
Sunday, March 24, 2013
7 researched ways 'tablets' can inhibit learning

Wednesday, March 20, 2013
Tablet madness: Would Amplify pass a CRB check? And hideous tablet for women
Wolf
Even worse, in one of the worst examples of Government excess and nepotism, Rachel Wolf, ex-Gove advisor, and odd recipient of government funds, has also joined News Corp and Amplify. This is truly worrying. Why? Rachel has no academic background in education, had barely finished as an advisor, first to Boris Johnson then Michael Gove, when at the tender age of 25, she suddenly received from Gove, a cool half million of funding. This was for a charity she had started just a year earlier, called the New Schools Network, advising on ‘free-schools’. There was, of course, no tender - clearly an inside job. Let’s be clear here - this was a lobbying organisation that received direct government funds to advise on educational policy. I should add that this ‘charity’ refuses to name its other benefactors. I wonder why? Could they include some private sector interests in school networks? Read this.
Sunday, March 17, 2013
Top Ten Mistakes in eLearning
Thursday, March 14, 2013
Google Glass: 7 amazing uses in learning
Ergonomics
This is the first move to technology that simply taps directly into the senses. You can see the display at any time, You can say things and it will listen and react. You can hear things directly. You can touch to control. With its camera it is always pointing where you are looking - another interface leap. It is the truly invisible in the sense that it is not visible to the wearer. I'm almost never aware of the fact that I'm wearing glasses. This is what makes it special and more interesting than the much talked about iWatch. It's invisibility is its primary virtue. Expect an initial slew of GPS games that you can play in real locations. If you want to see how this could work conceptually, watch this Battlefield game.
However, it does have to content with its high visibility to others. Whether it will become cool or calamitous depends on whether they can tap into the Ray Ban, or other style brands, to overcome its Google-ass type quality. In time, and Google says this is merely the first iteration, we know that it will become smaller and even more invisible, perhaps totally invisible as the battery, electronics and camera are hidden entirely within a normal sized frame.
As you don't need to put it in your pocket or bag or on the table, it has the advantage of being less prone to loss or theft, although we can quickly expect a few grab and run incidents. This is no small advantage.
Monday, March 11, 2013
Negroponte: 10 reasons why his Ethiopian project smacks of Educational Colonialism
Saturday, March 09, 2013
10 reasons to leave them to their own devices - BYOD
6. Technology changes
There's advantages to adopting a fixed technology in terms of distribution but technology changes. Today's phone and tablet are tomorrow's antiques. As we dont really know what those changes will be, why lock oneself into long-term contracts?
Inclusion can also be an issue, as wealthier students showboat their expensive laptops or tablets. However, we can use the money saved to help solve this problem. Data suggests that this is a bottle -four-fifths-full issue, simply needing a top-up. We can’t let the absence of a few pieces of kit cancel out progress. Some kids don’t have books at home, we don’t then say, let’s not use books in learning.
Monday, March 04, 2013
Sugata Mitra: Slum chic? 7 reasons for doubt
My own research into a hole-in-the-wall project uncovered the same story - empty holes in the wall, resentful teachers and testimonies that claimed the whole project was a faulure from start to finish. Peoeple arrived at their school. knocked holes in theiw walls, inserted computers and left. They felt violated. The computers rarely worked, as the DSL line was often down, and when it did work, the larger boys domiated them, playing games.
My own doubts arose when I gave a TEDx talk and the speaker after me was an academic from Mitra’s department at Newcastle University. She was well versed in Indian education, and went on to talk at length about feckless third world teachers and state schools, but she was also scathing about the hole-in-the-wall research, not only the research methods and conclusions. This made me more than a little curious. Sugata Mitra is treated by the educational world as some sort of saint. Otherwise smart and reasonable people go gaga for Mitra. Hailed as the ‘hole-in-the-wall hero’, few question his questionable research or even more questionable recommendations. Academics, who would go to the wall to defend the ‘lecture’, will hail the idea of replacing schools with hole-in-the-wall computers, not of course in their own institutions but certainly for poor people. Now I’ve spent the whole of my adult life creating and evangelising online learning but even I draw a line at his utopian vision. Here’s why I have doubts.
