Thursday, November 27, 2008
We Need Obama, Now!!! - Song & Video
http://www.youtube.com/watch?v=S8dLFy6tW3s
Saturday, May 31, 2008
Reflection to ITEC #830 course
Computers, portable phones with cameras, video cameras and the numerous other portable gadgets has provided everyone with a mean to voice and exchange new information and ideas as they happen. By having access to a variety of social networking communities like MySpace, YouTube, FaceBook,Wikis, Blogs, and other open source tools and applications.the old ways of acquiring and disseminating new ideas and events are changing. New information is produced and exchanged, instantaneously. This accelerated pace has had a significant affect on the future of learning and living in the Digital Ages.
As educators, it is imperative to be aware of and utilize the resources which are available. The traditional pedagogical methods which dominated the teaching strategies of the 1900's must become consistent with the learning styles which people of the 21st century are accustomed to. The learners of today are most effectively taught by incorporating the tools and methods of communicating which they use daily. Multimedia, audio, and visually enhanced information is providing people who are more right-brain oriented to create and express their ideas through these mediums rather than the textual concent, traditionally used.
In this ITEC #830 course, we were introduced to several Web 2.0 tools and technologies, a variety of open source applications, and numerous social networking communities. Dr. Foreman has developed an exemplary curriculum which is innovative and informative. A look into the future of education...
Friday, May 30, 2008
Keys 2 Digital Music Final proposal
Keys 2 Digital Music (K2DM)
Learn to Play Simple Songs Using Garage Band 3
Submitted by:
Barry V. Dow
May 2008
Table of Contents
THIS DOCUMENT 1
PROJECT OVERVIEW 2
INTRODUCTION & ORGANIZATIONAL NEED 2
COURSE GOALS 3
TARGET AUDIENCE 3
INSTRUCTIONAL STRATEGIES 3
CONTENT OUTLINE 4
SCOPE OF WORK 4
KEY CONSIDERATIONS 5
TECHNICAL INFORMATION 5
DEVELOPMENT PROCESS 6
TIMELINE AND DELIVERABLES 7
PROGRAM BUDGET ESTIMATE 8
PROJECT ASSUMPTIONS 9
THIS DOCUMENT
The purpose of this instructional plan is to provide the novice and aspiring pianist / musician with the opportunity to learn how to play and create simple songs, using the rudiments of music theory, a computer, a digital piano, and their own creativity. The Keys 2 Digital Music project is designed to introduce the user to elementary and intermediate music theory and concepts, a variety of audio editing software, specifically Garage Band 3, and also some of the current Web 2.0 technologies which are impacting the ways music is being taught, created, and played today. A needs assessment revealed that there is a need to develop a system or approach which would eliminate the need for direct instruction and constant monitoring of an instructor. A CD Rom with a web-base component, could meet this to provide instructional materials, so that the learner would be able to work independently at their own pace. This project describes the development of the solution. The CD-ROM contains __ of sections. Each section of the unit, introduces the learner to new information or skills, has some practice exercises, and also requires the recording of new and important discoveries from the exercises on a Wiki, at Wetpaint.com, keys2digitalmusic@wetpaint.com. The learner will be guided through the unit with several short How-to-do training videos and some short flash animations. `The K2DM instructional plan also has an informational website, Keys 2 Digital Music, containing information pertinent to music concepts and theories, with several links to resources and other similar websites.
PROJECT OVERVIEW
Introduction & Organizational Need
Project Description
Today, all you need is a computer, audio software, a keyboard, and your own creativity to play and create new music. The “Keys 2 Digital Music” project is a CD Rom -based instructional plan designed to introduce the novice pianist or musician to the piano, music notation, and the use of virtual instruments in the “World of Digital Music.”
Keys 2 Music introduces the use of the Apple music editing software, Garage Band 3. The project has a combination of self-paced, interactive components, graphs, diagrams, and screen shots of the piano, the Grand Staff, various menus of Garage Band 3, and a series of instructor guided “How-To-Do” training videos. The K2DM project includes several exercises which require the learner to set-up and maintain a Wiki and answer questions, relative to several topics, on Survey Monkey.
Each module in the piano section contains either a short How-to-do video, screenshots, diagrams, and / or instructions guiding the learner through the process. This is followed by a short assessment of the objectives from the module, with questions posted at the end of each section or on SurveyMonkey.com.
1.2 Purpose
Garage Band 3 is an application used for Multi-Track Recording on the MAC. By using virtual instruments, multi-track recording, and sequencing the user can replicate or create music. The Garage Band 3 component incorporates screen-shots and How-To-Do videos, which guide the learner through three music composing features of Garage Band 3 (Keyboard view, Musical typing, Notation) This part of the project will also include “How -To - Do” videos pertaining to:
• Proper fingering and seating positions.
• Major scale and chord formulations.
• Introductory functions of Garage Band 3 menus, such as;
• Starting a New Project using Garage Band 3.
• Using virtual software instruments using Garage Band 3.
• Creating, sharing, and publishing Podcast using Garage Band 3.
This project’s completion will result in a CD Rom and Website which are the instructional plan created to teach the user the basic rudiments of music and how they are applicable to the piano. This unit will also introduce them to the most current tools and techniques used to create and play music in the 21st century.
