02 July, 2009

The Museum of Learning Technology: Open Day Displays

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We created a display for our open day this week and a couple of people asked for a digitised version. So here it is. It looses a little without the supporting materials, but I might try to add them later.

The idea of the displays was to approach issues and ideas around our work in a simple and entertaining way, using as few words as possible. That's more difficult than we imagined. Let us know what you think. Is it worth creating more resources like this as introduction to specific topics? Even with my drawing skills not stretching beyond stick figures?

They're best read full screen.

Firstly, the whole display...



Then in 4 sections...










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26 June, 2009

The 'Edgeless University' report and the £20m Open Learning Innovatin Fund.

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The Demos report on 'Edgeless Universities: why higher education must embrace technology' was actually one of the more interesting reads of late, and i'm sure each reader will probably take something slightly different from it. Already, the Times Higher has published an interesting overview, and amongst others, Suki at De Montfort has posted her take on the report.

Whilst Suki picked up on some of the issues around distributed institutions and flexible learning spaces, another area stood out for me - Open access to resources.

As we already know, the current economic climate means that the public investment most of the sector relies on is insecure. 'Universities are being asked to do more for less' and 'current ways of working are unsustainable. We are entering a period of critical change in which UK institutions will need to adapt to survive.'

Part of this adaptation is to collaborate with other institutions and share resources. This may be in the shape of course content, but equally applicable to research output, ways of working, and frameworks for development. It requires 'commitment to open content and shared resources, and investment in the management and curatorship of vast amounts of data and knowledge.'
A sound basis for linking the technology with the learning and teaching is also a critical issue :
'While technology opens up many new possibilities, matching these possibilities with a vision for teaching and learning is the real challenge".

Obviously this is something we try to encourage through the notion of New Academic Teams, however perhaps we could drive this even further by collaborating across institutions. Dr Shaun Curtis of Universities UK, told Demos: ‘If you have aspirations to be a world-class institution, then there is an acknowledgment that no body of knowledge resides in one institution or in one country.

Despite such positivity, the fact that reports like this still discuss issues of 'openness versus competition' suggests it will remain a debate for some time yet. Brand development 'makes more sense for established institutions with robust brands such as Oxford or, in the US, MIT, than it might for other less established or high-profile institutions'.
I actually believe the debate is not only between openness versus competition, but openness versus competition versus capability. Even if we philosophically agree upon openness, it is still difficult to participate.
I presented some of the challenges we face in openness at the SOLSTICE conference a few weeks back, such as Institutional maturity and readiness, and mechanisms for storage and dissemination. The Demos report reinforces challenges around Staff Development.

"The UCISA survey noted that staff skills were ‘overwhelmingly seen as the greatest challenge for these new demands’. The answer is not to barrage teachers with imperatives to change how they behave, but to help them find space and the capacity to develop new ways of working for themselves. This needs more resources, incentives and support."

This will undoubtedly remain a key area for the future development of Technology Enhanced Learning, that is of course, if we are committed to using Technology to Enhance Learning, rather than paying lip service to the politically correct stance of ICT inclusion.

The issues around collaboration across institutions has obviously been considered for some time, as David Lammy (Minister for Higher Education and IPR) announced a new £20m open learning innovation fund for UK universities, encouraging collaboration between institutions to innovate. There is also encouragement for the Open University to be a national resource for UK HEIs, allowing us to develop a world class infrastructure to build build on our "international reputation for online distance learning". The Money will ensure institutions collaborate and establish renowned expertise in relation to distance learning.
Attention is also drawn to the importance of Open access:

"Knowledge is Power. But access to that knowledge is absolutely key.. Rules and means to distribute must be accessible to all."

For further reading see;
Times Higher article on Demos Report
DMU Learner Exchanges blog post on Demos Report
or the full Demos report itself.

10 June, 2009

Happy Birthday! Cakes

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Cakes is 5 years old today! Over those 5 years, it has developed a lot, and I think it is worth taking a closer look at that experience and to ask what new bloggers could learn from it?

Early on, Cakes was just a way for the Learning Technology Development team to share bookmarks. Although now I might use a social bookmarking tool like Delicious to share links, it was worth starting off just doing something simple that gave us the chance to explore the process of blogging. It also gave us an understanding of the blogging software and surrounding technologies like web feeds.

