of creating a challenging assessment Analysis should drive assessment Overall, the learning technology you use can have an impact on how you implement assessment as part of your learning solution Why do you think evaluation and assessment are in the middle of the learning technology architecture? The results should play a key role in your activities The data can work with your management systems to deliver individualized instruction and resources
Note: 7:50-8PM Simulations Adaptive Assessment and Augmented Instruction / Individualized Instruction based on assessment (Assessment integrated with instruction/learning) Observation tools like ICOT and uBenchmark ePortfolio (authentic assessment, assessment of level of expertise) Neuroscience assessment, feeback/discussion based on emotional/physical reactions during activities http://www.engrammetron.net/ http://www.sfu.ca/cognitive-science/5Ws/GraduateProfiles.html (Picture of someone getting wired up for an session) Quoted from Ken MacAllister The thing that interests me most about this research is the possibility of making computer systems that can decipher and respond to changes in the mental states of learners as they are learning. While wiring someone up to a 256 channel EEG and EKG is impractical, I believe that there is a possibility for very rich feedback from facial expression, eye tracking and body posture that could all be obtained from a computer's built-in camera. I also think that multi-touch interfaces like those found on many smart phones or devices like the iPad could be used to provide the equivalent of galvanic skin response (GSR) feedback in addition to pure touch locations. GSR is a very strong indicator of changes in the mental states of learners that I think has enormous and as-yet untapped potential for creating new ways of monitoring engagement. Search on computer-aided affective learning systems to learn more. Emotiv http://www.youtube.com/watch?v=ZMiQx4Mhh_U This is a game design interface, but has potential for affective learning systems NeuroSky Mindset http://www.neurosky.com/ (play video) Mattel Mindflex http://mindflexgames.com/ (play video)
Note: 8-8:30PM We talked earlier in the semester about ePortfolio as an assessment tool and how the university is using it as an assessment tool. Tonight we’re going to work on some elements of the ePortfolio assignment and will continue to do so over the next couple of weeks. ePortfolio Write Intro (if you haven’t done so, please do this. This is how you edit the intro) Upload and link to photo in description (go over linking to photo – though copy/paste photo URL in skydrive and embedding that into the intro) Enter LTMS 510 course description for this semester (Summer 2009) in My Courses (go over creating the tabs in that section and entering content in the content editor web part) Above is all review New activities: On LTMS 510 page in ePortfolio Link to RSS feed for your podcast in your course description – RSS feed web part – link to feed OR use the embed code for the Podbean player and put that into a content editor web part Upload your presentation to slideshare and display it in your course description – embed in content editor web part All files to SkyDrive – to save them
Note: 8:30-8:45PM Learning Technology Selection Report Technology evaluation done Report – was due April 19. Final podcast due April 19 also. Podcast (final one due April 19) Blog post Disappointed in lack of responses (some, but not a lot) What has been your reaction to your blog posts? Games & Simulations Olympics Game 3 Learning Technology Encylopedia Thursday, April 15: Classroom Technology Learning Technology Encyclopedia What did you like about the Learning Technology Encylopedia project? (The project and the learning experience) What did you not like about the project? What did you think about collaboratively working on a wiki with a dispersed group? Do you think it’s a resource you’ll use in the future? Learning Technology Presentation What did you like about the assignment (The organization and the learning experience)? What did you not like about it? Was 15 minutes too short, too long?
Reading assignments for devices topic are in Moodle Moodle discussion Cell phone numbers? Bring cell phones to class next week If you haven’t given them to me through the survey at the beginning of class, please provide me your cell phone number. I’m not connecting phone numbers with students, I just need to have the numbers. There are some other assignments in the syllabus (ePortfolio blog post). I’m delaying those and will let you know when those are due. Blog post 3 which is in the Ning is due Thursday, April 22 Next class: In class at Harrisburg U for our final two classes Devices Some more ePortfolio work Some more assignment/project reflection