1.3 Significance
The Keys 2 Digital Music instructional plan is an innovative approach to teaching traditional music theory and concepts with the aid of the most current technology, today. The project is designed to empower the learner with the skills and knowledge to combine simple music concepts with sophisticated applications, to play simple songs and /or create their own original compositions. The project is designed to visually direct the user with a variety of techniques, charts, and graphics which are used in the music domain.
Course Goals
Needs Assessment:
The felt need for this study is a district-wide technology curriculum that is standards-based, built upon the idea that technology is a tool for communication that teaches skills applicable to higher education and future careers. A comprehensive needs analysis was conducted to determine program goals and objectives, establish training priorities, evaluate existing resources, and determine appropriate methodologies for implementing a technology integration program for elementary education: spanning kindergarten through twelve grade, and also for the aspiring novice musician
A review of related technology curriculum shows that an abundance of material has been developed for computer related skills like typing and word-processing. However, technology has become a more capable tool as years have past, and personal computers are now capable of empowering students to communicate in multiple manners.
Many people are intimidated by the complexity of music theory and the amount of dedication and practice necessary to acquire the skills to play the piano. The purpose of this project is to introduce the novice and aspiring musician to playing and creating songs, by combining the rudiments of music theory with the audio recording technology being used today. I contacted three subject-matter-experts (SME),Dennis Billups, Michael Leftwich, & Doug Newsome of the “Gospel Elites“), to inquire about what would be the most effective methods of teaching the piano to At-Risk, inner-city adolescents in San Francisco’s Ingleside district. The primary restraints which I was faced with were:
1) The students are not easily accessible due to location and a conflict of time between the Afternoon program and myself.
2) The lack of Macintosh computers.
3) Inadequate number Garage Band 3 programs.
4) The students possessed little or no knowledge of music theory or concepts.
Here is a list of needs listed as Academic Content Standards for Visual and Performing Arts in kindergarten through grade twelve, adopted by the California State Board of Education.
Visual and Performing Arts, Music in:
• Processing, Analyzing, and Responding to Sensory Information Through the Language and Skills Unique to Music
• Students read, notate, listen to, analyze, and describe music and other aural information, using the terminology of music.
• Read and Notate Music
• Use icons or invented symbols to represent musical beats, sounds, and ideas.
• Listen to, Analyze, and Describe Music
• Identify the sources of a wide variety of sounds.
• Identify common instruments visually and aurally in a variety of music.
• Read, write, and perform simple rhythmic patterns, using eighth notes, quarter notes, half notes, and rests.
• Identify visually and aurally individual wind, string, brass, and percussion instruments used in a variety of music.
• Describe the way in which sound is produced on various instruments.
• Identify simple musical forms (e.g., AABA, AABB, round).
• Read, write, and perform melodic notation for simple songs in major keys.
• Read, write, and perform intervals and triads.
• Sight-read simple melodies in the treble clef or bass clef.
• Read, write, and perform intervals, chord patterns, and harmonic progressions.
The goal of this study is to identify the key aspects of the digital music training and the ways this approach could help children learn music.
Target Audience
2.4 Learner Analysis
Many people have aspired to create music, either for personal or professional entertainment. The target audiences for this project are students in the public schools of California, and the novice pianist and/or musicians. These learners come from many different cultures, having varying educational backgrounds, and musical abilities. The targeted audience for the Keys 2 Digital Music are novice musicians, or anyone who has the desire to work on the rudiments of music. It is created for the beginner interested in learning how to compose simple songs. Even though the learners lack the skills to play, they must be highly motivated. This high level of interest in the subject matter will help stimulate and maintain their interests. (Gelling, 2008)
Entry Level Behaviors:
The learner must possess basic entry-level computer skills and an ability to transfer information from one modality to another. The leaner must have the intellectual capacity to interpret and apply information from a chart or diagram (such as the Grand Staff or Circle of Fifths), to a digital or computer keyboard. The learner should have the English proficiency of a third grader in the California school district, in order to gain knowledge of the terminology used in the music discipline.
The learner must be cognitively able to comprehend and recognize the relationship between the notes of the piano keyboard, Grand Staff, and what they’re hearing. The learner must also be conscience of musical terms and symbols, such as , # (flat), b (sharp), 4/4 time signatures, and have a general idea of the fundaments of music. It is important not to overwhelm the learner with too much information that is too difficult, or to undermine their abilities by presenting material which is too easy or insufficient.
Learning Preferences:
The learners of the Keys 2 Digital Music are enthusiastic about leaning the basics of
music theory and composition. They are most excited with the opportunity to learn about
Sometimes they prefer to work in small groups of 2-3, but, most of the learners prefer to work individually or at home.
Motivation (ARCS - Attention, Relevance, Confidence, and Satisfaction Model): (1995)
To stimulate the interest of the learners, this project will include several How-To-Do \training videos and other short flash animations. The project will use several sound bytes of some of today’s popular Rap rhythms, beats, and melodies, synchronized with simple animations or other graphics or diagrams which are reflective of the main concepts being introduced.
Considering Analysis:
The Performance Analysis should help the ID develop a revised list of possible activities which would improve the delivery and effectiveness of the “Keys 2 Music” project. The primary objective is to develop instructional strategies which will be most cost - efficient and effective. The learner must embrace the new materials and support the new revisions in order to assist in the future development of the instruction unit.
