Tag Archives: learning

Reusable and Shareable Learning Objects


When we normally think of reusable learning objects we think of reusing them in other traditional learning settings, be it a chapter of a student manual or a video used in a different e-learning course (yes, e-learning is traditional, isn’t it?).
When we think of modular, reusable learning objects we have to think of them as not just reusable in a traditional sense, but imagine them as shareable learning objects. Media elements to be spread in different social media sites by us (designers/developers) and learners themselves. For instance, when creating a job aid about a process or concept, make it attractive, publish it on different social media sites like Pinterest (the new fad now) so others can also share it. Or perhaps you design a video that can not only be used in a course, but also shared via YouTube. Those are simple examples, but we have to think of learning as a continuum, not just self-contained experiences.
Don’t just design self-contained experiences, design pieces of a whole that can also function separately. Pieces that can be reused, shared in different social networks.
Don’t just design learning media, design potentially social media.

I Pledge to Unattend Conferences from Now on


I just came back from an amazing conference with amazing speakers, meet-ups, panels, free food and drinks, crazy people on the streets, advertisement anywhere (people’s bodies, trucks, pedicabs, projected on walls), forward thinking people who want to change the world, and those who want to make a big splashing releasing their new product, people with ideas, people with the money to fund the ideas, people with the guts to build or tear down ideas… people from all over the world.

SWSX Interactive.

Yet, what do many do (myself included), go from session to session with a feeling that “you’re missing something” if you don’t go to every single one of them. A strange feeling of lack of connection if you don’t go to every hip party (and there are quite a few).

The truth is that the most interesting and meaningful connections don’t come from a photo with a famous speaker, or the number of interesting sessions you attended. The interesting conversations happen in the places you are normally too busy or bitter to notice: in line for free food, bumping into people in the hall ways.

So, next time I attend a conference, even more so then now, I will not complain about standing in line, I’ll engage in even more conversations with those around me. I will consciously not complain about people bumping into me as they rush to another session: I will just take advantage of that bump to strike a conversation.

Conversation is the key to connecting forging meaningful relationships. Instead of counting the amount of good sessions you attended, enjoy the fulfilling conversations you had during the event.

That’s what I’ll do. I’ll unattend my next conference.

 

The end of assessment as we know it


“The concept of a job is going away” (Bersin, 2012) and so should the concept of assessment. At least assessment as we know it. Or the assessment forms that we dearly esteem.

The truth is, most educators teach to assess. Yes, the end goal of the learning experience is to prepare learners to succeed in the assessment. Does anyone else see something wrong with this picture?

Take, for instance, the idea of knowledge in the new Capitalism and how communities of practice are key to helping employees understand the whole company process of which they are part, adapt to fast-changing technologies, markets and work environments, share knowledge and encourage one another. Our role as leaders is to create communities of practice around a goal or interest, and help them generate explicit knowledge from the mostly tacit, extensive, distributed and disperse knowledge shared in the communities (Gee, 2000).  Whether we want it or not, whether we (leaders, educators) create them or not, these learners will find ways to connect to their peers in communities of practice. We can choose start them, participate in them, facilitate the knowledge sharing, eve intersperse “educational content” (I mean that in a formal sense of the word, being it synchronous sessions with a facilitator, guided discussions, group activities, etc.). So, how can we measure success in complex and interactive learning communities?

The word “practice” in “community of practice” is key in identifying assessments that would be authentic to the learners of the 21st century.

  • Assessment has to be authentic to the activities they do on the job. Practical. Ask learners to create  a product that related to the goal of the learning experience/community. A sales community/course could, for instance, be assessed on mock sales pitch presentations they create individually or in teams.
  • Assessment can to go beyond the finite notion of a single event. What if the learners that just created a pitch could reuse that for a real encounter with a customer? What if an activity in a technical System Administration community is to create a script that performs a certain task on an Operating System, and, after being assessed positively, feedback provided by peers and facilitator, that script could be then used in the real world by the learner on his/her day-to-day job?
  • Also, assessment has to be part of learning, not the end goal of it. Why make it a boring quiz when it can be a simulation in which the learners put to practice what they shared and discussed during the course of the community?
  • Let members of the community assess one another. Most online community platforms have discussion boards, badges, and other ways of giving kudos to other users.
  • Allow self-reflection. “Did you achieve the goal? Did you successfully sell product X to customer Y? What defines “success” to you? What would you have done differently?”
  • Let the assessment be fun. Have a competition in teams of who performs the task “better” producing a “better” final product, to be assessed by a judge or the community itself.