1. Funding.
2. Holes in the research
3. School in disguise?
4. Mediators
5. Low level learning
6. Peer pressure
7. Educational colonialism. Mitra has been criticised for a form of educational colonialism. Who among you in the developed world would abandon all teaching and install ‘hole-in-the-wall’ learning for your own children? We are being asked to believe that the solution to the lack of opportunities in third world education are computers in walls? Are we really going to dangerously divert funding from rural schools into these schemes? Is this poorly designed research and exaggerated conclusions, from an educational department in a European University, used to justify an approach to education that no parent, even in impoverished countries, would consider for one minute? If Mitra has children, I wonder if he’s allowing them to learn in this way?
Conclusion - a little learning is indeed a dangerous thing
For more research and my research visit to a failed hole-in-wall site see here
For a critique of SOLE see here
Bibliography
Arora, P. (2010), Hope-in-the-Wall? A digital promise for free learning. British Journal of Educational Technology, 41: 689–702. http://www.payalarora.com/Publications/Arora-HopeintheWall.pdf
Warschauer, M. 2003. Technology and Social Inclusion: Rethinking the Digital Divide. Cambridge, Massachusetts: MIT Press.
Sunday, February 24, 2013
Too cool for school: 10 reasons why tablets should NOT be used in education
I'm writing this on a laptop. I have an
iPad but wouldn’t dream of using it for research, note taking, writing or
business. It’s used in our house as a sort of look-up device, more ‘search, see
and watch’ than ‘write, create and work’. My kids never use it. When I asked
them if any of their mates had bought one, they laughed. No way, “Well pricy
for what it is – they all have laptops”. They want something for Facebook, WhatsApp, Snapchat, email, sound/video editing, games, coding and bitorrent. Of my two sons, one has
a Macbook, the other a juiced up PC. I never use my iPad as I’m mostly writing and
communicating – it’s just too awkward and limited.PS
I'm conscious that I may be missing something here and keen to hear about research on actual improvements in attainment, as opposed to qualitative surveys and questionnaires.
Friday, February 22, 2013
Sperling: most important man you’ve maybe never heard of in online learning
Thursday, February 21, 2013
Prensky: game on - digital natives, immigrants and aliens
Mark Prensky is a lively New Yorker and ex-teacher who set the pace on the use of games in learning with his evangelistic book Digital Game-Based Learning (2001). Prensky claims that today's educators/trainers and learners are from separate worlds. His proposition is that learners have a short attention span nowadays - for the old ways of learning! His point is that the old ways are inappropriate for the new generation of learners. His argument is that games make learning cool. School and most learning experiences are not cool.
Digital natives’ versus ‘Digital immigrants’
It was Prensky who was responsible for this useful, and some claim, overused phrase. These terms have become commonplace and Prensky helped make them common currency in the learning field. Digital natives are those who grew up with computers, texting, searching, games consoles and thrashing about in software – the twitch generation. Digital immigrants are those who have had to enter their world and learn about them later in life. Then there’s the often forgotten, but not uncommon Digital aliens, those who remain outside of the system.
There has been much criticism of this distinction as being too black and white, encouraging the view that all young people have full, online, literacy skills, which they clearly do not. However, the distinction is a useful heuristic device in that it points to the obvious generational shift in terms of the commonplace use of online technology, especially computer games. There has been a demographic switch and demonstrably higher use of technology by younger people. They literally learn technology skills at a very young age, such as using software, apps, texting, posting, messaging and increasingly the use of cameras, images and media production. His arguments about context are clear.
