Thursday, June 25, 2015

Educational Technologies Blog



The URL (www.knowthenet.org.uk) selected is about Digital Citizenship that refers to etiquette or for digital term “netiquette”. This was a site that was posted by Elanne Bonilla-Varner that provided information on the proper use of communication with technology. This site focuses on the use of simple language that is vital to adult learners who are ESL learners. This site provides users with the ability to look up words when they do not understand or want use the word in the proper way.
The reason for selection of this website is that it provides adult learners who could be ESL or GED learners with a technology tool that provides them with information that support their needs while communicating over different types of technology. This tool offers adult learners with the capability of using words in the proper manner and acquiring an understanding of the correct way to communicate when sending information. Having this type of information prepares adult learners for their future positions in the real-world. Bonk (2009) discussed how the instructional approaches of choice in online environments are more collaborative, problem based, generative, exploratory, and interactive. Based upon these uses, it is vital that adult learners have an understanding of netiquette when encountered with any of these types of learning environments. This requires various forms of communication where adult learners must write their thoughts and provide creative and critical thinking explanations.
Within my professional practice this application of technology would assist the international students of different countries who have difficulty with communicating in English over different forms of technology. Additionally, this would assist other learners who do not really understand the proper means of communicating over different types of technology devices. These adult learners would have an understanding of the proper way to send information in different platforms of communications.
The URL (www.turnitin.com) selected is the means of evaluating papers for plagiarism, tracking and submissions. This tool was posted by Lizzette Santana that provided information the submission of papers for evaluation. This application provides adult learners with the capability of examining their papers or professional writings that they will pass on for classroom or business work.
The reason for selection is because this was a very helpful tool within my current studies. This tool would assist adult learners including those who have been away from formal education for quite some time. Turnitin provides adult learners with an understanding of the proper way placing cited information within their papers. This teaches adult learners how to properly cite information and the appropriate use within the professional writing. Overall, this assist in providing these learners with an understanding of plagiarism and the correct means of inputting information that supports their thoughts. Bonk (2009) discussed how online communications and interactive tasks and events between and among students and instructors, trainers, or tutors are often referred to as the heart and soul of online learning, especially in higher education. This a requirement where writing in professional forums become important as form of expressing creative and critical thoughts. Turnitin would provide these learners with knowledge of the proper means writing in a professional forums.
In my professional environment, I would use this for the students who have to write papers on Leadership, book reports, and professional summaries. This tool would provide these learners with an understanding of the various means of applying support to their papers. In addition, these are the future leaders who need to have knowledge of the proper means of evaluating their subordinates’ papers.
The URL is for the use of Smartphone for learning.
http://web.b.ebscohost.com.ezp.waldenulibrary.org/ehost/detail/detail?vid=6&sid=aa732758-b96a-485d-92b0-d10cfd8fdf46%40sessionmgr198&hid=116&bdata=JnNjb3BlPXNpdGU%3d#db=ehh&AN=98598586
The use of smartphone is vital to success of adult learners because it provides these learners with a means of accessing classroom information anywhere and anytime. This tool allows users with various capabilities that are very similar to the use of computers by applying different applications that support the users’ needs. Overall, this technology tool is a miniature means of communicating in different settings. Atimota DeRisse posted the information that support the use of this device as learning tool for adult learners.
The reason for selection of this tool is that the majority of the adult learners own a smartphone. This is ideal adult learners because this tool has the capability to enhance learning. The use of different types of learning application associated with this device allows learners to access their learning needs. Most institutions support the use of mobile devices for their curriculum and this is allows users to access their information anywhere, anytime. Bonk (2009) acknowledged that with mobile devices, the educational event or activity follows the learner, instead of the learner having to arrive at a designated place in which to acquire it. Adult learners who have other obligations have the ability to use this as a means acquiring information in different places at different times.
Most adult learners in my profession have smartphones and use them as means of collaborating and communicating. Additionally, these devices can assist educators with passing on class instructions and as a means for students to work in cooperative groups. Students can access social networking through their devices where they have access anytime. This would allow them to work on group projects while in different locations.