2.5 Goals and Objectives
Most of the skills required are intellectual and psychomotor. At the completion of this training module, the learner will develop proficiency in the basic concepts of music theory and how they are applicable to the technology of today. The learner will also need to practice in order to develop the fine psychomotor skills, which are necessary for Eye – Hand coordination. By developing coordination between the physical act of playing the piano and the Intellectual Skills required to transfer the information from paper to the piano and perform or create simple songs,[14] rather than just simply retrieving information. The high-level goal is for the learner to be able apply the basic concepts of music theory to create a simple song using the Apple audio editing software, Garage Band 3.
Instructional Goals:
Objectives:
Using the instructional plan and information provided, the learners will be able to:
• Identify the keys of a piano keyboard
• Name the notes of the piano keyboard
• Draw the notes on the Grand Staff
• Differentiate between bass and treble clef
• Perform the notes of the major scales
• Describe the parts of the piano and their functions.
• Separate instruments into either analog or digital categories.
• Construct major chords.
• Play a simple three chord song.
• Set up and use a MIDI station
• Compose an original composition using Garage Band 3.
2.6 Media Selection
This CD-Rom based project will be a self-paced instructional system which can be used in any environment which has the necessary equipment ( Macintosh, Garage Band 3, and a digital piano available. The Keys 2 Digital Music project will combine elementary music theory and an advanced audio recording application, Garage Band 3. This will provide the tool for the learner to create an original contemporary song. The project will allow the learner to work at their own pace, individually, or in small groups.
Instructional Strategies
Rationale-Overview for Instructional Sequencing Strategies
In this project, there will be a variety of instructional activities used to teach I chose to use several instructional approaches, such as the Hierarchy, Procedural, Content-based, Elaboration, and Chronological Approaches for the sequencing of instruction . (1995) The rationale for these methods are that the intellectual and motor skills required to play music, requires information to be disseminated in a variety of ways, based on the content of the material. The primary instructional goals are developed from information acquired in the Front-End Analysis, several interviews with SMEs, and from the several music theory publications I have reviewed.
In order for the learner to read musical notes on the Grand Staff, he/she must be aware of the difference between the lines and spaces, how and what the notes represent. In Garage Band 3, the learner will be able to write music simply by writing in the proper notes and rhythms on a virtual Grand Staff,). The elaboration or linking of new information in a logical way, to prior information enables the learner to easily recall, process, and connect this new knowledge to their previously learned schema of musical concepts.
Each instructional goal is divided into its subordinate objectives, and presented using several methods of sequencing. The Hierarchy analysis technique by Gagne’ (Reigeluth, 1983), suggests identifying what the student already knows, so that a minimal amount of instruction is necessary. This elaboration or building on prior knowledge and concepts is very critical to the overall objective of being able to use the rudiments of music theory to create simple songs with digital software.
Content Outline
Outline of Learning Strategy Objectives
I History of Early String Instruments, including the Piano
Objective 1.1 Define the history of the Chordophone and other early string instruments which contributed to the development of the Piano.
Objective 1.2 Develop a correlation between early Chordophones, the Harpsichord, and the Piano.
II How the Piano Produces Sound
Objectives 1.3 Discusses the main functions of how sound is created.
Objective 1.4 Differentiate between Bass and Treble String.
Describe the functions of the pedals.
III Proper Hand, Body, and Sitting Positioning
Objective 1.5 Examine Proper Body Positioning and Sitting Posture.
Examine proper hand and fingering positioning.
IV Music Theory and Concepts
Objective 2.1 Name the keys of a keyboard.
Objective 2.2 Define notes associated with the keyboard and Intervals.
Objective 2.3 Label the lines and spaces of the Grand Staff.
Objective 2.4 Identify time signature and bar lines.
Objective 2.5 Make a correlation between the notes of the piano keyboard and the Grand Staff.
Objective 2.6 Perform multiple rhythms.
Objective 2.7 Identify the steps of a major scale.
Objective 2.8 Recognize the Circle of Fifths.
V. From Analog To Digital
Objective 3.1 Differentiate between Analog and Digital Instruments.
Objective 3.2 Examine Digital Studio / Audio Interface / MIDI.
Objective 3.2 Examine four (4) most common Digital Keyboards.
Objective 3.3 Examine Top 4 Leading Audio Software Programs.
VI. Working With Garage Band 3
Objective 4.1 Launch Garage Band 3 | Start A New Project.
Objective 4.2 Examine Software Instruments of Garage Band.
Objective 4.3 Working With Audio Files in Garage Band.
Objective 4.4 Create a project using Musical Typing Mode of Garage Band.
Objective 4.5 Create a project using Notation or Keyboard view of Garage Band.
Objective 4.6 Create a Podcast using Garage Band.
Section # 1- The instruction for, “The History of early string instruments, including the harpsichord and the piano, “ is based on a Chronological Approach.(2005) The content of the material introduces the learner to the early stringed instruments and the piano, according to their development chronologically. It provides the learner with information about the history and development of the piano, and several examples of the instrument. This section is basically an informational introduction to the instruments which were influential to the development of the piano.
Section #2- ‘How the Piano Produces Sound ‘, requires instructing the learner on some of the terminology associated with the anatomy of the piano and their functions. The sequence of instruction to be used in this section, requires the learner to identify the individual parts of the piano, and what their functions are. This follows the Elaboration Theory Sequencing Approach (1983). The learner will then elaborate on each of these individual parts, their functions, and how they can be combined in various groupings.
