Open Source Thinking
The Open Source Thinking blog is linked to Open Source Thinking dot org and is dedicated to emerging technologies for Education. Interactive Realities, established and emerging methodologies as well as new ways of thinking about how we implement or converge technologies for education are the focus here. Enter your email address below for updates to this blog or stop by occasionally to sit back in the chair and collaborate...
Friday, November 8, 2013
MOOC's are Overhyped
Back at It/Updates/New Developments in the Virtual World
Saturday, November 24, 2012
ADDIE vs. SAM for Instructional Design
I have always been a fan of Michael Allen and Allen Interactive. In fact, I was always inspired and motivated by both. However, SAM has proven to me that one can not always agree with those held in such high regard. In this case, I am never a fan of one bashing a current and well used model (ADDIE) to convince others to use another model (SAM) they created for profit. Especially when the newer model is made up of common sense tactics that should be implemented anyway by a good Instructional Designer.
To validate my point here, let's start with ADDIE which means Analyze, Design, Develop, Implement and Evaluate. Most of us who uses this model typically thinks of one run through this model as "version one" in regards to the Spiral Systems Development Life-cycle. That process alone makes the ADDIE model "iterative" in nature and is the first "reason" Allen claims for people to adopt the SAM model instead.
Second, the collaboration aspect of SAM is very condescending and something an Instruction Designer BETTER achieve in ALL phases of ADDIE. Lack of collaboration is futile and we should not need a model to point that need out for us.
Third, Allen states that the process must be, "efficient and effective." I find that both ADDIE and SAM fit this definition and neither is better at being efficient or effect. Both are...
Finally, Allen also argues that the process must be manageable. See my third point above and I will also add that when one considers project management strategies, both models fit with what we learn as good project management.
The bottom line is this: there are excellent models of Instructional Design and there is no need to spend nearly $40 on a book that regards a proprietary model in higher regard than a proven model used for decades. New models come and go, but the best models encourage the use of traditional models and discuss how we can use them in different way. This is in stark contrast to a book that bashes a well used model in favor of a redundant and condescending one. Save your money and read one of the many published dissertations that discuss the use of ADDIE in all of the ways Allen describes it not doing. This includes mine that can be found at Sage Publications and the University of Wyoming library for free...
Monday, September 19, 2011
The Importance of Failure
http://www.nytimes.com/2011/09/18/magazine/what-if-the-secret-to-success-is-failure.html?pagewanted=all
This counters the whole "failure is not an option" line from NASA. A line borrowed in Alan M. Blankstein's "Failure Is Not an Option(TM): Six Principles That Guide Student Achievement in High-Performing Schools."
Monday, September 12, 2011
Pay Attention, SpongeBob!
http://www.msnbc.msn.com/id/44460161/ns/health-childrens_health/
As a person who watched MTV launch into the airwaves, I am reminded of similar studies that suggested the same thing regarding music videos and high school students in the 1980's. Studies will be conducted on attention span and other important areas as we continue to grow accustomed to technology and new sources of media. After reading this recent study, I am struck by several questions:
1. How many children, 4 and older, do any form of school work or draw pictures immediately after watching SpongeBob?
2. What do college students do before and after watching SpongeBob? Seriously.
3. Why SpongeBob?
On a serious side of this topic, as human beings - we are highly adaptable. As Nichols Carr illustrates in his book, "The Shallows," the research shows us that the elasticity of our brain's memory and ability to adapt is incredible. Furthermore, in Kevin Kelly's book, "What Technology Wants," and the research he cites tells us that this evolutionary process our brain is going through has historically shown that we continue to adapt to new media as well as technology.
So, here I am wondering that if way back in time there were a few of our ancestors gathered outside of a cave. One person remarks to the other (I will loosely translate here), "You know, these cave paintings in there are really impacting the attention of our clan! They hardly even listen to our storytelling anymore and go straight to the symbolism on the cave wall...In fact, I tried to tell a story to a few people after they studied your 'painting' and they didn't even understand what I was saying!"
Okay, so back to being serious here...the point is that we are constantly evolving as humans and as we are introduced to new media or technology - we adapt and we learn how to create balance. I think SpongeBob is a great escape and can be funny, sometimes. We need our own escape to create that balance I mention over and over again. Just don't do school work, anything serious, or complete drawing lessons directly after your escape. Especially if that escape is SpongeBob Squarepants.
Thursday, September 8, 2011
Mobile Devices in the Classroom
The above article, "Gamification of Education" posts three unique videos that illustrate a new approach to learning in the classroom. The following article (as you scroll down), defines three different classifications digital games play in schools: classic edu-tech games, how students can build their own games, and "gamification." In short, the "gamification" class is illustrating how students can become engaged and motivated in the classroom (and in the workforce as well). Many of the methods of implementing "gamification" utilize mobile devices.
So it came to my surprise that my step-son's school sent out an email yesterday and set a "New Technology Policy" regarding mobile devices in the classroom. The email, in part, stated:
"Although the students themselves feel quite strongly that they should continue to have the right to use their PEDs throughout the school day, we have decided as a faculty that the importance of their developmental need to find deep focus and learn to communicate in the human sphere should trump their right to retreat into a handheld virtual world: during the school day, inside the school building, and during school activities.
Effective immediately, students will be asked to turn off and put away their PEDs (all handheld electronic devices: cell phones, iPods and MP3 players) whenever they are in the school building, and leave them off–and away–until the end of the school day or the end of the school-sponsored activity in which they have chosen to participate. (iPad usage will for the time being be permitted on an individual basis, for schoolwork only)."
Wednesday, September 7, 2011
Another Argument for Balance in the Digital Age of Reason
At the end of every school year, I "unplug" for at least a week or two. Now, I am shifting my opinion to "unplugging" in increments throughout the semester (and having my students do the same)...