It was only after a few months that we really started adding value in what we were doing. There are many, many blogs that just link to things, but when we started writing up our own knowledge and opinions we began to find what it made sense for our voice to be in the external conversation around elearning. We started becoming more outward looking too.

My advice to new bloggers would be just to start writing about things that interest you. Over time you usually need to develop some sort of focus and identity if you want people to read your work and subscribe to it. However if you need time to find out what this identity is, just find time to write about and properly explore the topic you are interested in. For me this has been a very important activity in my own learning about learning and about technology.


[Image by ĻiĻ Pië]

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09 June, 2009

Higher Education in a Web 2.0 World

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Within the last couple of months we have seen the release of the much talked about report: 'Higher Education in a Web 2.0 World' from JISC. Its a pretty hefty document, so hopefully I have summarised some of the key aspects (or at least some of the points that really stood out for me).
Before delving into them though, it is worth noting that the term 'Web 2.0', in the report, is identified as 'social software' or 'social media', and works to bring about "a culture of participation and collaboration." (of course this ties in with Pete's earlier post on 'Making Peace with Web 2.0').

One of the first key points raised is that the digital divide has not been completely resolved i.e. a perfect segregation between the youth and the elders, the have's and have not's, natives and immigrants. Of course, the debate around the topic has identified that such a finely tuned definition and segregation by age group is inaccurate - lets not forget the enjoyable 'barrage' on Prensky's work last week at Tara Brabazon's keynote at #solstice2009 conference (keep a look out on the SOLSTICE website for when it is available online).
Whilst the issue is identified in the document, it goes on to stress that the divide (albeit blurry) still exists and can be seen between students and tutors, which causes concern not only in the development of blended and supported online courses, but in the everyday usage of technology by academic staff;
"Staff capability with ICT is a further dimension of the digital divide, and effective use of technology, ie to enhance learning, is as much of an issue as practical operation, ie getting it to work"

However, and whilst staff development is clearly an important issue, some of the most interesting points (for me at least) revolved around students;

The findings report that "Present-day students are heavily influenced by school methods of delivery and are not pressing for change in traditional HE delivery methods", which kind of suggests we are getting off easily at present, but changes in school approaches will likely impact upon FE/HE in the future. For today's students, "Imagining technology used for social purposes in a study context presents conceptual difficulties to learners as well as challenge to their notions of space", tying in with, and reinforcing the widely accepted viewpoint that Facebook is for the students, and tutors should keep away!!! The report also highlights that "Face to face contact with staff – the personal element in study – matters to students", thus providing a potential demotivating kick in the teeth (or at least considerations) for completely online courses.

The report cites other work to alert us to findings of today's younger generation (11-15), labeling them as ‘digitally-social’ and alludes to their likely expectations when reaching FE/HE. Some statistics identified include;

75% Having at least one social networking site
90% Using email and instant messaging
60% Playing online multiplayer games
80% Owning an MP3 player
85% Owning a mobile phone with camera
Source: Learners’ use of Web 2.0 technologies, Becta 2008

These figures suggest great potential when considering the 'art of the possible';
avoiding Facebook, but considering Personal Learning Environments combined with Social Networking elements such as Ning and Netvibes should not be alien to the future student (if indeed alien to today's);
The use of online multiplayer games bodes well for those immersed in virtual worlds (2nd Life);
and where I see great uses is that in mobile technologies - camera phones are already being used for field work, but 85% of 11-15 year olds suggests this could be almost taken for granted, needing only the insight and imagination of academics to take advantage;
and the 80% of the age group owning mp3 players calls out for academics to take advantage through pod/vod-casting to provide greater flexibility for students to be (academically) active anytime, anyplace.

The report does turn our attention to the current state of Web 2.0 usage of today's academic staff, and claims that deployment is principally driven bottom-up, coming from "professional interest and enthusiasm of individual members of staff", and as such, usage in learning and teaching is patchy. Lending to the problem is that there is "no blueprint for implementation of Web 2.0 technologies, and each [institution] is currently deciding its own path."
Therefore a huge responsibility rests on us to support academics by raising awareness, skills and usage of Web 2.0 tools within teaching and learning in order to raise the quality and match the expectations of future students.

Of the recommendations of the report, a few are striking;
we should continue to focus on transitions between FE - HE, and I know Richard Hall at De Montfort has a project currently focussing upon peer mentors to assist new students in their freshmen year;
Information literacies continues to be a major focus - an area in which I think we have been addressing for some time through Fast Track / Fast Forward / Springboard;
and we should continue to support staff in the use of Web 2.0 and e-pedagogies in order to cater for the future student.