Section #3-‘Proper Hand, Body, and Sitting Positioning,’ will be presented using the Logical prerequisite model theory (Posner, 1976). This method of sequencing provides the learner with information which ensures the learner doesn’t develop any Bad Habits or improper body, or sitting positioning.
Section # 4- Music Theory and Concepts, is the main component of this project. The instruction will be presented with the Hierarchy Approach, with the subordinate objectives establishing the foundation for concepts to be presented later in the plan. According to Gagne’s Conditions of Learning (Gagne, 1965), each activity must provide sets of information and activities that guide, support, and augment the learners internal mental process.
Section #5- From Analog to Digital, will be an informational component of the project which will enhance the learners knowledge of the differences between analog and digital instruments / formats. The content- based Approach will be used to help the learner examine and make comparisons between the two formats. The learner will be able to identify several instruments in both formats, and determine which format is most appropriate for their recording.
Section #6- Working with Garage Band 3, will be presented with a Procedural Approach. The instruction will guide the learner through a series of steps, which will enable the learner to access virtual menus, similar to the mediums presented earlier in the module. The learner will be able to incorporate all of the newly acquired knowledge, from the lessons presented earlier, in the project, to create and perform short simple songs.
Scope of Work
Overall this project was a success. The purpose of this project was to create a digital music tutorial that would enable the user to play or create simple songs using Apple’s Garage Band 3 audio editing software program, a computer, and a digital keyboard. The Keys 2 Digital Music instructional plan is accessible via the Internet or on a CD Rom. The project also incorporated the most current Web 2.0 technologies currently being used in the music industry, such as joining music social networking communities (Youtube, Myspace), posting reflections and editing Wikis and Blogs, and taking assessment tests and surveys on SurveyMonkey.com. The K2DM paradigm is a innovative approach to teaching music in a virtual teaching environment without the restraints usually caused by conflicting schedules, distance, or lack of detailed lessons.
Physical Aspects, Social Aspects, and Adaptability:
The piano is the largest instrument used in modern music. With the development of the digital piano , the technological improvements in synthesized sounds, and better sampling features, the need for the older acoustic pianos are slowly dissipating, in the main genres of modern music, ( Rock, R&B, Blues). The use of the digital piano and virtual instruments has provided the opportunity for the pianist / keyboard player to replicate the traditional acoustic piano and most of the other instruments of the orchestra. With the use of the audio multi-track recording software, the instrumentalist can create synthesized music which sounds as rich as a symphonic orchestra.
Primarily, the constraints associated with this project are having access to a Macintosh Computer, the Garage Band 3 software, a digital piano, and a feasible location to practice. This project will diminish the need for an instructor to physically monitor the learner. It also eliminates the additional complications of coordinating schedules for the pupil and the instructor, travelling back and forth to meet, and more importantly, the learner will have the freedom to work at their own pace. Some of the other constraints the learners may face are due to a lack of resources and access to the necessary tools being used in their production. This can hinder the actual hands-on experience necessary to develop familiarity and proficiency with the piano and audio editing software.
3.2 Prototype ***
Use of Pictures:
A wide variety of graphics and pictures are used throughout the entire K2DM plan. Several detailed graphics were created to guide the learner through each step of the lessons, graphs and charts were used to reinforce abstract concepts, and cartoon drawings presented difficult ideas as simplified animations. Several lessons were created with screenshots which guide the learner through a variety of menus of the Garage Band 3 application.
Progression of text complexity:
As can be seen from the progression of the instructional materials for students in this plan, the instructions move from being short and concise, to combinations of skills and techniques from prior lessons. This emphasis on learning to follow instructions is extremely important in relation to children’s cognitive development. As children learn the uses of technology, they will also learn the appropriate way to follow instructions by following each step of the process to get the desired effect.
Keys 2 Digital Music Final proposal
Learn to Play Simple Songs Using Garage Band
[also see Scope of Work, above]
The Keys 2 Digital Music Introductory video can be viewed at:
Tuesday, April 29, 2008
Synthasite | Interface Design Critique
* Who are the users?
Websites are build by a variety of people, such as designers,45 artists, hobbyists, small businesses, gamers, bloggers, schools, and countless other people and organizations.
• Information chunk (gestalt principle, amount information)
The Sythasite website presents the information about it’s services in short and concise sentences. The platform allows the user to easily create pages without using HTML code, and follows the standard rules of dropping and dragging of widgets or other RSS feeds.
* Relevance (graphics, content, reading level, text)
This Web 2.0 publishing platform is simple to use. The instructions are well sequenced and the pages are easily created with predesigned templates which can be customized. The website does not contain very much information which would hinder the user from creating and developing their own site with too much difficulty. The novice computer user can easily create a website which encompasses all of the elements of interface design, usability, visuabilty, functionality, and accessibility.
On Interactivity
* Orientation (Can you find the path, and know your way around?)
The platform makes it easy to create and manage the pages of the website without using the HTML codes and linking tools used in other web authoring providers or applications like Dreamweaver. Syntasite automatically creates a primary navigation menu as you create each new page. It also allows the user to edit the pages and the navigation through a site manager.
On Screen Design
# Attractive (first impression)
My initial impression of the Synthasite home page was it was very good. The site invites the user to create a new website for free and presents the information with a professional look and feel. The site utilizes a lot of white space. Even though the page does have rotating images in the main section, they use subtle transitions which do no distract away from the other sections of important information.
