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Edu-613: Week 6

See also: -[]- -[]- -[]- -[Forward the e-Learning]- )M/SDoc)

Edu-610: Week 6

NOTE: An "SME" - Subject Matter Expert; eg, "an orinthologist". "SMA" - Subject Matter Area; the area of knowledge that the SME is an expert in; eg, "birds". "K-domain" - Knowledge domain. Should be sufficient to locate via googles. Thus "an orinthologist" is an SMA in "birds" (K-domain: aves). NOTE: For proper spelling refer to the Dewey Decimal System; specifically "Melvin Dewey". - that is all (well, for now ;) IN THIS Block: -[Case Studies: Paper 1]- (word doc) -[]- -[]- -[]- -[]- On this page: {Intro} {Stuff} {Readings} {Assignments} {Role of Video Games in School} {Drawbacks of E-learning} {} {} {Refs} {Links}



1. Read the following ProQuest article: a. Townley, C. & Parsell, M. (2004). Technology and Academic Virtue: Student Plagiarism Through the Looking Glass. Ethics and Information Technology. 6(4) p. 271. Document ID: 898966921 Technology and Academic Virtue: Student Plagiarism Through the Looking Glass Cynthia Townley, Mitch Parsell. Ethics and Information Technology. Dordrecht: 2004. Vol. 6, Iss. 4; p. 271 Abstract Full Text - PDF (197 K) townley-and-parsell-techno-plagerisms-big-brother


Discussion Forum Communication Participate in the following discussions and respond to at least two of your fellow students' postings and begin a critical debate with them. This will stimulate critical thought and help you recognize theoretical gaps or flaws in basic assumptions, both yours and your classmates. Plagiarism After reading the Technology and Academic Virtue article, discuss your opinions on using sites like Turnitin.com to deter students who may plagiarize. Do you feel those sites are effective? Would it be more effective to train students from elementary school on to be aware of plagiarism? Respond to at least two of your classmates’ postings. Technology Ethics Use ProQuest Direct Database to search for articles on Technology Ethics. Find an article that is relevant or interesting to you and provide a one – two paragraph summary of the article. Do not forget to include the title and author of the selected article. Respond to at least two of your classmates’ postings.

Role of Video Games in School

src http://news.bbc.co.uk/2/hi/technology/5398230.stm Video games have 'role in school' The Teaching with Games report was commissioned by games giant Electronic Arts (EA) and carried out by FutureLab. It surveyed almost 1,000 teachers and more than 2,300 primary and secondary school students in the UK. The survey found 59% of teachers would consider using off-the-shelf games in the classroom while 62% of students wanted to use games at school. Jules Clarkson, international marketing director at Electronic Arts, said: "EA has recognised for a long time the potential for computer games to stimulate teachers and students. Evidence of concern "We now have the evidence." The report, which was also backed by Microsoft, Take Two, as well as the Interactive Software Federation of Europe (ISFE), found evidence of concern from both teachers and students about the impact of games on players. More than 70% of the surveyed teachers felt that playing games could lead to anti-social behaviour while 30% of students believed that playing games could lead to increased violence and aggression. The report is released on the first day of the London Games Festival, a week-long programme of events including a developers' conference, the Bafta videogame awards and a showcase of new titles for consumers. Mr Clarkson said: "We had three key objectives with the report - to understands teachers' and students' use of computer games in the classroom. 'Successful partnerships' "To explore how they can be successfully used in a school environment. And to make the most successful partnerships with educators." The report authors also followed 12 teachers at four schools in the UK and looked at ways they could use commercial software in the classroom. The authors concluded that there was "still a generational divide between teachers and students in respect of computer games play". More than 70% of teachers never play games outside school while 82% of children said they played video games at least once a fortnight. "It should be noted that 37% of teachers and 22% of students think that computer games should not be used in the classroom," said the report. Mr Clarkson denied the report was an attempt to be "taken seriously" by the educational establishment. 'Taken seriously' He said: "We are already taken seriously and we take our responsibilities as a leader in the industry very seriously. "There is an opportunity for us to explore with educational establishments where there are ways computer games can be used." But Mr Clarkson said EA was not going to change the way it makes software off the back of the report. "I do not imagine we are suddenly going to get into educational software markets but it does give us ideas about how to work with educational establishments." Fred Hasson, chief executive of games developer association Tiga, one of the backers of the London Games Festival, said the event reflected the vibrancy of the UK industry. "The UK is not only the third largest market for video games it is also the third largest producer of games in the world." He said the industry was in good shape following several years of consolidation. "In 2000 there were about 400 UK development studios while now there are about 150. "But I don't think there are any fewer numbers of people working in the industry overall. 'Wake up' "With the handheld consoles, the current hardware and next generation hardware on the horizon, there has never been as much work around as there is now." Rob Cooper, managing director of Ubisoft UK and chairman of the festival said: "Now more than ever people are starting to wake up to the importance of video games; culturally, artistically and economically. "The London Games Festival is an important stage, one which allows our industry to show every aspect of itself. " He added: "From students wanting to forge a career in gaming, to budding developers who want to share ideas for future games. There will be events of interest to so many groups of people. "