So, a lot of work ahead. Perhaps a Web 2.0 course for academics is in there somewhere too :-)

07 May, 2009

Students Hooked on Screens, Hooked on Reality

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Ori Inbar who writes on the Games Alfresco blog has released an engaging version of his 'Augmented Reality Now' presentation.

Ori talks about something relevant to educators, asking how we can use augmented reality, i.e. taking the power of digital technologies and layering them on top of the real world, to get students to engage with reality when it seems that some are more engaged with fantasy (TV, games, etc).

Augmented Reality Today: WARM '09 from Ori Inbar on Vimeo.


I'd argue that much time spent online is already augmenting reality, as it is building on existing face-to-face relationships by playing games or talking together. Ori puts forward the idea that augmented reality, could be used to draw a 'digital native' generation out into the sunlight again. Students who are hooked on screens, now seeing reality better through the screens, out in the real world. Not sure how true that idea is, but while watching the video it feels like an inspiring vision.

Ori also touches on how games designers have, through decades of trial and error, developed a deep understanding of what motivates people and makes them happy. Mark LeBlanc's '8 Kinds of Fun' is mentioned. How could these be applied to education, to motivate learners? Not forgetting that ultimate device to motivate gamers - Rewards. As Bill Fawcett mentions in 'The Battle for Azeroth', World of Warcraft players have the opportunity for constant rewards in the game, most of which mean something important to your character's powers, and which encourage you to just play a little longer. Again, and again.

But while games can bring about learning, learning isn't a game. An obvious difference between these games and education is that education is a much deeper and more complex undertaking. You wrestle with deep learning, and it changes you as you wrestle with it. Therefore giving 'experience points', for say, reading books would be silly and damaging to students' understanding of learning. Giving students formative feedback on quizzes, and scores as personal motivation might go a certain way towards them being able to regularly think about and track their development.


[Image by antjeverena]

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06 May, 2009

Making Peace with 'Web 2.0'?

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'Web 2.0' - The term still excites many, but to be honest when I hear it now I wince. It was originally a call by Tim O'Reilly for businesses to realise that the Web had changed. So for example, the real power of the web was not tapped from putting company brochures online, but the Web could be a platform supporting services that grow in value as more people use them. It was a message that pointed out to media businesses that people want to create and share their own content, not just consume yours. Looking at the way the education industry uses the web, it is still a call that we still need to hear. We keep students in small groups in VLE sections, rarely connecting with other groups of students. We supply them with content, but VLEs are not designed with user generated content in mind.

So why does it make me wince, even when the message is still valid, and it's implications still able to open up the potential of the web for learners?

Well, Tim O'Reilly never defined what the term Web 2.0 meant. People explored the possibilities of Web as Platform and everything that came with it, and the term came to mean a lot of different things to different people. For example, my above explanation of the Web 2.0 message will be radically different from other people's. From this mix of meanings the term becomes meaningless, and when I hear it I'm not sure what the speaker actually means.

So what do we do with 'Web 2.0'?

My opinion now is that we should stop using the term because it is hindering communication, not helping. We should say what we mean. If we want our students to use online services like social bookmarking which are valuable because many people use them, and the reason is that we think it will help their research into a subject, it is better that we explicitly say that. Often when we use these vague terms, we are preventing ourselves from realising that we don't really understand what we are saying in any detail, or at least preventing others from understanding what we are actually trying to communicate.

Or maybe I'm wrong. Maybe it's a useful 'shorthand', and everyone understands pretty much the same thing from it. Maybe I should make peace with, and embrace the term 'Web 2.0'?

What about you? Do you use the term? What does it mean to you?


[Image by luc legay]

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27 April, 2009

SOLSTICE Conference 2009: It's All in the Blend?

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2009 sees the fourth annual SOLSTICE Conference here at Edge Hill University, on Thursday 4th June.

The conference aims to 'explore the 'blend' between innovation, research and development of supported and blended online learning'.

In the keynote sessions, Dr Rhona Sharpe and Professor Tara Brabazon will be speaking, and abstracts for other sessions are available covering many topics including social networking, online formative assessment, learning spaces, 3D virtual worlds and the user experience.

If that sounds relevant to you, register online.