I like the professional look and feel of the templates which Synthasite has. The services are a great tool to create and publish websites for free, customize pages without the use of HTML codes, and incorporate the uses of other Web 2.0 tools by dropping and dragging in links to social networks, widgets, and other providers and hosting services.
Dow/Dowe Family Website
http://dowanddowefamilywebsite.synthasite.com/Updates.php
Tuesday, April 22, 2008
Web 2.0 Conference @ Moscone Center
FYI - My name was not registered or in the computer, so I lucked up when Patrick gave me a free badge to the exhibits only. Let me know if anyone has any similar experiences. Thanks...
Reflection to class on April 22, 2008
After the class made comments to our partners, Dr. Foreman gave the class an outline to base our final proposal on. It looks like its going to be a lot more than what I expected, but it'll be alright. I'm practically finished with my #894 project, and started adding Web 2.0 activities throughout the lessons already. I only need to fine tune and post everything onto my website, Keys 2 Digital Music.
Tuesday, April 15, 2008
Design of Everyday Things _ Chapter #1 Reflection
Oil burner, which uses tea light candles
Accordances,
• Refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used.
• Afford = is for
Constraints,
• Make something easy to use with few errors. Is to make it impossible to do otherwise.
• Constrain the choices.
Mappings,
• The relationship between two things, between the controls and their movement
• Is the set of possible operations.
• Good mapping has a natural relationship between the controls and the thing being controlled.
Feedback,
• In design, it is important to show the effect of an action.
• Without feed back we turn o\ff equipment at improper times or restart unnecessarily.
• What result has been accomplished.
Visibility,
• The correct parts must be visible, and they must convey the correct message.
• What parts operate and how.
• Visibility indicates the mapping between intended actions and actual operations.
Conceptual model –
• In order to know how to use things, we need a conceptual model of how they work.
• Other clues to how things work come from their visible structure, in particular from affordances, constraints, and mapping.
The fundamental principles of designing for people are:
1) Provide a good conceptual model.
2) Make things visible.
Sunday, April 13, 2008
Five Fframe Story
Reflection to Story: Chapter #5 | A Whole New Mind
I believe the thing that really impresed me most was the cover of the book. When I purchased the book, in february, I covered the bbook, and didn't look at the cover, ubtil after I read the first chapter. In the book, Mr. Pink often referred to the right creative side of the brain versus the left analytical side, and how the society has been impacted by Asia, Animation, and Abundance. Now I understand how my friend lost his job last year, due to outsourcing. Anyway, the book cover has a brain with music notes going through it. I feel validated, since I have played music since I was a child.
Chapter #5 | The Story Powerpoint presentation was created on Google Docs, by our group. I felt the presentation in class went pretty good.
Reflection to class presentations.
The students in our class have made some very impressive presentations, throughout this semester, but I must admit that the collaboration between Mei Li, Yu Fen, and Doris is very productive. I appreciate how they work with each other . I also thought that using the free online reader in their presentation was ingenious because it compensated for their heavy accent and gave a professional sound to their presentation.
Reflection Updates
Reflection to Connecting the Dots
Reflections for previous assignments
Created by Barry Dow, Brian Rodriques, and Christina Antos
Five Frame Story on Flickr
http://www.flickr.com/photos/organize/
_________________________________________________________________________________
Powerpoint Summary of Chapter #5 - Story | A Whole New Mind -Daniel Pink
Created by: Barry Dow, Brian Rodriques, Christina Antos for ITEC #830
Link to presentation on Google Docs - Story
http://docs.google.com/Presentation?docid=dgvn5pg_2fr9xwqht&hl=en
Tuesday, March 11, 2008
Tuesday, March 4, 2008
Reflection: ITEC 830 on March 4, 2008 - Elluminate
Reflection: Learning for the 21st Century
Technology may give schools the ability to bridge the achievement gap and the digital divide. The No Child Left Behind Actof 2001, which reauthorizes the Elementary and Secondary Education Act of 1965, emphasizes student achievement and requires assessmenr in core subjects, which are the foundation for learning. Accelerating technological change, rapidly accumulating knowledge, increasing global competition and rising work force capabilities around the world make 21st century skills essential.
Students will spend their adult lives in a multitasking, multifaceted, technology-driven diverse, vibrant world. In the 21sst century, literacy has been redefined as more than basic reading, writing and computing skills. Economic, technological, international, demographic, and political forces have transformed the way people work and live. Because these changes and the rate of change will continue to accelerate, the illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn and relearn.
Current 21st century tools include computers, networking and other technologies, plus audio, video, and other media and multimedia tools. These tools enable people to perform effectively at work and in their daily lives. In the business world, employees are required to make business decisions, work productively in teams and communicate directly with customers. Employers value candidates who can acquire new knowledge, learn new technologies, rapidly process information, make decisions and communicate in a global and diverse society. Education in the digital age must utilize ICT literacy, which requires good leadership, a strong technology infrastructure, adequate and equitable access to technology and the Internet in schools. That prepares students for learning in this complex, digital society.