References
DeRisse, A. (2015, May, 29) Educational Technology Blog. Retrieved from http://atimohafreedomdoor.blogspot.com
Bonk, C. J. (2009). The world is open: How web technology is revolutionizing education. San Francisco, CA: Jossey-Bass.

Santana, L. (2015, June, 18). Digital Citizenship, Ethics, and Netiquette. Retrieved from http://slizzette.weebly.com/

Thursday, June 18, 2015

Education Technologies Blog: Digital Citizenship, Ethics, and Netiquette


The URL (http://www.learning.com/digital-citizenship/) Digital Citizenship Application is the technology of choice that provides adult learners with detailed instruction on online safety, discusses cyberbullying, and offers ethical information on the use of digital resources. This application has the availability to be installed on tablets and mobile devices. Users have the ability access all information regarding digital citizenship and list precautionary measures for the use all digital resources. This application allows users to acquire an understanding of the measures that helps prevent the abuse or misuse of information systems.
The selection of this technology assist adult learners in their efforts of continuing education and the use of digital technology. Understanding the need for ethical and respectable values when using any type of technology that requires communication with others is vital to all users. Adult learners must understand what is appropriate when working groups, passing information to others, and writing in professional forums. Brey (2012) discussed how ethical assessment of emerging technologies concerns the question of what is good and bad about the devices and processes that they may bring forth, and what is right and wrong about ways in which they may be used. Selecting this application allows users to acquire an understanding of the appropriate use of language in different forums where communications with digital systems is a requirement.  As technologies emerge, users must have the skills and knowledge of the appropriate uses in order to get certain messages across to their intended audiences.
Incorporating this technology into my professional profession would assess the students and instructors of my organization with an understanding of what is appropriate for different setting when using different form information systems. Additionally, this is what all users’ need that will assist in keeping them mindful of the digital citizenship and how that citizenship applies to meeting their needs.
The URL (http://www.educationworld.com/a_curr/curr093.shtml) Acceptable Use Policy
Acceptable Use Policy (AUP) is the educational technology of choice because this keeps users aware of what to do as a means of protection and measures to eliminate miss use of the technological equipment. The AUP defines the appropriate use of the devices and the allowed information passed on these devices. This similar to a contract where the users agree to operating within the limitations of the defined rules that govern the use of the internet in conjunction with other forms of technology. This technology provide users with a list of acceptable and unacceptable list of the types of languages used, what can be sent over the internet, and different types of hardware and software devices.
            The reason for selecting this form of technology application is because it provides adult learners with information that supports the use of digital citizenship. This application informs adult learners about the appropriate uses of technology and the other devices that support its use. Adult learners must have knowledge of privacy, safety, language use, and the types of information that have the potential to cause harm their institution.  Marcenik (2015) discussed how the purpose of this policy is to provide safe parameters for exploring digital resources and using school-issued devices properly. It also ensures that schools do their very best to block out the darkest corners of the web. Having these appropriate measures allow provide adult learners with an overall understanding of what they need for successful use of various types of technology. 
            The use of this application would support the efforts of my profession by informing all students and educators on the correct uses of technology and the associated devices that support that particular use. Adult learners need to understand what is appropriate to use or not to use when communicating over the internet. This would pose as a contract where they acknowledge the understanding of the use of the proper language when writing in a professional forum and passing information to other with the use of different types of software.
            Another use for this technology application as it pertains to digital citizenship is that it provides future military leaders of my organization with knowledge of the release of certain information and the correct means of communicating over the internet. This technology informs students of the proper use of all devices and how the improper use could cause harm to others if misused.

