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Introduction to Instructional Design

Education | 2011. 1. 18. 04:14 | Posted by 스마트 안전보건

Instruction
   * The development and delivery of information and activities that are

      created to facilitate attainment of intended, specific learning goals.

Related terms
   * Education: All experiences in which people learn.
   * Training: Instruction focused toward acquiring specific skills that will

      be used immediately.
   * Teaching: Education/Instruction delivered by a person
IMG_1379.JPG   

Three phases of ID process
IMG_1380.JPG
   * Analysis: Learning contexts, learners, and learning task
   * Strategy development: organizational strategies, delivery strategies,

      and management strategies
   * Evaluation: conduct formative evaluation and revise instruction
Theoretically, ID process is a linear type, but in real practice,

every steps are connected with one another.
IMG_1381.JPG

Systematic Instructional Design's advantages
   * Provide learner advocacy
   * Promote effective, efficient, and appealing instruction
   * Assist coordination
   * Facilitates dissemination
   * Supports development of alternative delivery
   * Has congruence among objectives, activities, and assessment

Systematic ID's limitations
   * Requires identification of outcomes
   * Requires lead time
   * Is not applicable to non-instructional problems
IMG_1382.JPG

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:

How to make a good tutorial

Education | 2011. 1. 3. 23:13 | Posted by 스마트 안전보건

There are several methodologies for instructional design. And this article is about how well design and develop a tutorial among various instructional methodologies.

162860_190455470969883_100000162943327_780207_7300937_n.jpg

Introduction

Use A short title page

State the lesson goals and objectives briefly, except with children

Give accurate directions and make them available to the learner at all times

Relate what the learner will study to previous knowledge

Avoid putting pretests in a tutorial. Use pretests only when you know they

are needed and use them in separate computer programs whenever possible

 

Learner control

Give adults more control than children

Always allow control of forward progression and backward review

Allow global controls, rather than occasional control, as much as possible

Always allow temporary termination

When menus are used, they should always be available

Always provide controls for audio, video, and animation (pause, continue,

reply, skip, volume change, and speed change)

Use the mouse for learner control

 

Motivation

Emphasize intrinsic motivation whenever possible

Consider motivation at macro-level (strategies) and micro-level (lesson characteristics)

Provide an appropriate level of challenge

Arouse and maintain curiosity

Enhance imagery and involvement through fantasy

Provide an appropriate level of learner control

Arouse and maintain attention throughout the lesson

Content should be relevant to the learner and the relevance should be made clear

Provide opportunity for success and satisfaction through appropriate

goals, reinforcement, and fairness

Apply motivation techniques in moderation, intelligently, and in harmony

with other instructional factors

 

Presentation of information

Presentations should be short

Layouts should be attractive an consistent

Avoid scrolling

Use conventions in paragraphing, keypresses, directions, and response prompts

Use graphics for important information, analogy, and cues

Keep graphics simple

Use color sparingly and for important information

Avoid color in text

Text should be lean, clear, and have good mechanics

Stress clear transitions between presentations on different topics

Use appropriate organizational methods for verbal information, concepts, rules,

and principles, and skills

Provide procedural help and make it easy to request

 

Questions and responses

Ask frequent questions, especially comprehension questions

Use the mouse for responding whenever possible

Put the typing prompt below the question and the left margin

Questions should promote response economy

Ask questions about important information

Allow the learner more than one try to answer a question

Do not require the learner to get a correct answer without help to proceed

Give help on response format whenever necessary

Alternate-response questions are harder to write, easier to judge, and allow guessing

Constructed-response questions are easier to write, harder to judge, and prevent guessing

Foils on multiple-choice questions should be plausible

Fill-in questions should have the blanks near the end

Be aware of whether you should be testing recall or comprehension,

and use appropriate question types

Reading difficulty should be appropriate to the learner's reading level

Avoid abbreviation and negatives in questions

Questions should never scroll out of view

Questions should appear after information in a lesson and below information

on a particular display

Global learner controls should still be available during questions

 

Judging responses

Judge intelligently, as a live instructor would. Allow for word order, synonyms,

spelling, and extra words

Look for both correct responses and expected incorrect responses

Allow as much time as the learner needs for a response

Allow the learner to ask for help, and to escape

Providing feedback about responses

If response content is correct, give a short affirmation

If response format is incorrect, say so and allow another response

If response content is incorrect, give corrective feedback

 