Reflection to ITEC 830 | February 26, 2008
Aaron Boyd, a former ITEC 830 student who has taught Economics in South San Francisco for 8 years, described how he implemented Web 2.0 technologies in an Economic curriculum. He used Dreamwever to created his website, created videos w/ Snapz Pro and iMovie, had the students form Blogs and Wikis in which they were able to collaborate on projects in on-line forums and stock market simulation games. Mr. Boyd used Google Docs, an on-line open-sorce which enabled the students to create Word documents, Spreadsheets, and Powerpoint presentations.
The Superintendent of his school district has contacted him about implementing a similar curriculum in their district.
Next, in class tonight, we discussed the criteria for our final project, an instructional piece that takes at least one hour. It should include information and activities that will help people process the skill. I believe it can be either Web instruction, in-class instruction, or a workshop to teach a specific skill.
After the break, Dr. Foreman introduced the clas to Flock a social web browser which organizes all RSS and webdites on your Home page. We also talked about Facebook and Googledoc.
Kirk did a good presentation on Tagging.
Class was over at 6:30 for the GAP workshop.
Monday, February 25, 2008
Reflection: What does Web 2.0 mean to E-Learning today?
Reflection :
What does Web 2.0 Mean to e-Learning today?
Nick Floro | MacWorld Convention
During the Mac World convention, Nick Floro presented information regarding Web 2.0, and how free open sources are available which allow viewers to publish, modify, and add content to websites which are continuously being updated enabling the viewer to control data. As the Web 2.0 develops more , Mashups’ combines information from several sites and merge together to create a real application. This compilation of multiple Web 2.0 technologies working together, is creating an open source environment which is impacting the ways in which enable us to work across multiple platforms without bouncing between several applications.
Before the explosion of the ‘Digital Age,’ people often had limited access to tools and software applications to do the things which they are now capable of doing, because of the expense or unavailability of adequate resources. As Web 2.0 technologies continue to develop, many open source websites are providing on-line applications which enable their users to create , publish, and react to new information with members within their social networks. Several of these emerging open source communities provide a variety of tools, widgets, and HTML editing features which allow the user to easily input new information into pre-existing templates. RSS (Really Simple Syndication) streams allow the users to link to websites which stream new information to its members via their interests.
The presentation was very interesting and eye-opening. I’ve become fairly familiar with Blogs, Wikis, and RSS feeds, but now I’m beginning to see how a connection between a variety of Web 2.0 open sources can be Mashuped to created an effective instructional plan which incorporates the strengths of a variety of websites’ resources, working together.
When Mr. Floro begin discussing the how ‘Gaming” is impacting the learners today, I was surprised that he had this topic on his agenda. Ironically, I went to the Gaming Convention at the Moscone Center, the day before reading this article, and I was mesmerized at how many people where actually participating in these virtual worlds of Gaming and Simulation. At the conference, many of the characters which are popular in the Gaming industry, were represented by people with character costumes , large display booths and memorabilia for sale. GAMERS incorporate Games and Simulations, and the average college student spends over 10,000 hours before they graduate from college playing games and interacting in virtual communities.
Lastly, Mr. Floro introduced the McGraw / Hill – Guide Online, an online tool which can allow teachers to monitor student with an account for easy management of the students work as it is submitted. The online guide is developed in modular format and had a variety of topics. I plan to look further into the McGraw/Hill website for my final project, because some of the materials which I have been developing in applications, such as, Flash and iMovie have already been developed at a professional level, so rather than reinvent the wheel, I prefer to let things just roll. The Web 2.0 presentation was “GREAT!!!”
Reflection to ITEC #830 | February 19, 2008
Tonight, in class , guest speaker, Graham Glass, discussed ‘The Future of Education.” He believes that people should work at their own natural pace. Mr. Glass discussed the relevancy of certain abstract concepts taught being taught, such as Trigonometry, Philosophy, and other theoretical ideas, rather than focusing on practical skills like,” How to start a business,’ Money management, or things which impact our day-to-day living.
People learn best when their attention is stimulated by something which captures their attention. Mr. Glass encourages us to provide learners with the opportunity to delve deeply into things which interest them, at the moment that their attention is sparked. Mr. Glass’ idea of an, “Ideal Educational system is, “Adaptive and self paced.” Too often most courses’ syllabi are not current. This static method of instruction does not encourage the learner engaged in the rapid acquisition of information, which is continuously changing. Classes of the future should have more of a ‘Starbuck’s” feel with students participating in virtual worlds which spark their interests. Learners are able to interact with other learners in virtual worlds via open sources.
. Edu2.0 http://www.edu20.org/ is Mr. Glass’ modular learning program that he is currently developing. Student can create work, upload it, and have it rated by expert panels. He is building a team of professionals for the development of Edu2.0 as a free open source environment.
I really like the philosophy of Mr. Glass’ approach to Education in the future. I believe that instructors should provide learners with the basic knowledge to perform important skills which impact them, like health, finances, and things which will shape their futures, then focus on providing opportunities challenges their interests. If we can educate the learner through the mediums in which they interact and enjoy, naturally, they grow at a pace which is natural and leass intimidating.
Greg’s Presentation on Google Earth
Greg’s presentation was very informative. I was not aware that Google Earth was as good for finding maps and visible view of routes. I had heard that it was a great tool for geography, but I learned a lot from the presentation. I went home and zoomed into my home.