There are so many form of alternative assessment (NCLRC, 2000), why are we still so dependent on the omniscient LMS as the most used form of accountability in traditional courses?

We are in the 21st century, yet still defining success with ancient measurements…

 

A Couple of References

Bersin, J., 2012. The End of a Job as We Know It. Forbes Magazine. Retrieved January 20, 2012 from http://www.forbes.com/sites/joshbersin/2012/01/31/the-end-of-a-job-as-we-know-it/.

Gee, JP., 2000.  Communities of practice in the new capitalism. J Learn Sci.

National Capital Language Resource Center (2000). Assessing Learning: Alternative Assessment. Washington DC.

iBooks Author for Mac


Apple changes the publishing business once again. Sure there are other formats and authoring tools which are supported in iBooks, but this is different: an application that fits tightly in the Apple ecosystem, and as is normally the case with Apple products, simple.

Apple unveiled this new tool in their Apple Education event in NYC. Here are some highlights and features:

Integration with other Apple products and workflow

Template gallery

Drag-and-drop editing

Embedding and customization of elements such as galleries

Support for JavaScript

Support for HTML5

iPad simulator/preview

Accessibility support

Support for widgets

Apple says on their website:

Available free on the Mac App store, iBooks Author is an amazing new app that allows anyone to create beautiful Multi-Touch textbooks — and just about any other kind of book — for iPad. With galleries, video, interactive diagrams, 3D objects, and more, these books bring content to life in ways the printed page never could.

Did I say it is free of charge on the Mac App Store?

This application should facilitate the process for creating custom interactive eBooks that play well, natively, in Apple (and perhaps other) devices. Now all one needs is creativity…

One of the sources: The Official Apple Website, and TheNextWeb.

5 Not so Crazy Predictions for Education in 2012


It”s not not uncommon for geeks to do some wishful thinking a line any mortal hoping their tech dreams will come true in the new year to come.

Id like to make some predictions for 2012 as well. Just a few humble predictions and observations.

1. Education everywhere

And by everywhere I don’t mean the whole any device anytime anywhere hype. I mean, everyone in every part of the world (except cultures that don’t accept technology and our views of Education of course) will have access to quality Education and educational technology. We will see more initiatives such as EducateNCare, which encourages professionals to provide some of their knowledge and time to tutors children in developing countries online. With initiatives such as this, others will see the need to equip this on the other end of the connection, the local students and teachers. We’ll be even more aware of the need to capacitate professionals in their own native countries.

2. Open educational content will actually be OPEN

Many institutions offer open courseware and content for anyone to access. What we will see is more open source content out there, not just open access content, but content that can be reshaped, and shared forward with other educators and learners via a license such as Creative Commons.

3. Learning on smart TVs
With all these smart devices proliferating, Education should take more advantage of them and be, well, smart Education. eLearning is made mostly with the old desktop metaphor in mind. But thing about all kids of fantastic learning experiences we could have of we designed for different smart devices. I’m not talking just about mobile devices with gyroscopes, location awareness, multitouch interfaces, I mean even (smart) connected TVs. If even the good ol’ tube is changing; why cant we innovate in how we do education in it as well?

4. Micro-location learning and information

We’re all familiar with the concept of GPS devices or mobile map applications taking you from point A to point B with guided turn-by-turn directions and pop-up traffic/trip conditions and events warnings. However, these technologies are normally only for outdoors navigation. You’re lost inside a building. This is a problem that Google has taken on now with their new solution Google Maps indoors feature, which offers guidance inside buildings such as airports.  However, in 2012 we’ll see the rise of microlocation-based learning, which can provide guidance within buildings and institutions indoors. Imagine the educational uses of such mobile applications: exploring the workplace, accurately connecting with others inside of buildings to share information and perhaps serendipitously  meet up for lunch (yes, learning is about forging relationships with others with whom we share or not interests), on-demand information about machines as a learner walks by it. Better yet,  as the learner walks by that very same machine, s/he will  be prompted by an alert on their location-aware device that there is something wrong with it and that it needs repair, not only that, but the alert will show what exactly is wrong with it and give the user an option to follow an interactive strep-by-step repair “tour”. On the job support, information, and true task-based learning about specific concepts, tools, processes as the learner actually does it.

5. Education institutions will allow more social media

With the advent of better content aggregation and curation techniques, Education institutions will appreciate more of the educational applications of social media and feel safer in letting students access social media resources to learn. Youtube has recently released it’s Youtube EDU which allows educators and schools to allow access (mostly) to content they approve on their channel by using technologies such as filters. Students will be given access to a variety of social media services in school as these services start to offer options for content access based on some of the issues faced by schools, issues such as inappropriate or distracting content.