Remediation

Provide remediation for repeated poor performance. This might be

a recommendation to restudy or see the instructor

Sequencing lesson segments

Overall sequence should be hierarchical or based on difficulty

Avoid simple linear tutorials. Provide branching based on performance

The learner should control progression. Never use timed pauses

Provide restarting capability

Give sequence control to mature learners

Always permit temporary ending based on learner choice

Permanent ending should be based on learner performance

 

Closing

Store data for restarting

Clear the screen

Make the end obvious with a short final message

Return the learner to where he or she started before the tutorial

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Top 10 Educational issues in 2010

Education | 2010. 12. 21. 23:04 | Posted by 스마트 안전보건

This is an article about top 10 educational issues in 2010 by Dave Cormier,

who is an educational technologist.

# Top 10 of 2009. I like the winner. the Zephoria incident. “will you knock down the tower”?

# Best of 2008… the end of ‘the killer app’. and the ‘end’ of blogging.

# best of 2007? well… tough to ignore twitter going crazy. But i love the Tom Wood story.

# Top ten of 2006? oh Ted Stevens. We’ll always wonder if that dumptruck of internets arrived to your office.

# My top ten edublog news events of 2005. Winner? browser based app. fav? 100 laptop doesn’t exist.

Number 10
Free is dead
We rang in the early part of the year to news that Ning was going to force people to pay for the fine work they were doing and then the year was going out with delicious maybe going into a ‘sunset’. We’re all coming to terms with the fact that people need to be payed for the work that they do.

Number 9
Wikileaks
Leaks that were a flood to a website that wasn’t really a wiki. An international manhunt and
a new flag to fly up the ‘internet is dangerous’ flagpole. If there was a story this year that threatens open access to education, this is the one. All that and not for many surprises, rich people in the Caucasus throw big parties and some people in government are kind of annoying. Open still good… but probably going to get harder.

Number 8
Pads
Ipads, blackpads and android oh my! (android understanding table) I know i’m a convert, and any of the rest of you caught with any so retro as a ‘laptop’, had better be making a fashion statement.

Number 7
Angry birds bringing the tetris
Angry birds got the mobile devices into the hands of the people this year. All those people claiming to be working when they flipped their iphones over in the meeting room you were in? They were smashing blocks and trying to get their eggs back. But it brought the mobile device, and the obsessive use of it needed to get it into the mainstream out to people. Like tetris and the home computer, angry birds may be the secret weapon that made the mobile computer mainstream.

Number 6
switching to google
The university of Alberta wants you to know that lots of people love the switch to googledocs. (i do too)
As we all move inexorably towards our google overlords its our email that is now moving under its inevitable sway.

Number 5
Old Spice
A marketing campaign that targets the guy who runs the moodle installation in your university. (yup, they responded to a tweet from @kvillard who work at my uni) How does this change the way that kids need to be prepared…? Now there’s a 21st century skill. (How it was done)

Number 4
Pearson to get accreditation and private online schools
So, it seems that all kinds of people are talking about giving out degrees nowdays. I wonder if they’ll get a cut on their book prices?

Number 3
The end of research
http://ngrams.googlelabs.com/
http://www.nytimes.com/2010/12/17/books/17words.html?_r=1
It seems that we have lost interest in the word ‘fly’ since we starting being able to do it. It also seems that the words ‘love’ and ‘art’ dip in their use during the first and second world wars. In their ongoing attempt to take EVERYONE’s job, the job of the fearless data researcher is quickly going out the door… slackers like me can now wax philosophical over ideas that we came up with over a pint and ‘researched’ in 10 seconds. Haha.

Number 2
Cable Green, director of elearning and open education for the State Board of Community and Technical Colleges rocks.
A real, honest to goodness, open textbook model

Number 1
Netflix. Yes. Netflix.We’ve seen piles of amazing video this year, and the Ted talks have taken over many a discussion table, and not just those deemed cool enough to be able to attend. In netflix we have a potentially sustainable model for learning video, that could easily replace all those rabid intellectuals who believe that CONTENT is what they’re selling. If learning is about content, then video is the way to put it together, and netflix is the way to sell it. It’s not the education system i want. But at least it would work.

