Faculty “buy-in”– to what? — from CampusTechnology.com by Trent Batson

Excerpts:

We can continue incrementally to find our generalized theory as a national and international enterprise if we are willing to wait decades and waste enormous energy and time on failed experiments. Or, we can make efforts to bring together the learning theorists and researchers with those who understand the capabilities of the technology.

At conferences of learning theorists and researchers, we hear about useful new ideas, research results, hopeful new ways of framing what we have gleaned from a century of careful thought and work about how humans learn. But, we don’t find that these learning theorists understand the dynamics of the new technologies sufficiently to recommend a path toward implementation of the theories.

At conferences of technologists, we hear of successful work in innumerable contexts across the country. But the technologists are not aware of learning theory in most cases, or they do know about learning theory but are not active in a learning theory research field. The innumerable technology implementation contexts, then, remain just anecdotal as they are not tied to a developing new theoretical construct.

The challenge is to build a cultural theory that guides academia to re-imagine itself in every tiny bit of being. Who is taking up this challenge? Where is our theory? Where are our theorists?

I hope our community will move away from the simplistic notion that somehow information technology can be “bolted on and not built in” to quote a colleague from last November’s ePortfolios Australia Conference in Melbourne.

Academic transformation is under way. Don’t put the technology first; put understanding of the technology implications first–the unifying learning theory. Second, start the changes on campus that will provide the road system for academics to use in our new landscape.

 

From DSC:
Having just completed a course re: learning theories, I greatly appreciated Trent’s article here. In that class, I was constantly looking for the applications of the learning theories. While learning to give up on the idea of a silver bullet, I was still in search of answers to questions like:

  • What does all this mean?
  • What’s the bottom line for such and such a learning theory?
  • How does this learning theory impact someone’s teaching and learning strategies (pedagogy and/or andragogy)?

Graphically speaking, I came up with these thoughts:
(Depending upon how you are viewing them, you may need to right click on these graphics and save them down to your desktop; them up them up in a new window/application)

 

 

 

 

 

And my thanks to Capella University for the underlying graphics/information here:

 

 

 

 

GutCheck.com -- Real Time Qualitative Market Research

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Also see:

Focus Groups No More: GutCheck Makes Market Research Affordable and Cool
DIY Online Platform Simplifies Research Without Need for Big Budgets
DENVER, CO — (MARKET WIRE) — 03/01/2011 — GutCheck today launched its do-it-yourself online qualitative market research platform, which lets companies or individuals test their ideas, services and campaigns in real time, with their real markets, at a fraction of the cost of traditional focus groups.

While online surveying is nothing new for quantitative research thanks to companies like SurveyMonkey, GutCheck is the first to enable real-time experience-based (qualitative) feedback online, saving thousands of dollars and hours of hassle — and making high-quality feedback available to anyone, from sophisticated agencies working on messaging to small startups wanting to test their market strategy.

Winner DEMO 2011

IEEE Transactions on Learning Technologies TLT is a scholarly archival journal published quarterly using a delayed open access publication model.

IEEE Transactions on Learning Technologies (TLT) is an archival journal published quarterly. TLT covers research on such topics as Innovative online learning systems, Intelligent tutors, Educational software applications and games, and Simulation systems for education and training.

The Web revolution, the popularity of on-line learning, and the broad availability of computers in schools, colleges, universities, workplaces and in other social settings has caused a qualitative change in the field of learning technologies. Both the variety and the complexity of e-learning tools have increased dramatically over the last 10 years. A number of new conferences emerged to provide a forum for researchers and practitioners in the field of learning technologies to discuss their work. Yet, there are very few journals, which embrace the field as a whole and provide a space to publish archival quality papers. The goal of IEEE Transactions on Learning Technologies (TLT) is to bridge this gap.TLT covers all advances in learning technologies, including but not limited to the following topics:

  • Innovative online learning systems
  • Intelligent tutors
  • Educational software applications and games
  • Simulation systems for education and training
  • Collaborative learning tools
  • Devices and interfaces for learning
  • Interactive techniques for learning
  • Personalized and adaptive learning systems
  • Tools for formative and summative assessment
  • Ontologies for learning systems
  • Standards and web services that support learning
  • Authoring tools for learning materials
  • Computer support for peer tutoring
  • Learning via discovery, field, and lab work
  • Learning with mobile devices
  • Social learning techniques
  • Social networks and infrastructures for learning and knowledge sharing
  • Creation and management of learning objects

