Showing posts with label Learning. Show all posts
Showing posts with label Learning. Show all posts

Thursday, April 15, 2010

Four Myths about the Online Education Experience

http://www.prweb.com/pingpr.php/SW5zZS1QaWdnLUNvdXAtVGhpci1NYWduLVBpZ2ctWmVybw==
This article lists four myths about online learning on behalf of students' perspectives:

  1. Myth 1: My online class will be easier than a face-to-face one.
  2. Myth 2: I won’t be interacting much with the instructor and other students.
  3. Myth 3: I’m not tech-savvy enough to enroll.
  4. Myth 4: My degree won’t be respected by employers.

See full article here.

All these myths are common. With more and more students having the online education experience, they will know online learning requires more time and effort than face-to-face learing to devote to communications via media.

A certified online instructor has more sense of online teaching that requires more facilitation to build the learning community in the online enviornment that students can communicate with their instructor, their peer students and even the external content experts.

New technologies did scare away some of students, especially continuing students, but not the new generation. Indeed, a good tech support and a detailed online orientation should help students build confidence on the online learning environment.

Hopefully, with the continuing growth of online education, people will change their mind to give more chance to those who have successfully completed their online education. Meanwhile, a high-quality online education programe is the key for the door open.

Wednesday, January 10, 2007

information technology

"The best information technology closely parallels the pedagogical goals of teh learning paradigm: 1) fostering active learning, 2) constructing knowledge and 3) assessment. (Buckley, 2002:30)

Technology can serve as a "lever" in the transformation of higher education as it responds to teh needs for active learning, cooperative learning, multiple intelligences, diverse learning sytels, interdisciplinary instruction, authentic learning and assessment, critical thinking and problem solving, brain-compatible elarning, and the multicultural society.

"The only value of technology of instruciton is if it enhances learning in ways that are not otherwise available (Gandolfo 1998:30)."

The impact of technology on higher educaiton could identified as "requiring greater flexibility, the integration of research, teaching, and service in determinging faculty advancement, and a focus on outcomes and productivity to define success (Olcott 2000: 264)."


What could IT help?
  • individualized training at your desks on: exploring the library's research resources, Microsoft offices, mail and tele-conferencing, browsing WWW, Web-based searching, Macintosh and Windows environments, backing up and managing files, updating virus-potenction software
  • Computing First Aid consultants for tutoring general computer literacy topics.
  • Computeing questions conference and chat
  • outside-of-the-lecture-time computer class for beginer
  • One-on-one new employee orientation about campus resources
  • Staff workshops



Buckley, Donald P. 2002. "States of Progress: Education Leaders Talk Technology." Converge 3, no 4 (April): 54-58.

Gandolfo, Anita. 1998. Brave New World? The Challenges of Technology to Time-honored Pedagogies and traditional Structures. In Impact of Technology on Faculty Development, Life and Work, edited by Kay Herr Gillespie. New Directions in Teaching and Learning, no. 76. San Francisco:Jossey-Bass.

Olcott, Donald and Kathy Schmidt. 2000. Redefining Faculty Policies and Practices for the Digital Age. In Higher Education in an Era of Digital Competition, edited by Donal E. Hanna. Madison, Wis.:Atwood Press.

Saturday, October 21, 2006

Creativity

Creativity

Traditionally, creativity is more considered in the art design and music composition. Although it is not easy to find the research about creativity in the educational field, in fact, creativity is the one of main considerations in the multimedia project.

What is creativity? Sternberg and Lubert (1995) proposed that novelty must be coupled with appropriateness for something to be considered creative. Although creativity can be seen in the products, it can also be considered in terms of the process. Weisberg (1986) proposes that creativity can be defined by the novel use of tools to solve problems or novel problem solving. From this point of view, our multimedia project involved creativity not only during the design process and also the applications which were used to apply for the content.

The most famous creativity model is Graham Wallas’ model. Wallas (1926) proposed that creativity involves four consecutive stages: preparation, incubation, illumination, and verification.
1. Preparation. The person expecting to gain new insights must know his field of study and be well prepared. This fits what we have experienced that people get ingenious ideas mainly in their own fields - poets in poetry; scientists, in science. In the preparation stage we define the problem, need, or desire, and gather any information the solution or response needs to account for, and set up criteria for verifying the solution's acceptability.

2. Incubation - Wallas noticed many great ideas came only a period of time spent away from the problem. Many ideas come to us when we are away from the problem, usually after actively engaging with the problem. This could be explained in Weisberg (1986) that the creativity was thought to stem from unconscious thought processes. In the incubation stage, we step back from the problem and let our minds contemplate and work it through. Like preparation, incubation can last minutes, weeks, even years.

3. Illumination. It's a mysterious phase. Resting the mind by doing other activities was the only suggestion Wallas could offer about how creative ideas form., like a “click” or “flash.” In the illumination stage, ideas arise from the mind to provide the basis of a creative response. These ideas can be pieces of the whole or the whole itself, i.e. seeing the entire concept or entity all at once. Unlike the other stages, illumination is often very brief, involving a tremendous rush of insights within a few minutes or hours.

4. Verification. In this final step, efforts are made to see if the "happy idea" actually solves the problem. Since "great" ideas don't always work out in actual situation, this final step is vitally important to the success of any project. In verification, the final stage, one carries out activities to demonstrate whether or not what emerged in illumination satisfies the need and the criteria defined in the preparation stage. From this point of view, Gabora (2002) pointed out that creativity transforms and evolves a collection of old ideas into new ones rather than just unconscious procedures, which might imply that the creativity could be trained.

Moreover, Poon Teng Fatt's (2000) emphasizes the gathering of ideas in groups and the fostering for the free flow of ideas. By encouraging group discussion, brainwave will be encouraged along with the sharing of ideas and experiences.

Our traditional creative thinking only focuses on the brainstorming stage, however, the creative process involves purposeful analysis, imaginative idea generation, and critical evaluation – the total creative process is a balance of imagination and analysis (Plsek, 1996).

In Appreciation of Professor multimedia project, the design group create a unique multimedia project by considering the culture, community and historical perspectives. The ability of the creativity could be analyzed from the content, the design procedures and the final product, which could be integrated into the other projects in the multimedia learning and teaching environment.


References
Gabora, L. (2002). Cognitive mechanisms underlying the creative process. In T. T. Hewett & T. Kavanagh (Eds.), Creativity & cognition: Proceedings of the Fourth Creativity & Cognition Conference (pp. 126-133). New York: ACM Press.

Plsek, Paul E. (1996). Working paper: models for the creative process. Retrieved from http://www.directedcreativity.com/pages/WPModels.html

Poon Teng Fatt, J. (2000). Fostering creativity in education. Education, 120, 744-757.

Sternberg, R. J. & Lubart, T. I. (1995). Defying the crowd: Cultivating creativity in a culture of conformity. New York: Free Press.

Wallas, G (1926) The Art of Thought. New York: Harcourt Brace.

Weisberg, R. W. (1986). Creativity: Genius and other myths. New York: Freeman.

Friday, May 19, 2006

Learning is the consequence of thinking

MATH TRICK
1. Grab a calculator (you won't be able to do this on in your head)
2. Key in the first 3 digits of your phone number (NOT THE AREA CODE)
3. Multiply by 80
4. Add 1
5. Multiply by 250
6. Add the last 4 digit of your phone number
7. Add the last 4 digit of your phone number again
8. Subtract 250
9. Divide number by 2

DO YOU RECOGNIZE THIS ANSWER?