[Image from the SOLSTICE archives]
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20 April, 2009

Virtual Worlds in Education: Journals

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For those interested in using virtual worlds in education, there are 3 'special issues' of journals looking at specifically that. These are a good starting point to survey what work is going on in this area.

If you know of any other good resources that you'd like to share, why not leave a comment below.

[Image by Peter Beaumont]

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08 April, 2009

Virtual Gaming Worlds and Learning

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One of the interesting thing about looking at using games in education is learning from the game designers. They know how to keep a player motivated to play the game, and to keep learning the complex rules and possibilities. This is especially noticable in a MMORPG like World of Warcraft where players talk about playing the game for 2-3000 hours.

I have a couple of questions that I'd like to explore. Firstly is there anything that educators can learn from game designers relating to motivation and learning, to feed into designing learning experiences? And secondly how can games (either out of the box, specifically created or altered for purpose) be used as a valuable part of a course or module?

To begin thinking about the first question, have a look at Jane McGonigal's talk at the Web 2.0 Summit from 2007. She talks about how, compared to games, reality is 'broken' and she asks how we can make reality work more like games. Games come with a clear goal and clear pathways to achieving that goal, and they give you good feedback on your actions. Most importantly though, games are designed to make you happy. Some attempts to capture these ideas for non-traditional gaming uses are Chore Wars (join my party!), Seriosity (to help an organisation deal with too much email), The Nethernet, and Cruel 2 B Kind.

To help start answering the second question we could listen to David Gibson at the recent Virtual Worlds Best Practices in Education Conference in which he talked about putting together a synthesis of ideas to help plan, implement and assess serious games. He tries to combine ideas from Prenky (2001) [EHU Library E-book Link - see page 52 for the list that is mentioned in the talk] about how the new 'Games Generation' thinks differently, with appropriate learning theory, an activity theory framework and Mislevy's assessment model.

If you want to explore these things further you might also want to look at:


[Image by mi2starsfan]

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01 April, 2009

Adaptations that I would like to see in my classroom

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Trawling through an archive of my e-learning masters course I found my thoughts about hopeful improvements within the next 10 years. Here’s what I said in 2006:

Adaptations which I would like to see in my classroom and may be financially and technically possible in the next 10 years (briefly, as I think most are aware of my ideas):


  • Thin client, cheap laptop, robust technology.
  • Increasing use of VLE, especially the forum feature – encouraging students to learn from each other.
  • Project based learning – less discrete subject and more ‘joined up’ (is that word making a come back, please) teaching and learning.
  • Use of variety of software, away from monolithic Microsoft towards other commercial and open sourced provision.
  • Get the kit to become more of an assistant than a hindrance:
  • currently we:
  • need to type, I want to see voice recognition;
  • we need to look at small screens, I want to see wearable displays giving a complete field of view;
  • we rely too much on text, I want to see multimedia used to it’s proper conclusion;
  • we have to say “Wait whilst my computer boots up”, I want to have a
    turned on instantly available source of information, as accessible as a piece of paper in my pocket.

… how far do you think we’ve come?

I think the above brings to mind that

  1. There has been some movement in thin client, but perhaps not as much as I’d like;
  2. The VLE forum is being challenged by the “small parts” model (utilising other web based social tools, as well as phone technologies); and
  3. Open source is becoming more mainstream (look at cheap netbooks operating systems).
  4. It also highlights that we have far to go with the human-machine interface (to lower that barrier), more use of multimedia and a machine that switches on when you ask it to, not 5 minutes later when it feels like it.

On the latter point, consider the OLPC, (this from their discussion of power usage page):

"Resume on our system is extremely fast: even without any serious attempt to optimize resume, we can resume from RAM in 160 milliseconds (mid-April, 2007). We are still determining the minimum resume time, as a 63ms delay we thought was required has a workaround in the Geode. B3 and later systems are probably similar to the GX. We will work in the future to further speed resume. Note that for most uses, 100ms is considered at the edge of human perception (e.g. typing).”

So, if OLPC can do it …

Thanks for reading – thoughts and comments sought.

David (image by mangee)

19 March, 2009

Designing for 'Flow'

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When we are designing online learning experiences for students, it could be argued that there is an even greater need to keep students focussed and interested than in face-to-face sessions. The greatest attention stealer ever, the internet, is only a click away to an online learner, although even a 'captive audience' in a lecture might not always be paying attention much of the time.