To be fair Prensky moved on and his redefinition towards ‘Digital Wisdom’ has tackled some of the older criticisms. His primary arguments are that education has a problem with relevance, context and audience. The curriculum, he believes, is antiquated, the world for which students are taught has irreversibly changed to include both personal and workplace technology and the students have new experiences and different expectations. We have seen huge changes in pedagogy, especially since 2000, with search (Google), crowdsourced knowledge bases (Wikipedia), video (YouTube), audio (podcasts), social media and voice. These are all radical pedagogical shifts that require new skills, for both teachers and learners.
Games and motivation
The real power in Digital Game-Based Learning (2001) comes from the arguments he gathers on motivation, and using game techniques to improve learning. Professional games' designers know a lot about motivation. They have to - or their games won't sell. There is, therefore, real mileage in taking some of the magic dust of game design and sprinkling it on learning. His analysis of what makes games tick is exemplary and matched by a similarly strong analysis on learning in relation to simulations.
Criticism
The primary advantage of gamification is motivation but this can be short-lived if it simply means introducing extrinsic behavioural rewards. There is also a difficulty in bringing the two worlds of games and learning together. Prensky is not entirely convincing in making these two worlds congruent. Games may not be as widely applicable in education and training as he imagines. There is also a whole raft of arguments against the use of games, especially in reflective, higher forms of learning.
For example, it is quite difficult to argue that the violence in games has no effect whatsoever on players, then argue that games make great sense for behavioural change, for example in military simulations. Why has the military spent so much on games and simulations if it has no psychological effect? This is a dimension to the 'games in learning' debate that is often underestimated by the games evangelists. Games can distract, disappoint or even destroy learning.
Cognitive load - Gamification may well introduce extra cognitive effort that may outweigh any planned advantage. This may result, not in cognitive gain but cognitive overload. This can be counterproductive and can hinder rather than help learning. Don’t imagine that games techniques can be inserted into learning experiences without extra cognitive effort.
Distraction - Games can distract from true learning. In learning, often contemplation, steady progress and cognitive calm are required - not the cognitive distraction of cheap gamification. In this sense, needless gamification can hinder learning. As Merrill said, “there’s too much ‘-tainment’ and not enough ‘edu-‘ in edutainment products”. True motivation does not come from gimmicks, it comes from a true understanding of the needs of your audience. For adults, this may not mean gamification.
Disappointment - this is a danger where the learner is set up to experience a game which actually turns out to be rather weak. Poor efforts at games and gamification can disappoint. Children brought up on a diet of blockbuster, real-time games are often bored by poorly designed, educational games. The problem with games is that although they seem exciting and fun, they are actually fiendishly difficult to design and make. The lesson here is that learning does not always need to be ‘fun’. It sometimes needs to be taken slowly, seriously, with intense focus and persistence.
Destruction - in some cases, games can even destroy learning. This is the argument put forward by Neil Postman. If game-playing induces an expectation that learning must always be an amusing experience, then setting such an expectation risks producing the opposite effect in contexts where amusement is absent. In this way, a games-based approach might undermine other more traditional forms of education and training.
Pejorative - ‘Game’ can be a pejorative word for some. Not all older learners appreciate the idea of games in learning and may find it faddish, even condescending. Games of a certain type may also exclude female audiences. It may be difficult to get gamified learning experiences accepted by the people who have to implement them or older, more conservative, audiences.
Naive behaviourism - collecting coins, rubies and other tokens may be fine, if you're 10 years old, but less interesting to adults. This simple Pavlovian form of rewards is often little more than behavioural rewards. The aim is often the false god of extrinsic rewards. Unfortunately, this may be all too short-lived and as one becomes habituated, gamification becomes a little tired, even tiresome.
Influence
Computer games have long used smart pedagogy; learning through failure, level structures, keeping users within a defined skill level until mastery is achieved, simulations and constant feedback, are all strengths in games with real pedagogic worth. Some also argue that games may turn out a generation with better IQs, better skills, more attuned to technology with a more enlightened learner-centric attitude towards learning than any previous generation. Many also argue that we should harness the strength of games, while setting their weaknesses to the side. Whatever your view, Prensky is a pioneer and tireless campaigner for games in learning.











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