3.1: Media Utilization

“Media utilization is the systematic use of resources for learning” (Seels & Richey,1994, p. 46). Utilization is the decision-making process of implementation based on
instructional design specifications.

Digital Parent: Facing Facebook

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A few months ago, I co-founded a project called Digital Parent with a few other educators across North America. The goal of Digital Parent is to deliver technology workshops for parents. The basic idea is to help parents better understand technology, and provide training that will benefit them as they seek to understand the benefits of educational technology, as well as technology tools relevant to their personal lives. The project is still in its formative stages, and although we’ve been on hiatus for awhile, I’m hoping with this new instructional project I’ve designed we can get the project moving again.
My original role in Digital Parent was simply to provide technical support. However, since I’ve been learning quite a bit about instructional design, I plan on taking the initiative and helping the team form organized models to develop and assess future workshops.
Below is the instructional design document for “Facing Facebook,” a workshop to help parents better understand how children use Facebook, and how to talk to their kids about the service. The document is a little long (it was written for a graduate school class), and I feel it could use some trimming so it only addresses the basic needs of any Digital Parent instructor who downloads and uses it.

I’ve realized that Digital Parent will need both formative and summative evaluations included in the process, which will be a daunting yet important task since the workshops will be delivered as downloadable “modules,” so the instructional designers will likely never see the instruction put into practice. We can still hold our own one-to-one and small group evaluations, however, but any field trials will likely consist of an actual instructor presenting the content to an actual group of interested parents, without the presence or the knowledge of the instructional design team. Every workshop module should have a summative assessment for all participants (teachers and students), accessible on the Digital Parent web site, that is automatically reported back to the Digital Parent team. This will allow us to keep a careful watch over the effectiveness of our instructional design projects, and be able to revise and improve our work.

Review of "Learning Online with Games, Simulations, and Virtual Worlds"

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Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction is a book by Clark Aldrich, an educational game consultant, which explains the benefits of different types of games, and contains suggested models for instruction. It is intended mainly for teachers and curriculum designers, but could also function as a good introduction to educational games for any interested layperson. It focuses on the preparatory work required to successfully implement educational games in a learning environment, and how to maximize their benefits for students and teachers. The book does more than just describe educational games and argue for their usage. It shows the reader how to identify opportunities for building games, use best practices, and outlines specific steps for developing, preparing, and designing game-oriented instruction.
There are three parts to this book. Part 1 argues for the use of games in education, and posits that virtual environments are actually a natural part of human thinking. Research and studies are referenced, demonstrating the effectiveness of games in education, and showing quite clearly how and why they work.
Different types of interactive learning activities are defined, and divided into three primary categories: games, simulations, and virtual worlds. Games are simpler activities that are meant to be engaging and encourage awareness, while simulations focus more on skill-building. Educational simulations are “structured environments, abstracted from some specific real-life activity, with stated levels and goals” (p. 7). Virtual worlds are “3-D environments where participants from different locations can meet with each other at the same time” (p. 8). Virtual worlds are noted for their detailed interactive models and real-time collaborative learning environment. Visual cues can play a part in virtual world learning, whereas they may not in the other types of interactive learning activities. These different types of activities are not mutually exclusive; there may be overlap among their components. Different types of simulations are broken down into several genres, and the author does a great job classifying the different aspects of games and levels of interaction.
The real meat of the book is in Part 2, which describes how to put highly interactive content into practice. These interactive learning activities are referred to as “Highly Interactive Virtual Environments” (HIVEs). The book mentions stumbling blocks that may be encountered from both students and teachers, and how to overcome them. Detailed steps are provided on how to use HIVEs, including preparing instructional material, obtaining technical support, how to build them or recruit others (such as students) to build the content, and how to determine the best courses of action. The book has a heavy focus on Second Life, and most of the discussion of virtual worlds directly references how to plan and accomplish tasks in Second Life. A lot of the tasks described are often best suited for a higher education environment, so someone in the K-12 field will naturally have to read through the filter of their own unique student safety and appropriate use policies.
A hypothetical setup and process for engaging students in a sim is described, with information about game interfaces, how to draw everyone in, setting the tone, determining learning objectives and outcomes, how to determine appropriate coaching during use, and the value of including competition as a game element to trigger motivation. The author also discusses how to deal with disinterested and frustrated students, and emphasizes the importance of tying the sim to real life.
Of course, knowing all this information about HIVEs is meaningless if you can’t convince your stakeholders that they’re worthwhile. Part 3 contains some much-appreciated and much-needed tactics for convincing administrators, parents, and politicians of the value of HIVEs. The author points out that advocating HIVEs requires that we don’t defend them blindly, but evolve them intelligently. Many people have the misconception that games “dumb down” learning material, simplifying it to a point that entertainment comes before usefulness. We must be able to demonstrate exactly how and why simulations can enrich, rather than flatten content.
The author also spends a good deal of time discussing methods for evaluating instruction in the simulations. In fact, an entire chapter is dedicated to this topic, with references to it throughout the entire book. The psychomotor skills that are often learned through sims can’t be measured through a multiple choice post-test. This is where formative evaluation comes in handy.
The book is shorter than one might expect, but it’s packed with information, and written concisely and informatively. The author gets right to the point. The main concepts are not over-simplified, and there’s a lot of detail specifically about how to approach different types of learning in HIVEs. The author drove home a good point for me: The goal is not to just recreate the classroom in a virtual world environment, but to provide an extension of the classroom that uses the virtual world’s advantages.
After reading this, my thoughts on virtual worlds have changed. I used to think that virtual worlds were just a good way to increase student engagement. Students like games, so naturally many of them would become more involved in the learning process if games were used, right? Well, it’s a lot more than that. There are times when an educational game, simulation, or virtual world is THE best form of instruction. What this book attempts to do is equip the reader with enough tools to recognize WHEN a game, simulation, or virtual world is the best form of instruction, and I think it does a good job of this.
References
Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction. San Francisco, CA: Jossey-Bass.