Relating some of Csikszentmihalyi's ideas about 'Flow' to an online course, Shin's research from 2006, 'Online Learner's "Flow" Experience', explores Csikszentmihalyi's ideas and previous related research to explore how these ideas can improve students' focus and engagement. 5 measures of 'Flow' are identified, enjoyment, telepresence, focussed attention, engagement and time distortion (how much students lost track of the passage of time).

The data analysis noted the importance of students feeling that the level of challenge is relevant to their own skill level, in students achieving this 'Flow' state, and that female participants tended to underestimate their skill levels. However Shin concluded that the student 'having a clear goal' was more important in achieving 'Flow' than the appropriate level of challenge. Finally achieving 'Flow' was a good predictor of student satisfaction with the course.

So what does this tell us when we are designing online courses?

Firstly this research reinforces the idea that students need internal motivation and curiosity to completely focus on their studies. This level of motivation will vary from student to student, as will the appropriate level of challenge for their skills.

The research perhaps emphasises a need for a personalised experience suitable for the student. Is this at odds with social constructivist ideas about knowledge being formed socially? Does it mean it would be more difficult for students to work together and think together through a course, if they are being encouraged to learn differently?

Finally, one way in which we can help online students achieve 'Flow' is by reducing the cognitive demand of the technologies they are using. This can be through better design of systems and devices that they are using, which makes the technology invisible or at least more transparent. Devices like touch screen phones also increase transparency because they act more like the real world that we are used to interacting with. Better education about using the technology will speed up the learning process, further increasing transparency.

Don Norman
talks a lot about the effects of good design in 'The Design of Everyday Things' and Steve Krug does in 'Don't Make Me Think!'. In the short term we've got more control over better educating users to use the systems well, than directly improving their design. This education seems like a small thing, but it's a step towards freeing those students who are very motivated to focus on learning, and making sure that the challenge students face is related to what we want them to learn and not the underlying technology.

[image by margolove]

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17 March, 2009

Thoughts around re-usable stuff

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I come to the debate on Reusable Learning Objects (RLOs) a little uninformed, but I thought of something earlier which I thought was an interesting observation.

If you know what RLOs are - then skip to the next para. For those uninformed or wanting to be re-informed, Nottingham's working definition is: "an interactive WWW-based resource based on a single learning objective which can be used in multiple contexts".

Whilst looking at a colleagues excellent work (well done Ken), I couldn't help but think what a pity the HE community in the UK can't work together better to work as a team to produce content - thus Ken's excellent work might be used by Liverpool, UCL or Brighton, and Edge Hill might use objects from other leading institutions throughout the UK, perhaps even worldwide.

Besides the usual RLO issues (fit for purpose, context specific content, multiple outcomes misaligned with the re-purpose and the largest issue: copyright and IPR), a major barrier to working like this is fear of sharing good work with our competition - why would we want to give our excellent materials away to Hull, Leiden or MIT, when these are the very things which drag student here. Well, two observations about that:
1) I think we are being a tad arrogant to think of our stuff as "World Class";
2) I don't think the quality of this type of work does bring students here.

However, if we did "Share" our stuff, then these two issues are addressed, because:
1) we would be encouraged to raise our standards to be seen on a world stage;
2) Our resulting excellent materials would be seen by far more students and therefore we would be more likely to attract students here as more will ahve seen our excellent work.

Finally, the interesting twist which niggled me to write this: around here academics DO produce world class materials and DO make them freely available to the world - and are rewarded by this institution for doing so, and in turn this institution is rewarded too - so what are these materials called? Books and Journals. Why can't we do the same for "Content"?

12 March, 2009

Presentation Slides and Learning in Lectures

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The humble presentation slide is used by many educators, and I suppose that it would be easy to overlook the impact on learning of decisions made when creating and distributing these.

We've posted before regarding some issues to think about when creating slides. These have included asking if PowerPoint's animations help or hinder learning, and how to choose appropriate images.

What I'd never properly considered was the effects of when slides are made available, but this is something explored in Babb and Ross (2009), "The timing of online lecture slide availability and its effect on attendance, participation, and exam performance" in Computers & Education 52.4 [Edge Hill Library link]. Walter van den Broek has written a good overview, but very basicaly the authors found that when slides were available before the lecture there was greater student participation in the lecture, but no significant difference in exam results.

In the same issue of the Computers & Education journal there is an article by Savoy et al (2009) "Information retention from PowerPoint™ and traditional lectures", which aims to suggest situations in which presentation slides are beneficial for retention of information, and in which situations they have the opposite effect.