6. [Bonus Prediction] Motion-based learning gets popular and affordable

As devices like the XBox Kinect and Playstation Move start to become more popular, we should see more affordable motion-based learning experiences in the field. Moreover, we should see precise motion training and job aids coupled with Augmented Reality HUDs as employees try to solve real-life problems in the workplace.

Second Screen Learning?


A phenomenon that can be classified as anything from multitasking to plain distraction is getting more popular as smartphones get smarter and tablet computers more ubiquitous: the use of the “second screen“.

It is common now to have at least one person (if not everyone) in the living room watching as movie on TV while, at the same time, checking what their friends are saying on Facebook, Twitter, or simply researching the lead role’s biography on Wikipedia. Whatever they are doing on the little screen, it seems that nowadays the big screen is not enough. People crave more. People want to connect with others and with information outside what they see on the big screen. Often, at least in my family, it is an interaction around the content of the TV, tagging it in Into_Now, and telling their friends on Facebook that they’re watching it and following up on comments about the same post.

ReadWriteWeb reports that 86% of people using their mobile device do so while watching TV. Of those, 33% use mobile apps, 37% browse non-related content, 40% are social networking, while 60% are texting with friends and family. It’s the rise of social TV which so far comprises mostly of static content (TV) coupled with dynamic, social activities (social networking, Web browsing, mobile apps, check-ins into shows and movies).

Disney offers an iPad / PC application called Second Screen which live syncs with the Blu-Ray movie on the TV and provides different content that supplements the movie: games, flipbooks, photo galleries with sketches, trivia about the movie, etc.

How would this second screen experience affect Education? What if, instead of banning smartphones and tablets, teachers in K12 encouraged synchronous exploration of concepts “synced” with what the teacher is discussing?What if in corporate Education, we saw complimentary interactions and information that gave students a better understanding of what the instructor is explaining or even interact with other students in a backchannel discussion around the topics in class?

Many already use in conferences, for instance, Twitter streams as a means to have a backchannel discussions in different sessions. Can we to go beyond that, explore other forms of “second screen experiences” at events, in the classroom, outside the classroom?

How can we combat some of the potential negative aspects of the second screen in the classroom, like distraction, lack of concentration? Can we produce second screen experiences that are channeled. guided and enhances attention rather than distract the learners? How can we employ this concept in online learning environments (being them synchronous live virtual classrooms or self-paces asynchronous experiences)?

Many questions, exciting exploration.

Food for thought: here’s a blogger’s take on how second screen experiences could be used not only in entertainment but also in politics, for instance.

 

Perhaps second screen experiences in Education will be a trend in 2012, with more an more mobile devices in consumers’ hands.

Youtube EDU


There is a vast sea of information out there. In fact, it’s hard not to avoid drowning in it if you, as an educator or learner (which we all are) don’t put strategies in place to organize content by aggregating it using different bookmarking and sharing Web applications (which are a dime a dozen. Tools like Diigo and Pinterest, for instance, are excellent examples of aggregation tools which employ bookmarking and sharing mechanisms.

However, content aggregation can still be an overwhelming task. That’s where content curation comes in play. Services like Smartbrief thrive at selecting target news for users by means of curators. Only the “best content” (at the curators will) are included in perdsonalized newsletters or news briefs which the users can select to receive via email.

Similarly, Youtube is launching Youtube EDU to solve what has been a major pain point for educators trying to use Youtube in the classroom for a long time: inappropriate and irrelevant content. A curation platform for educators, Youtube for Schools allows teachers to select just the right educational videos for their students.

According to Mashable, there are already over 400 playlists curated by Youtube itself in partnership with 600 Education venues including major ones such as the Smithsonian and TED, all organized by grade level, content area (such as Lifelong Learning) and subject matter.

Educators can learn more about producing and sharing their own Youtube videos in the tutorials presented here as well as submit their own playlists to Youtube EDU.

Free Language Learning Resources – KDE


For those looking for free language learning software, there’s always the online Rosetta Stone alternatives with a twist of collaborative learning such as: LiveMocha, Babbel, MangoLanguages, Bussu, and others (which I will discuss in another post).

For those who don’t care so much about the “practicing with a community’” part of it and just want to practice some vocabulary on their own, at the comfort of their desktop, you should try playing with the KDE.edu language learning tools. These tools are free to use and open source (as in freedom). They also count on a large community of users and entities (such as Vox Humanitatis) who create modules for them which are also free to download. The amount of languages covered by the materials is vast.