Read more at davecormier.com
 

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Top 10 strategies for a successful E-learning

Education | 2010. 12. 17. 07:48 | Posted by 스마트 안전보건

Many tasks, roles, and tools are required to design and develop robust,

effective e-learning.

By Mark Steiner

 

Today’s wide blend of technologies enables an extraordinary range of cognitive, affective, and social enhancements of learning capabilities. Advances in collaborative learning and experiential simulation enable a variety of guided and inquiry-based learning that cross the barriers of distance and time. Through a mixture of instructional media, learners and educators can experience synchronous and asynchronous interactions.

 

This article focuses primarily on asynchronous learning, specifically constructing self-paced e-learning courses, though these strategies could be applied to a variety of learning design and development situations. Designing and developing robust, effective e-learning is not easy. Many tasks, roles, and tools are required to complete the process successfully. Here are 10 of the fundamentals critical to success.

 
  1. Educate the client on the fundamentals of e-learning. Regardless of a client’s level of e-learning awareness or sophistication, an educational process must occur. This is true whether it is an internal or external client. Even among experienced professionals within this industry, individuals undoubtedly have varying nomenclature regarding roles, processes, and tools. It is essential to educate your client on roles, processes, tools, options, costs, feasibility, and consequences to ensure all parties are operating on similar assumptions and guidelines. You and your client should approach the endeavor as a partnership. Assist your client in realizing what an integral part it is to the process. Build trust with your client by providing it with sensible, honest, pragmatic expertise. However, don’t be afraid to exert control and don’t be afraid to say no. Remember it’s your responsibility to set and control the client’s expectations.
 
  1. Determine the actualtraining need or gap. If training is not the solution to the problem, you are guaranteed to fail. It is doubtful either you or your client desire such an outcome. To help ensure determination of the actual deficiency, perform a thorough analysis, working closely with your client. Begin your analysis with what your client thinks is wrong, then dig deeper, utilizing your previous experiences, education, and intuition. There are a variety of resources that can assist individuals and organizations in enhancing and strengthening their analysis process.
 
  1. Define your process and communicate it, focusing on key review points in the cycle. The design and development of e-learning is often a complicated collision of ideas, tools, roles, people, technology, and desired outcomes. You and your client want predictable results. A well-defined, reliable process is the clearest way to get the desired results. What activities are to occur? When will they occur? Which ones must be completed before other activities can begin? It is important to make your client aware of its responsibilities: specifically inputs, review cycles, and corresponding impacts

 

Mark Steiner is president of learning solutions firm mark steiner, inc. Visitwww.marksteinerinc.com for more information.

Read more at www.trainingmag.com


 

 

 

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:

UNC 'Bringing Education To Life'

Education | 2010. 12. 10. 07:45 | Posted by 스마트 안전보건

This videos are about University of Northern Colorado, 'Bringing Education To Life'.

unc_logo_bear_text.png

UNC launched these 3 PR videos on national broadcatings in USA.

I think the slogan of UNC 'Bringing Education To Life' is great.

unc_logo_bear_unc_no_BG.jpg

 

 

It is because they were founded in 1889 as a normal school where students were

educated in order to be teachers in Colorado.

unc_logo_bear.gif

Watch these 3 videos and recommend UNC to your friends or others.

unc_logo_combo.jpg

University of Northern Colorado Part 1 in YouTube

[youtube=http://www.youtube.com/watch?v=b0b0G-9R9qM]

 

University of Northern Colorado Part 2 in YouTube

[youtube=http://www.youtube.com/watch?v=4Z0PJaXYT6U]

 

University of Northern Colorado Part 3 in YouTube

[youtube=http://www.youtube.com/watch?v=AjdX4eTS-Os]

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E-learning 3.0

Education | 2010. 12. 8. 05:37 | Posted by 스마트 안전보건

This is an article from Steve Wheeler, who is an educational technology professor

at University of Plymouth in UK. It deals with E-learning 3.0 with 4 categories.

I especially like 3D visualization and interaction, in which Augmented Reality in

education belongs to. Just have a look and grab some ideas.