Like most things related to teaching and learning, there are a lot of things to take into consideration when trying to understand the impact of presentation slides on different types of learning. However these articles have started me thinking a bit more about how I use them in my own sessions.

[image by Andrew Scott]

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11 March, 2009

Wikis: The Community and the Technology

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Recently I've come across more people who want to use wikis for projects and collaboration in the classroom. On the face of it using wikis is simple, but it is worth staff having a good understanding of how wikis work, and an awareness of issues that could arise.

We'll start by having a look at a range of wikis.
- Wikipedia (English Version) - The largest wiki.
- Pulp Bard - Colaborative project to translate the Pulp Fiction film script into a Shakespearean equivalent.
-Wikipatterns - A collaboratively updated book about different ways in which wikis can be used.
-Reading List for a Course Created by Students - Barely started wiki that students could use to recomend relevant books to each other. The idea is that it could both encourage students to reflect on why their reading was worthwhile, and to communicate to other student both now and in the future why different books and articles would be worth reading.
-Wikis in Plain English is a video that explains why wikis and collaborative online documents are useful, using the example of planning a camping trip.

From these we see that wikis generally contain editable pages, discussion sections, history sections and a web feed to subscribe to notifications of any activity on the wiki. I guess the first step is for users to know about these and gain some understanding of the processes that took place in the development of the articles.

Firstly someone needs to start off an article. On Wikipedia many articles start off as short 'stubs' just to get them started. If enough people are interested in updating an article the development can be very interesting, as shown in this screencast by Jon Udell from a while back. In this screencast we see Jon extensively using the History feature of the wiki.

The screencast linked to above shows how incidences of vandalism are dealt with on an openly editable wiki. Classroom wikis will generally be only editable by the class, and vandalism is easily traced back to the culpit in that sort of situation. If people have genuine disagreements with a claim made on the wiki, they can use the Discussion area of the wiki to query it with people before making changes. If you use a wiki in your class, perhaps you can encourage this as an initial step when making changes to existing work.

In Minocha and Roberts (2008), research such as Minocha and Thomas (2007) is said to show that
  • "inadequate socialisation at the start of the collaborative activity was a key obsticle in conducting group projects or activities at a distance".

They define socialisation as
  • "the social act of coming together for a common purpose, for example, when students familiarise themselves with one another and learn about the norms, roles, rules and code of conduct.
If you are teaching at a distance using colaborative tools like wikis, it is worth thinking about how trust and understanding between students can be encouraged and protected.

So if you want to get started using a wiki, what can you do?

Edge Hill University isn't able to provide staff and students with access to wiki software in the near future, so your projects will need external hosting. This does mean that users of the wiki will need to register for a username and password to edit the wiki.

pbwiki is the external wiki host that I have used myself. You can get one for free, but it doesn't contain the functionality to back it up, so you might need to either do this manually or think about paying. 1 wiki hosted for 1 year would cost about £70, or if there was funding and enough potential users and institution wide licence would be about £600.

If you want to explore other wiki hosts, have a look at WikiMatrix's Choice Wizard to see lots of different wikis that could be right for you.

If you want to delve much deeper into the world of wikis:

  • Listen to: a few episodes of Wikipedia Weekly to hear what goes on behind the scenes in the Wikimedia community. There's a bit of waffle at the start of these but bear with it it'll aid your understanding of processes in a very large scale wiki.
  • Read: Wikipatterns which contains advice about running wikis with different purposes, what to do and what to avoid.
  • Read: How Wikipedia Works which is an in-depth explanation of everything that goes into making Wikipedia work.

Finally, note that there are other ways to create collaborative documents that might be more suited to your needs than a Wiki. Online tools like Google Docs and CmapTools (for creating concept maps) might work for you.

[image by one laptop per child]


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09 March, 2009

Thoughts on the Future of Virtual Worlds

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Virtual worlds like Second Life offer certain possibilities for teaching and learning, however issues like hardware requirements currently act as barriers to a wide uptake. Hopefully these issues, won't be a barrier for much longer and the possibilities will both become greater and more widely explored.

This beautiful video by Bruce Branit imagines one way in which virtual worlds could look and change our lives in the future.


World Builder from Bruce Branit on Vimeo.