Drawbacks of E-learning

BEGIN BLOCK QUOTE ===================================== src: http://www.e-learningguru.com/articles/art1_3.htm Beginner Basics > The Benefits and Drawbacks of e-Learning by Kevin Kruse The vast movement towards e-learning is clearly motivated by the many benefits it offers. However much e-learning is praised and innovated, computers will never completely eliminate human instructors and other forms of educational delivery. What is important is to know exactly what e-learning advantages exist and when these outweigh the limitations of the medium. Features Unique to e-Learning Like no other training form, e-learning promises to provide a single experience that accommodates the three distinct learning styles of auditory learners, visual learners, and kinesthetic learners. Other unique opportunities created by the advent and development of e-learning are more efficient training of a globally dispersed audience; and reduced publishing and distribution costs as Web-based training becomes a standard. E-learning also offers individualized instruction, which print media cannot provide, and instructor-led courses allow clumsily and at great cost. In conjunction with assessing needs, e-learning can target specific needs. And by using learning style tests, e-learning can locate and target individual learning preferences. Additionally, synchronous e-learning is self-paced. Advanced learners are allowed to speed through or bypass instruction that is redundant while novices slow their own progress through content, eliminating frustration with themselves, their fellow learners, and the course. In these ways, e-learning is inclusive of a maximum number of participants with a maximum range of learning styles, preferences, and needs. Collaborative Learning All collaborative learning theory contends that human interaction is a vital ingredient to learning. Consideration of this is particularly crucial when designing e-learning, realizing the potential for the medium to isolate learners. With well-delivered synchronous distance education, and technology like message boards, chats, e-mail, and tele-conferencing, this potential drawback is reduced. However, e-learning detractors still argue that the magical classroom bond between teacher and student, and among the students themselves, can not be replicated through communications technology. Advantages of e-Learning to the Trainer or Organization Some of the most outstanding advantages to the trainer or organization are: Reduced overall cost is the single most influential factor in adopting e-learning. The elimination of costs associated with instructor's salaries, meeting room rentals, and student travel, lodging, and meals are directly quantifiable. The reduction of time spent away from the job by employees may be the most positive offshoot. Learning times reduced, an average of 40 to 60 percent, as found by Brandon Hall (Web-based Training Cookbook, 1997, p. 108). Increased retention and application to the job averages an increase of 25 percent over traditional methods, according to an independent study by J.D. Fletcher (Multimedia Review, Spring 1991, pp.33-42). Consistent delivery of content is possible with asynchronous, self-paced e-learning. Expert knowledge is communicated, but more importantly captured, with good e-learning and knowledge management systems. Proof of completion and certification, essential elements of training initiatives, can be automated. Advantages to the Learner Along with the increased retention, reduced learning time, and other aforementioned benefits to students, particular advantages of e-learning include: On-demand availability enables students to complete training conveniently at off-hours or from home. Self-pacing for slow or quick learners reduces stress and increases satisfaction. Interactivity engages users, pushing them rather than pulling them through training. Confidence that refresher or quick reference materials are available reduces burden of responsibility of mastery. Disadvantages to the Trainer or Organization e-learning is not, however, the be all and end all to every training need. It does have limitations, among them: Up-front investment required of an e-learning solution is larger due to development costs. Budgets and cash flows will need to be negotiated. Technology issues that play a factor include whether the existing technology infrastructure can accomplish the training goals, whether additional tech expenditures can be justified, and whether compatibility of all software and hardware can be achieved. Inappropriate content for e-learning may exist according to some experts, though are limited in number. Even the acquisition of skills that involve complex physical/motor or emotional components (for example, juggling or mediation) can be augmented with e-learning. Cultural acceptance is an issue in organizations where student demographics and psychographics may predispose them against using computers at all, let alone for e-learning. Disadvantages to the Learner The ways in which e-learning may not excel over other training include: Technology issues of the learners are most commonly technophobia and unavailability of required technologies. Portability of training has become a strength of e-learning with the proliferation of network linking points, notebook computers, PDAs, and mobile phones, but still does not rival that of printed workbooks or reference material. Reduced social and cultural interaction can be a drawback. The impersonality, suppression of communication mechanisms such as body language, and elimination of peer-to-peer learning that are part of this potential disadvantage are lessening with advances in communications technologies. Do the Benefits Outweigh the Drawbacks? The pro's and con's of e-learning vary depending on program goals, target audience and organizational infrastructure and culture. But it is unarguable that e-learning is rapidly growing as form of training delivery and most are finding that the clear benefits to e-learning will guarantee it a role in their overall learning strategy. END BLOCK QUOTE ========================================


Solomon, G., Allen N. J., & Resta P. (2003). Toward Digital Equity: Bridging the Divide in Education. Boston: Allyn and Bacon. ISBN: 0205360556 Wachowski, Andy and Larry (Directors) (1999). The Matrix. (film) imdb: http://www.imdb.com/title/tt0133093/