References
Brey, P. (2012). Anticipating ethical issues in emerging IT. Ethics & Information Technology14(4), 305-317. doi:10.1007/s10676-012-9293-y

Marcenik, A. (2015, October, 22). Digital Citizenship: Developing a Culture of Trust and Transparency. Retrieved from http://www.edutopia.org/blog/digital-citizenship-culture-trust-transparency-andrew-marcinek

Thursday, June 11, 2015

Educational Technologies Blog: Open and Distance Education Technologies

Education Technologies Blog: Distance Education Technologies

The URL (www.InstaColl.com) InstaColl is distance education technology of choice that have the potential to enhance adult education. InstaColl is a free application used with Microsoft Office applications that offers collaboration. Using this application allows adult learners to share information with other learners, conduct live meetings, chats, and conduct presentations. The users must download the application to their computers. In distance education setting this application offers adult the opportunity to set-up collaborations for any cooperative learning assignments.
Selection of this form of technology offers adult learners the capability of forming groups in any type of distance education setting. Using this application allow learners to collaborate and share that information with each other. This is great for cooperative learning where students work in assigned groups and as they file their work everyone has access. Additionally, they can schedule live meetings for feedback and work assignments. When students work in groups this program allows them the capability of presenting their final projects where everyone have an opportunity to present their portion of the project. Beldarrain (2006) discussed how the 21st-century learner is likely to prefer working in a group rather than in isolation. Collaboration in either asynchronous or synchronous learning environments allows learners to practice real-world skills that are applicable to the workplace. The integration of emerging technologies into new models of teaching must also take into consideration cultural differences and learning tendencies, respecting the individual. This open source distance education technology provides learners to work within groups by meeting the needs of the learner and provides them with the necessary tools that support their needs in real-world applications.
This is an ideal distance education technology tool that would fit into my current profession. The use of this application would assist adult learners when they are assigned group work where they could work together from different locations. Additionally, this application would support their needs of presenting their final projects to their instructors. Using this form of technology in my professional practice would allow the adult learners to conduct presentations that would emulate their future job positions with the mock presentation. The application would assist these learners in acquiring an understanding of the needs of their future organization and the expectations of their future supervisors. Beldarrain (2006) pointed out that technology has played a key role in changing the dynamics of each delivery option over the years, as well as the pedagogy behind distance education. Technology is responsible for distorting the concept of distance between learner and instructor, and enabling learners to access education at any time and from any place. As new technologies emerge, instructional designers and educators have unique opportunities to foster interaction and collaboration among learners, thus creating a true learning community. This application is definitely what the adult learners within my current profession needs that allows them to collaborate with their peers in different locations.
The URL (https://www.wikispaces.com/) is the distance education technology chosen because of the ability to collaborate and share information where members of the group have ability to constantly update their information. Wikisspace is social writing platform where adult learners have the ability to share information such as discussion responses where other can add information. Adult learners can access this information from different devices where they can contribute anywhere, anytime.
The use of this application within my current profession would enable adult learners to share information by adding lessons learned from the different types of military training. Using this application offers these learners an opportunity to write from personal experiences and learn from the encounters others shared. Bonk (2009) discussed that what is perhaps different today is that technologies are actually leading to major changes in teaching and learning, especially in the opportunities to learn. As this occurs, students are taking on the roles of teachers, and those formerly known as teachers are better positioned as guides, tutors, and mentors. Wikispaces have the ability to assist adult learners with the flow vital information in meeting their educational needs. This application does allow the instructor to become a facilitator and the students work together by creating information the form of a social network.
The use of this application would assist these future military leaders with an opportunity to share information in their current studies. This would allow them to add information that would useful to their peers. Peer work is what these adult learners are taught throughout their courses, so this application is a form of social networking that works for passing information. Using this tool in the classroom would allow instructors to facilitate and provide students with the opportunity working together to form creativity and critical thinking applications. Beldarrain (2006) pointed out that as distance educators acknowledge the need to foster social interaction for the purpose of knowledge construction, pedagogical approaches are adjusted and new teaching models emerge. Teaching models that integrate technologies such as blogs or wikis may afford more learner control, and thus may be more effective at delivering instructional strategies that support knowledge construction. Today’s learners demand more control of the learning experience when they need it; how they need it. This application allows students the control from different places where they can add information and respond to their peers on assigned projects.

References
Beldarrain, Y. (2006). Distance education trends: Integrating new technologies to foster student interaction and collaboration. Distance education27(2), 139-153.