Daden aimed to ask questions such as "How important will Virtual Worlds become?" in their "far reaching and provocative" 2007 Virtual Worlds roadmap (PDF). This monograph looks forward 100 years, and during the next 10 years they are expecting a massive increase in users and a move away from the model of isolated virtual worlds, running in seperate clients. In that timescale they also expect that virtual worlds may come to contain things like animation close to what we see in high end video games, better links with the real world (augmented reality), and automatic language translation.

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05 March, 2009

Managing Your Online Identity

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There's an interesting conversation starting on the The Identity Studies Blog about blogging, asking the question "How compatible are the identities of blogger and published academic?".

In LTD we had conversations around slightly different, though related issues to do with general online identity. I suppose our questions would be "Do you try to keep your personal and professional online identities separate? Do you try to keep them controlled?"

I've created a simple diagram to help me think about the information available about myself, and it is interesting to see how personal and professional overlap. It is also perhaps a little alarming that there is so much information out there that is publically available.

I've just collected my information together on MyBlogLog while I'm thinking about managing online identity, and I'm setting up a page on ClaimID. Does a central place like this enable you to manage your identity and reputation properly? Does it enable anyone to find so much about you that there are dangers involved?

Why is this relevant to Edge Hill University? We are asking questions at the moment about what our role is in educating our students generally about new literacies and skills required in the emerging digital world. As we make decisions about encouraging students to use various open online services as part of their courses, do we want to advise students as best we can as to how they can be safe and in control of their reputation and identity? Perhaps even how they can use the resources created and stored in these services as an ePortfolio.

Two very interesting articles on this subject are The Shifted Librarian's Who is Managing Your Online Identity and the article from New York magazine that it links to.

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26 February, 2009

Comparing Digital Voice Recorders

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We often get asked to recommend digital voice recorders, and in this post I'll try and describe what the options are for affordable models. We're not going to look at the top end stuff for more professional audio recording.

When choosing a digital voice recorder for recording feedback, lectures, or other learning materials, you are probably looking for a voice recorder that:

  1. Records in a widely used format, so that no time needs to be spent saving between formats. Currently, MP3 is widely supported on people’s computers and portable media players. WMA would probably be OK for most students too.
  2. Allows easy export of files from the voice recorder to the PC.
  3. Records audio at a suitable quality.
  4. Is not going to cost too much to replace batteries.

The two main manuafacturers are Olympus and Sony. Olympus devices tend to record in WMA format and Sony in MP3 or WAV, so if you are set on one format over the other this may direct your search. MP3s will be important if you are wanting the audio files listened to on portable media devices, without you having to convert them before you distribute them. WMA files will work on the current Edge Hill University media server, if you are wanting to use that.

If you want to know the details, Olympus' offerings are divided into Notetakers (the VN and WS series) and Dictation Systems (the DS series). For the VN series you'd be looking at paying between £20 and £40, but with these you'll probably need to convert the file to the format you require. The more expensive devices like the WS (£40-£70) and DS (£90-£250) series are therefore better if you can afford them. In the past in LTD and SOLSTICE we have used DS-30 devices which cost about £85, and I've had the WS-321M (£70) recomended to me too. Sony's ICD series devices include the UX models (£80-£100) which look of interest to us, but which I've never used.

If I was to purchase more devices for academic staff to use, I'd want to spend around £100 and go for the Olympus WS-321M with an external Olympus mic like the ME-51S for office use or a ME-15 tie mic for recording lectures. The WS series seems to me to have a good balance between ease of use, quality of recording and cost. We also know from experience that the DS-30 is a good buy at around £90. If you want to record in MP3 format Sony's ICD-UX80 devices look handy, and they would ideally need an external mic too.

Has anyone else got opinions and advice on digital voice recorders?

[image by jinny.wong]

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25 February, 2009

Monkeys, Birds and Spirits: Differences in How We Experience Second Life

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Jeremy Kemp suggests that there could be a certain development in the way people use Second Life over time. From this it follows that we need to think about which of these groups our own uses might be in, so that we can design for them better.

His idea is that we start of as monkeys, liking a replication of the real world environment. We walk our avatar around the world, walking through doors and up stairs. He also uses the word verisimilitude, which is very impressive. It means that when you build for these users, you should replicate real life to make them feel comfortable.

We then tend to grow into birds. We fly to where we want to go, using atriums rather than stairs. We move and land with comfort and grace. This group of people require phantom barriers. If you use walls and ceilings they should allow you to pass through them, but really you probably just need some sort of landmark. It doesn't rain in Second Life.