IEEE Transactions on Learning Technologies
The IEEE Transactions on Learning Technologies will publish archival research papers and critical survey papers. Topics within the scope include technology advances in online learning systems; intelligent tutors; educational software applications and games; simulation systems for education and training; collaborative learning tools, devices and interfaces for learning; interactive techniques for learning; tools for formative and summative assessment; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring and learning via discovery or project work or field or lab work; and creation and management of learning objects. A paper must either describe original research or offer a critical review of the state of the art in a particular area. Papers concerned with evaluation of technology are only appropriate if the technology itself is novel or if significant technical insights are provided. In order to best serve the community, the TLT will be published online, using a delayed open-access policy under which paying subscribers and per-article purchasers have access to newly published content, and then 12 months after the publication of each issue, all readers will have access to the content, free of charge.

Bibliobouts -- a game to help students find high-quality sources

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— Originally saw this at Ray Schroeder’s Online Learning Update

How do you transform good research into great innovations?

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Next Generation Learning — from The Great Ideas Conference
Excerpt:

Learning is undergoing drastic changes. Access to technology has allowed us to engage in a range of new media activities including blogging, co-creation, gaming, instant messaging, podcasting, social networking, social sharing and video creation. These new forms of media allow us to communicate and collaborate in new ways.

Next Generation Learning at Great Ideas 2011 will look at what the research says in terms of how people learn differently with the use of these new forms of media and how to successfully apply and implement the research in your association. No other time in history has there been this type of convergence for associations providing learning and education. It will also be a learning lab that models unique, innovative education formats including hands-on interactive activities to live-streaming to facilitated Peer2Peer Roundtables. Come experience the content and see new ways to involve others in learning.

UMass Dartmouth Online Professor and Student Span Distance for Collaborative Research Success — from UMassOnline Blog by Jennifer Brady

“What is interesting about this collaboration is the fact that it was entirely based in an online experience,” noted Professor McGuire. “Helen and I have never met in-person, but we were able to fully collaborate on this piece online.” “Generating a piece of primary literature in this way is a first for me” noted Professor McGuire.

The Global Innovation 1000 report from Booz & Company: How the top innovators keep winning.

— from BizDean’s Talk

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Booz & Company’s hypothesis:
Companies that can craft a tightly focused set of innovation capabilities in line with their particular innovation strategy —and then align them with other enterprise-wide capabilities and their overall business strategy — will get a better return on the resources they invest in innovation.

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UMC packs 3-D visuals into cutting-edge research lab — from grandforksherald.com by Ryan Johnson

$145,000 virtual immersion lab creates realistic 3-D simulations
Think virtual reality, only more realistic. Add to that cutting edge-technology and the ability to interact with and walk around 3-D holograms and you get the newest addition to the University of Minnesota-Crookston, complete with special effects impressive enough to put the 2009 blockbuster film “Avatar” to shame

— Dr. Adel Ali from grandforksherald.com

RockMelt -- a new browser for the Net

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open.umich.edu

— Found originally at blog.oer.sbctc.edu

Gartner’s 2010 Hype Cycle Special Report Evaluates Maturity of 1,800 Technologies — from Gartner
Hype Cycle Research Provides a Cross-Industry Perspective on Potentially Transformative Technologies

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Figure 1 Hype Cycle for Emerging Technologies, 2010


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Source: Gartner (August 2010)

Key themes emerging from this year’s Hype Cycle for Emerging Technologies include:

  • User experience and interaction.
  • Augmented reality, context and the real-world Web.
  • Data-driven decisions.
  • Cloud-computing implications.
  • Value from the periphery.
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Apollo Group joins learning technology partnership with Stanford University — from businesswire.com
Partnership brings together academic researchers and select industry partners to study interactive communications and technology; Apollo Group’s Dr. Tracey Wilen-Daugenti to serve as visiting scholar

Through the partnership, Apollo Group and Dr. Wilen-Daugenti will work with Stanford University faculty and researchers studying basic issues about the design and use of modern technologies and their impact on today’s learner. Apollo Group will also participate with Stanford faculty members and graduate students to explore the role technology can play in higher education organizations, with a specialization in distance learning.

“Technology today is changing at an extremely fast pace, which impacts both enterprise and educational institutions, requiring them to keep up with the latest trends,” said Dr. Wilen-Daugenti. “Students are increasingly exposed to the latest technology in their lives, and seek access to it in their work and education environments. Through this partnership and visiting scholar program, we hope to address this issue and find ways for higher learning institutions to more readily use technology to address the needs of today’s students.”

© 2024 | Daniel Christian