Parley (a vocabulary trainer) seems to be the most comprehensive of the tools on KDE.edu’s language learning page. It uses spaced repetition as it main guiding principle, a technique which is quite effective for learning concepts and storing them in the long term memory.

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Para aqueles à procura de software grátis e livre para o aprendizado de línguas, há várias alternativas para o Rosetta Stone online  com um “quê”de  aprendizado colaborativo como: LiveMocha, Babbel, MangoLanguages, Bussu, e outros (os quais discutirei em outros posts).

Para aqueles que não se importam tanto com os aspecto de “prática com a comunidade’”  e simplesmente querem praticar vocabulário sozinho, no comforto do seu PC, experimente as ferramentas de prática de vocabulário do projeto KDE.edu language. Essas ferramentas são grátis e de código aberto. Além do mais, o projeto conta com uma grande comunidade de usuários e entidades  (como a Vox Humanitatis) que criam módulos para as ferramentas (que também são grátis para se baixar). A quantidade de línguas abordadas pelos materiais é vasta.

Parley (uma ferramenta de treinamento de vocabulário) me parece ser a ferramenta mais compreensiva do KDE.edu. O Parley usa o conceito de repetição espaçada como seu princípio fundamental, uma técnica bem eficaz em aprendizado de conceitos que preza o armazenamento de informação na memória de longo.

Twitter Newspaper Visualizer – Paper.li


I’ve been meaning to play with Paper.li for a while but haven’t found time to do it (even though it takes 30 seconds to set up). I know.

This is a great visualization tool for information shared on your (or someone else’s) Twitter stream. Links, photos, videos and other media are all nicely distributed on a newspaper-like web page. You can create newspapers from a username (@[username]), a hashtag (#[word]) or a Twitter list. These days, when most of us suffer from information overload, this is a great tool to help you aggregate, organize and skim through a lot of information.

Here is my newspaper “The Enzo Silva Daily” based on my username and those I follow (basically lots of instructional design, social media, tech and learning people).

I also created one for the Learning 2010 conference (#L2010) here.

Enjoy.

Gamifying Learning


If you google “gamify“, “gamification” or “gamifying”, you will find several entries with this relatively new trend on the Web (the term is normally related to Web design and marketing).

I just wrote a short chapter on the “Learning Perspectives: 2010“, Gamifying Learning with Social Gaming Mechanics. This is a topic that intrigues me as an instructional designer.

A quick definition of gamification is to bring game mechanics to services that aren’t exactly games in order to increase user/costumer engagement, adoption and loyalty to a brand. According to Stephanie Schwab, gamification can be described as:

  • Make it fun and exciting to be part of a community
  • Reward audiences for participation
  • Encourage pass-along and recommendations
  • Build loyalty and sales through repeat visits and purchases

This new trend has been gaining momentum in the social Web, and publishers can now get access to resources and plugins that help them gamify their websites. Two examples of such services are:

  • Badgeville – This service offers widgets and APIs to integrate on a website that enable rewards, badges and reputation based on pre-determined user actions (e.g. commenting on posts on your blog, uploading user-generated content, etc.).
  • Nitro by BunchBall – This sophisticated gamification system offers an array of features, including the ability to create challenges, adopt leveling, offer badges and virtual goods, implement a leaderboard, and more. All based on user participation on your website which can be fully monitored via an administration and analytics tool offered by the company.
  • BigDoor Quick Gamification Plugin for WordPress – blog visitors can check in to your blog, post comments and perform other user actions to gain virtual rewards and points. Badgeville also offers analytics tools as well as integration with other social media services such as Facebook and Twitter.

Nigel Whiteoak has several blog posts about the topic of gamification here.

Stephanie Schwab has curated several resources about gamification here.

Here is Amy Jo Kim’s “Putting Fun in Functional – Applying Game Mechanics into Functional Software”

Beware, however, that just adding badges and points does NOT imply you are turning whatever your experience you create into a game. As clearly stated by the game design studio Hide&Seek, a game goes being rewards, it has a set of goals and makes achieving them “interestingly hard” for the player, badges and points are just a way to show them keep track of what they’ve achieved.

I also recommend Ian Bogost’s post “Gamification is Bullshit” which brings attention to the dangers in this “gamification movement” as it tends to disregard other important elements of game mechanics and tends to focus on extrinsic motivators and rewards alone.

How can we apply game mechanics to Education? Do you have examples to share?