Finally we become spirits, seperate in many ways from our avatar bodies. We teleport to where we want to go, even if it isn't far. Rather than move to see something we use the camera controls to change our view. He suggests that for these experienced users we design for an out-of-body experience. Lots of objects replicating the real world environment are just getting in the way of these users' experiences.

See the slide-show embedded below for his slides. The ones that I've been talking about here are 14, 15 and 16, but he has other interesting things worth thinking about.



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13 February, 2009

Choosing Images

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There are lots of reasons that you might want to use images in your teaching and in the development of online materials. You might want to illustrate a point in a document or in your presentation slides. You might want to change the icon image in your VLE area to better communicate to students what the link leads to.

Whatever the reason, you'll need to be able to:

- Find images that help communicate your point. The images should always be there for communication, not to decorate. Using images as decoration can just add extra unimportant information that detracts from what you are trying to communicate.

- Find images that are copyright cleared to use. Go to a site which supplies copyright cleared images, and keep details of where you got the images so that you can credit the creator.

- If the images are being used for icons, you'll need to edit the images to a usable size.


Image Collections

The two sites that I use to get images are Flickr and Stock.XCHNG.

Flickr is a site where anyone can upload any of their own photos. Not all will be licenced for use but you can search through those photos that are Creative Commons licenced at the bottom of the Flickr search page, or the independent flickrCC search page made by Peter Shanks.

Stock.XCHNG is a site where people upload their own quality photographs for other people to use. You'll need to sign up for an acoount, but it is free and only quality images are allowed.

There are different licences attached to images on these sites, but generally if you search for images that you can adapt you'll be fine. Some of the licences require you to give the creator credit - and that is only polite anyway.

In my projects I now keep a list of where I got the images from, who the author is and a link to the licence agreement. In a website or VLE area, I'll have a small link named 'image credits' which lists this information and in presentation slides, I'll have a page at the end doing the same. This makes sure that you and anyone who re-uses your work at a later time, knows where they are regarding copyright.


Thinking about Purpose

Images can help communication if chosen well. If you are presenting you want images behind you that support what you are saying - not ones that are talking about something else and just creating 'noise' for the students to process. If a student gets to a link on your website or Blackboard area they would benefit from you communicating what it is they will find by following the link - they will benefit from an image that communicates this.

Let's say I'm creating a template for my department to use for its online materials on the VLE, and we've decided to use photographic images for the icons. The icons are probably going to be small - perhaps 150 pixels wide (pixels are) and 75 high - which gives us something else to think about. Will a picture I find look good at that size? Will a small section from the image help to communicate what I want to say.

Firstly I need one for the Discussion Board. I'll go to search through the Creative Commons licenced images on Flickr. I start off by searching for board and get images of chess boards, surf boards and notice boards. It's important here to remember is will the image help the student know what the link is for, and give as much information as possible about it's use.

A photo of people talking would be ideal for this, as the Discussion Board is for communication. OK the Discussion Board is text based, but the image communicates a lot. Don't fall into the trap of using a picture of a notice board, and forgetting that that would not communicate anything useful to the students.


Editing Images for use as Icons

If you are using images, or sections of images as icons, you'll need to edit them and save them as perhaps 75 by 75 pixels. Pixels are the tiny little squares that make up the picture on your screen. Here's how you can do it.

If you are at Edge Hill on campus you'll have access to PhotoEditor (pdf).

However, even if you don't have access to any software there are free web sites that will enable you to edit your software. For example Snipshot.com is very easy to use and is free.

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12 February, 2009

Using Comics to Educate

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In his 1993 book, 'Understanding Comics' [Edge Hill Library Link], Scott McCloud argues well that Comics are a valid form of communication. From more recent times, take 20 minutes to watch his fantasic TED Talk.

While using comics in education is nothing new, Scott's introduction to Google's Chrome browser comic from last year is an example of an educational application of comics. I read this through, while I would never have made it through the average manual.

The growth of very basic animation as an acceptable serious education tool, can perhaps be seen in series like Nutintuit Studio's technical training videos, which were inspired by the Common Craft Show's In Plain English videos.

I wonder how our basic introductions to technologies and technology enhanced learning might work if we created them as a comic. Would they feel more 'human'. Would they be more widely read than if they were just text? Would they be more memorable? At the moment we're looking at creating a short introduction for staff about using new and emerging technologies for the web site. Perhaps we could use the skills in the team to approach it in a slightly different way.