I'm excited by the future. It's something I have always looked forward to! But what will e-learning look like in a few years time? When Stephen Downes laid down his manifesto for e-Learning 2.0 in 2005, he tapped into the zeitgeist of emerging social technologies and theorised a number of possibilities. Four years on technology is moving ever more rapidly, and a reappraisal of learning within digital spaces is overdue.
In conversation earlier today on Twitter with Sue Waters and Darcy Moore, we discussed what learning would look like in a Web 3.0 world, and how it might differ from current learning. This led me to revisit some thinking I have been doing recently about what for the sake of convenience I will call 'e-Learning 3.0'. I will try to encapsulate some of these thoughts here, attempt some (hopefully not too dangerous) predictions, and hopefully promote some discussion. I believe that e-Learning 3.0 will have at least four key drivers:
  1. Distributed computing

 

  1. Extended smart mobile technology

 

  1. Collaborative intelligent filtering

 

  1. 3D visualisation and interaction
Firstly, in a Web 3.0 world we will not only tap into the semantic web with all it promises, but e-Learning 3.0 will transgress the boundaries of traditional institutions, and there will be an increase in self-organised learning. Why? Because we will gain easier access to the tools and services that enable us to personalise our learning, and these will be aggregated more easily too. Additionally, with new cloud computing and increased reliability of data storage and retrieval, the mashup is a viable replacement for the portal which will lead to less reliance on centralised provision. This in turn may hasten the death of the ailing institutional VLE.

Secondly, many commentators such as
Derek Baird believe that Learning 3.0 is all about mobile technologies. Mobiles will play a big part in the story of e-Learning 3.0. There will need to be ubiquitous access to tools, services and learning resources, including people - peer learning group, subject specialists and expert support. With smart phone devices and better connectivity through constantly improving line-of-sight (satellite and wireless) networking services, there is little to stop learners everywhere from accessing what they need on the move, from virtually anywhere on the planet. Digital divides of the future will not focus on 'have and have not' socio-economic divides, but will more likely be 'will and will not' psychological divides, and 'can and cannot' skills divides.

Thirdly, truly collaborative learning will be possible in all contexts. Through predictive filtering and massively multi-user participative features, e-Learning 3.0 will make collaborating across distance much easier. With the best will in the world, very little collaborative learning occurs through the use of wikis and blogs, whilst social networks generally connect people but often superficially, and can also isolate. In a recent post entitled
Is Twitter the semantic web?, I speculated on Twitter's functionality and suggested that through its primitive filtering tools such as RT, DM, @ and #tagging, we are witnessing some of the early semantic features that enable users to work smarter and more collaboratively. Intelligent agents will take this a lot farther.

Finally, 3D visualisation will become more readily available. Quicker processing speeds and higher screen resolutions will provide opportunities for smoother avatar-driven 3D interaction. Multi-gesture devices which will operate in 3D space will also become more widely available, reminiscent of the opening scenes of the science fiction film Minority Report. Touch surface interfaces are already here (I have one on my laptop) and multi-touch versions too (my iPhone has one) which will ultimately signal the demise of the mouse and keyboard. See David Beers blog for more on these ideas. 3D multi-touch interfaces will make a whole range of tasks easier including file management, fine motor-skill interaction, exploration of virtual spaces and manipulation of virtual objects.

Read more at steve-wheeler.blogspot.com

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Augmented World and Digital Games

Creativity | 2010. 11. 23. 02:10 | Posted by 스마트 안전보건

The Department of Virtual Worlds / Digital Games is concerned with technologies,

systems and occurrences of virtual and augmented realities (VR/AR/MR) as well as the

individual manifestations of digital games (serious games, pervasive games, online games,

mobile games, etc.). Their production, content and usage/adoption in particular with regard

to their application-relevant potential are investigated and new applications are developed

in an interdisciplinary (technology and social science based) approach.

 

Department Virtual Worlds / Digital Games
headerphoto Department Virtual Worlds / Digital Games

Thematic Topics

Mobile Mixed Reality: The increasing availability of powerful mobile devices offers new opportunities for extending the users’ real environment by virtual content or even replacing it entirely. We research the necessary technologies as well as the effects of their usage.
Augmented Reality (AR) technologies: we research technologies simplifying and extending the usage of AR. This includes computer vision based interaction techniques and markup languages for AR 
Game-based learning: We focus on the technological challenges and the social analysis of the opportunities and impact of serious games e.g. for formal and informal knowledge transfer or for training purposes.