Marcus’ Presentation on Flick’r
Marcus utilized the Web 2.0 technologies to teach with YouTube Videos explaining Flick’r. Even though, I already have an account with Flick’r, and I am familiar some of the services they provide, I hadn’t thought about post photos on Flicker then sending it to my Blog to share with others. That will be very useful.
Podcast Presentation
I did a presentation on Podcast. I will provide the link in a future post, soon.
Monday, February 18, 2008
ITEC #830 Wiki
http://barryitec830wiki.wetpaint.com/
Reflection | Learning in the Digital Age
Reflection to Article:
Learning in the Digital Age
John Seely Brown
In the Digital Age, effective instruction must incorporate theories and principles which are similar to the activities and situations within which they are used. Knowledge is inextricably situated in the physical and social context of its acquisition and how it will be used. Even though information can be looked up in a book or retrieved online, knowledge is harder, to pick up, write down, and transfer. It resides in someone’s mind and is acquired more through assimilation. Learning has shifted from an authority-based lecture model to discovery-based learning. An integrated, multidisciplinary approach which incorporates technology, help students develop better intuition about physical phenomena. The classical boundaries separating teaching, learning, research, administration, communication, media, and play, are all brought about by these new technologies.
Michael Polanyi defines knowledge as having two dimensions, explicit and tacit. Explicit lives in books and in our brains as concepts and facts. It deals with the “know-what. The tacit dimension deals with “know-how work practices and skills. Tacit knowledge can be distributed as a shared, socially constructed understanding that emerges from collaboration. The major benefits of the Internet and other technologies is they allow the user to communicate and express themselves with images (still and moving), sound, and multiple forms of intelligence, such as abstract, social, or kinesthetic. These modalities enhance the natural ways that humans learn.
Legitimate peripheral participation (LPP) is an analytic viewpoint on a way of understanding learning and intentional instruction. Rather than memorizing formulas, learners should not only just know the “standard” answers, but the real questions, sensibilities, and aesthetics, and why they matter. In higher education, the undergraduate curriculum is often designed to focus on pre-existing knowledge. In graduate education, it is the practice, not theories, that is the most important attribute of the program. Universities have multiple communities of scholars and practices which promotes an environment of creative tension that spawns new ideas, perspectives, and knowledge. . The focus on a specific field of study in a particular community, acclimates the learner to this new social network, its character, and what joining it would entail. The students’ active participation with practitioners makes them part of the process of creating knowledge. This shifts learning from an authority-based lecture model to discovery-based learning, using a social networked learning environment, enhanced by digital libraries and other Web resources.
The rapid growth and evolving nature of literacy involves not only text but also image and screen literacy. Young learners are constantly discovering new things as they browse through emergent digital libraries and other Web resources. Learners use information and communications technology (ICT) to meet, play, date, and learn. The focus is on an active learning approach, that is, a highly collaborative, hands-on environment, with extensive use of desktop experiments and educational technology. Through various interactive, open source communities, learners learn from each other, collaborate , and create new content. Disciplines traditionally kept apart are brought together. A change in the basic vehicle used for learning has shifted from archetypical courses, lectures, and textbooks to various interactive, electronically portable media. The traditional university boundaries are expanding beyond the campus. “It is imperative that we expand our concept of literacy to include visual, audio, interactive, and combined media, all combined in accurate, well organized, pedagogically solid productions. Because of the rapid pace of technological advances and knowledge, lifelong learning is critical for continued innovation and prosperity. Educators must combine both theory and practice to help learners bridge the rapidly expanding gap between traditional and digital age learning .
Tuesday, February 12, 2008
Reflection February 5, 2008
Reflection February 5, 2008
I really enjoyed class tonight. We’re learning a lot about the various Web 2.0 tools, such as, Wikis and Blogs. When Andrew and Phillip came to class tonight, I felt validated by their presentations. I’ve had classes with both of these gentlemen, and it was great to see them as “Experts” in utilizing the Wiki in an educational setting. Our ITEC program has acclamated us to working in the Web 2.0 technological format by creating Wikis, Blogs, and using MOODLE with iLearn. As a student we can see the growth of this by the other departments of the university switching to it.
I’ve always wonder what the big difference between the Wiki and a Blog was. Now I know that a Blog is like a journal, while a Wiki provides more flexibility than a Blog. A Wiki allows the user to edit and have multiple authors accessing and changing the information. After our initial Blog entries are posted we will be duplicating them in a Wiki. I believe that eventually, I’ll choose to use the Wiki rather than the Blog. The use of Wikis is something which we’ve become familiar with since I started the ITEC program, in the Spring of 2008. Ironically, at that time I had very little knowledge of the basic functions of the computer, how to use the various applications, or even the capabilities of the Internet. For my first assignment in ITEC #800, “History of Education,” my nephew showed me how to download images and make attachments to an email. Currently, I am becoming more experienced with some of the leading trends which is helping reorganize how our educational system will become reflective of the Digital Age.
After class, I laughed about how easy it is, for me now, to do some of the things which I once had great difficulty with. My personal experience with the Connectivism theories, provides me with insight to see the power and necessity of incorporating much of the social networking avenues, which we discussed in class tonight. As we become empowered by the resources and emerging paradigms which are shaping our society, it becomes apparent that the most effective means of educating the individual today will incorporate Connectivism tools and strategies.