Bonk, C. J. (2009). The world is open: How web technology is revolutionizing education. San Francisco, CA: Jossey-Bass.

Thursday, June 4, 2015

Education Technologies Blog: Games, Simulations, and Virtual Environments



ACTIVE WORLDS
The URL (https://www.activeworlds.com/web/index.php) Active Worlds is the game of selection to enhance adult education. This technology allows the educator to use critical and creative thinking to provide the learners with various types of situations for them to solve difficult situations. The technology is a sandbox platform where the educator creates situations that relates to the desired learning outcome. This learning tool allows the adult learner to build upon real-world related issues and use a decision making model to meet the learning objective.
The reason for selection is that this tool allows the learner to think and apply decisions based upon the given scenario. The technology provides the educator with an opportunity to create different types of situation that pertains to the curriculum and requires the learner to make the necessary decisions based upon the desired outcome. Barab, Gresalfi, and Arici (2009) discussed that by helping students connect virtual accomplishments to real-life scenarios, we lead learners closer to John Dewey’s ideal of learning. Dewey (1938/1963) argued that education should be about giving learners the motivation and expertise to act in problem-filled contexts where applying that expertise makes a difference. Although, this was a concept of many years ago, the situation still exist because there is technology that supports the efforts of providing students with the skills and knowledge of the curriculum.
This would be a model that would support the efforts of my organization to provide future military leaders with an opportunity to use this technology to increase the desired skills needed in their future assignments. The use of this technology would provide the instructors to become creative with different lessons by adding different set-ups where it represents a scaffolding process. Additionally, using this technology allows the students the opportunity of role playing by explaining their methods or decisions made based upon future Army missions.
            Another means of using this technology in meeting the needs of the organizations is to use it as a strategy for students to obtain an understanding of their future organizational structures. This is ideal for providing students with representation of the overall operations of a given organization where the students need to make necessary decisions. Instructors could use this technology with creativity that offers the students a certain level of difficulty that requires a group effort to build upon and solve.

INNOV8
The URL (http://www-01.ibm.com/software/solutions/soa/innov8/index.html) INNOV8 is another technology gaming of choice. This game explains the connection between Information Technology (IT) and the business world. The game offers adult learners to acquire an understanding of how two processes are connected. Using this game allows learners to obtain the skills and knowledge of the processes used in developing smarter traffic patterns, provide better customer, service, and understand the methods of the supply chains. These components of the gaming technology allow the educator to create various situations in each of the area that requires students to use creative and critical as part of the solution.  This game allows students to acquire an understanding of the systematic process of the IT and business world. Squire (2011) discussed how games appear to be particularly good for immersing learners with systems and enabling them to explore the emergent properties of systems. Overall, this game focuses on creative and critical thinking.
The reason for selection of this game is that it prepares adult learners for various encounters in the business world that also relates to the information technology world. Educators have the ability to become creative with the use of this gaming technology where students must apply their collective thinking to solve issues in the component areas. Barab, Gresalfi, and Arici (2009) pointed out that students will need guidance to see the bigger picture and gather knowledge and tasks into a larger conceptual understanding. Strengthening students’ conceptual knowledge might involve discussing key concepts, posing “what if” scenarios, or engaging individuals or the class in Socratic questioning. Using this game offers adult learners the opportunity of acquiring an understanding the procedures, needs, and approaches to each component in both the IT and business worlds.
The use of this game would be a great asset to use in my professional practice. Instructors could use this form of technology because it relates to the majority of the issues and decisions requires of the students in their future military assignments. Using this game provides educators with the opportunity to create scenarios that applies to students’ area of concentration for providing communication assets to their various organizations.  This game would allow students to work together in groups to meet the needs of the customers they serve.
Another use for this game within my organization would be to provide skills and knowledge to these learners in reference to supply and demand. This would support the requirements for learners to have an understanding of how the supply chain works and the need for the proper accountability. Using this game allows instructors to create supply scenarios of the IT and business world for students to use different decision making solutions.
 References
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why Educators Should Care About Games. Educational Leadership, 67(1), 76-80.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.