Virtual worlds / Virtual Reality (VR): How can we develop virtual worlds and VR (as its corresponding interaction metaphor) for new user groups and novel application areas? How can we overcome existing media breaks when using VR?

Read more at www.tu-ilmenau.de

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Augmented Reality vs. Diminished Reality

Creativity | 2010. 11. 23. 02:04 | Posted by 스마트 안전보건

Augmented reality adds a layer of information with 3D rendered imagery into

the real world, on the other hand, there is another definition opposite to

augmented reality, called Diminished reality. Here you can get some ideas

about Augmented Reality and Diminished Reality.

 

The Pleasure and Danger of Augmented Reality

Eye
Smart phones. One can’t imagine life without them.  Ah, the endless convenience: looking up a restaurant on Yelp, finding out a movie’s rating on Rotten Tomatoes, seeing that cute guy’s profile on Facebook.
Augmented reality adds a layer of information on top of everything in front of your eyes. How? By making you wear glasses that have tiny video cameras in them. These cameras “see” the world on your behalf and livestream it to the inside of your glasses. You feel like you’re watching the world through transparent glasses, but in fact you’re seeing a movie of the scene in front of your eyes.
One can immediately see the value of augmented content. Just imagine being a tourist in Paris and having a quick history of the Eiffel Tower displayed next to it. You’d never need holiday guidebooks like Lonely Planet again!
Augmented reality adds content to a live streaming video, but it could just as easily remove content as well.

See more at bigthink.com

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Augmented Reality Games

Creativity | 2010. 11. 21. 08:01 | Posted by 스마트 안전보건

These AR games are for smart phone users. I found this site

while I browsing Internet for my research paper this year.

 

Best Selling Augmented Reality Games of 2009

 
 

2009 was the year AR games broke from the lab into the hands of consumers – and this post celebrates that achievement.

 

By Platform

 
Nintendo
 
Augmented Reality games have been developed for a multitude of platforms such as PC/Mac, Nokia phones, Windows Mobile phones, Android phones, PDAs with cameras, Nintendo DSi, and the Gizmondo.
 

By Genre

 

Another popular approach to group games is by genre. When it comes to AR games genres, there’s a bit more variety than platforms: this year we have seen mostly shooters, but also horror games, a treasure hunt, and even one driving game.

 

By Commercial Success

 
I would have loved to provide you with a sorted list of games by revenue. Unfortunately, this information is not yet public. My guesstimate is that the most commercially succesful AR game of 2009 was in fact released for the PSP – not the iPhone.
 
 

By Game Mechanic

 
The term “Game mechanics” is defined by game design scholars as “a construct of rules intended to produce an enjoyable game“.
 

360 Shooters

 
The top game mechanic of AR games on the iphone uses the compass and accelerometer (3GS only) to compute your orientation and overlay graphics on the iPhone screen as if the action is happening all around you in 360 degrees.
 
2) Arcade Reality
 
 
3) Mosquitoes
 
 
4) – ARGH – AR Ghost Hunter
 
 
5) Fire Fighter 360
 
 
7) Pandemica
 

See more at gamesalfresco.com

 

 

 

 

 

 

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Best free online wiki sites

Creativity | 2010. 11. 19. 07:46 | Posted by 스마트 안전보건

These wiki sites are best recommended wikis in terms of compatibility, functionality,

and easiness. Wiki is the most collaborative site especially for education settings.

 

 

Best Free Online Wiki 
my_documents_thumb1
For several weeks I have explored and shared both the Enjoyable and Disappointing of free, online wikis from the most popular to a couple of up-and-comers.
These highlights have consisted of the positives as well as negatives, the latter of which will hopefully be addressed by each respective wiki.

Wikia’s To Do

Reducing the sense of information overload and page clutter, will go a long way toward improving the overall Wikia User eXperience (UX). With so many choices, so much content, numerous ads, and an incoherent visual flow, one is forced to spend an inordinate amount of time scanning pages to find desired actions and navigation choices.
00 wikia_home

Wetpaint’s To Do

Wetpaint presents a very well refined and enjoyable User eXperience (UX) with the need to smooth out some rough edges

PBwiki’s To Do

wetpaint
00-pbwiki-homepage
PBwiki provides robust functionality for both editing wiki pages as well viewing those changes.

Google Sites’ To Do

00-google-sites-homepage
See more at tpgblog.com

 

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