Monday, February 11, 2008
Reflection to George Siemens’ Connectivism Articles
Reflection to George Siemens’ Connectivism Articles
The rapid emergence of Web 2.0 technologies has greatly impacted how we live, learn, and communicate in the 21st century. The Internet provides access to information and various social network communities of individuals with similar interests or needs. Traditionally, the learning needs and theories that describe learning principles and process have been reflective of the underlying social environments.
In the article the author makes an analogy of the pipeline being a network with channels of information flowing through the pipes. For example, if the pipeline were an irrigational system, the channels would be used to disperse the water into sub canals in which the water can continue to flow to other areas. This avenue or informational highway allows several users from various parts of the world to access and utilize new information which is linked to their social networks.
The rapid development of technology has sped the pace, currency, and validity of new information. Today’s learners in the digital age are able to access a variety of databases, resources and other references, with search engines which link to similar websites, Blogs, RSS feeds , and other Web 2.0 technologies and communities . Blogs ,Wikis, and social networks, such as YouTube, Myspace, and Flicker allow members of their network communities to interact with members of their virtual communities. The continual changes and simultaneous dissemination of new information has changed many aspects of how we live and learn. People are able to use the expertise and experiences of others to resolve similar circumstances.
` In Western education, blended and emerging theories counterbalance established theories. The three dominate educational theories , Behaviorism, Cognitivism, and Constrructivism focus on how the learner demonstrates new knowledge or behaviors. These theories measure the individual’s ability to demonstrate specific knowledge rather than how to access or find new knowledge and information. Because of the rapid change, instant availability, and easy access to new information, the learners must develop skills which enable them to be able to find information rather than memorize it. Knowledge is growing so rapidly that the individual can not know everything. By utilizing a series of nodes, the individual creates a conduit with their network, which develops the whole network.
Connectivisim empowers the learner with resourceful links which are intertwined and interdependent with similar and diverse ideals. These pipelines are like threads of the World Wide Web, connecting and people, with people with similar interests. Connectivism has impacted several aspect of how people learn, think, and communicate on a daily basis. It is imperative that the educational theories are reflective of this rapid growth and adaptation of technology. Connectivism provides insight into learning skills and tasks needed for learners to flourish in a digital era.
Monday, February 4, 2008
Reflection to ITEC #830 Class | January 29, 2008
Reflection to ITEC #830 Class | January 29, 2008
Our class begin with an Icebreaker in which we were grouped into pairs, and given 1-2 minutes to find five similar characteristics between each paired group. The next phase of the Icebreaker grouped two of the paired groups, to find at least one similar attribute between all four members of the new group. We discovered that as the amount of members in the group grew, it became more difficult to find commonalities between the larger groups. We also discovered that the majority of the attributes identified were based upon visual and physical similarities, rather than more intrinsic characteristics, like values or beliefs. The last phase of the Icebreaking activity was for each individual pair to introduce their partners to the whole class. It seemed as if most of us lacked interested in the names of the first group, until Dr. Foreman asked someone from the other side of the room who they were? We all began to focus on the initial task, at that point.
As Dr. Foreman lead the class though the class syllabus, I begin to get very excited about the topics which we will be covering in this class. The concept of Connectivism and how it differs from the traditional teaching styles of Behaviorism and Constructivism, is a profound approach to developing instruction which I believe is more reflective of how “ 21st Century” learners learn. These Digital Immigrants rely on social networking to gather pieces of information from a variety of resources via the Web 2.0 technologies. The most effective teaching strategies of today must incorporate the resources which are readily available and easily accessible throughout the Internet. The instant access to information from the multiple references, and various Networking communities, provides the learner with several avenues to created and share information, instantly and immediately. The learners can subscribe to a variety of Networking communities, RSS feeds, Wikis, and Blogs which provide links to websites and other resources which coincide with their interests.
For the remaining time, we discussed the syllabus and requirements of the class. I think this class is going to be very exciting and informational for me. I really like the concept of the learner maximizing the resources which are available to all learners, via Web 2.0.
Sunday, February 3, 2008
Web 2.0
Barry Dow – Sp ‘08
ITEC #830 | Dr. Kim Foreman
Assignment #1 - Web 2.0
Web 2.0
On September 30, 2005, Tim O'Reilly wrote a piece, “ What Is Web 2.0 Design Patterns and Business Models for the Next Generation of Software,” in which he coined the term Web 2.0. Web 2.0 are web-based communities and hosted services (such as social-networking sites, wikis, and blogs). Technologies such as weblogs (blogs), social bookmarking, wikis, podcasts, RSS feeds (and other forms of publishing), social software, and web application programming interfaces (APIs) provide enhancements over read-only websites. These communities provide a platform which aims to facilitate creativity, collaboration, and sharing between users, by allowing them to link to videos, music, photos, and other social networking sites.
Even though many of the technology components of "Web 2.0" have existed since the early days of the Web, the advancements of technology changes the ways software developers and end-users use webs. Presently, portable devices allow individuals to create and generate interactions and content that is published, managed and used through social networking applications.
Social Networking
Early social networking websites included Classmates.com (1995), which focused on ties with former school mates, and SixDegrees.com (1997), focusing on indirect ties. Innovations included not only showing who is "friends" with whom, but giving users more control over content and connectivity. Some applications enabled the graphing of a user's own social network - thus linking social networks and social networking. By 2005, one social networking service MySpace, was reportedly getting more page views than Google. Many businesses are embracing the web as a platform and using its access to global audiences.