Instructional Design Presentation

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Below is a presentation I created about some of my instructional design readings.

Some Articles About Technology in Education

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Jackson, A., Gaudet, L., McDaniel, L., & Brammer, D. (2009). Curriculum Integration: The use of technology to support learning. Journal of College Teaching & Learning, 6(7), 71-78.

This article addresses the benefits of technology in education from the perspective of Howard Gardner’s Theory of Multiple Intelligences, which states that there are different realms of learning, and that different learning styles may be better suited to different people. A person with logical-mathematical intelligence could benefit from engaging interactive multimedia technology that offers immediate feedback. Technology can offer simulated challenges that encourage higher-level thinking.

Mouza, C. (2005). Using technology to enhance early childhood learning: The 100 days of school project. Educational Research & Evaluation, 11(6), 513-528.

Some claims have been made that technology can disrupt or stifle learning processes, and this article addresses these concerns. Mouza, an Associate Professor in the School of Education at the University of Delaware, explores six teachers in an elementary school and how they integrated technology into their curriculum. The study demonstrates that technology can support child cognitive development by improving logical thinking, classification, concept visualization, and creating intellectually stimulating hands-on learning activities ideal for young children. Skills such as literacy, mathematics, and writing show improvement, and are reinforced by technology-oriented education. Students gain confidence and pride when they see their products in a visual technological form, and proper usage of technology can reduce social isolation, and encourage discussions and peer instruction.

Rhodes, J., & Milby, T. (2007). Teacher-created electronic books: Integrating technology to support readers with disabilities. Reading Teacher, 61(3), 255-259.

This article demonstrates that students with disabilities often are proficient with using technology to accomplish learning tasks and interactive activities they wouldn’t otherwise be able to do. The National Association for the Education of Young Children (NAEYC) states that technology should be used as an active part of the learning process. Electronic books, with their text-to-speech capabilities, animation, and interactivity can boost the confidence of students with disabilities, and encourage their fluency, comprehension, and language skills.

Squire, K., Barnett, M., & Grant, J. (2004). Electromagnetism supercharged! Learning physics with digital simulation games. Proceedings of the 2004 International Conference of the Learning Sciences. Los Angeles, CA.

This conference proceeding contains an analysis of how games can improve learning. Some statistics are included in here that are quite valuable, including a study conducted by researcher Kurt Squire in pre- and post-tests control groups. He found that participants receiving a series of interactive lectures improved their understanding by 15 percent over their pre-test scores, compared with participants who used a specially-developed game/simulation called Supercharged, developed by MIT researchers, who improved their understanding by 28 percent.

Wall, K., Higgins, S., & Smith, H. (2005). “The visual helps me understand the complicated things”: Pupil views of teaching and learning with interactive whiteboards. British Journal of Educational Technology, 36(5), 851-867.

This article examines the views of students, age 10 and 11, regarding interactive whiteboards (IWBs), and how it benefits the teaching and learning processes. (While I don’t think a students’ preference for instruction does not necessarily correlate with the effectiveness of instruction, a student’s preference can still indicate a stronger degree of engagement and participation in the learning process.) The majority of students in the study approved of IWBs as they felt it increased their attention and concentration. Most students liked how concepts can be presented in a concrete form through an IWB, and some claimed that it improved knowledge retention. Negative comments were limited to concerns about technical difficulties.

Wenglinsky, H. (2005). Technology and achievement: The bottom line. Educational Leadership, 63(4), 29-32.

Wenglisky examines the claim that technology usage in schools raises student achievement. The author insists that we are at the point now that teachers should just take for granted that students will use technology to complete their learning tasks. In the 2001 National Assessment of Educational Progress assessment, middle school and high school history students benefited when technology was incorporated into their learning.
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