If you have installed Google Earth, you can open the placement with Google Earth. It will add 13 places in your "Temporary Places". Clicking each will open with a window with some questions in Dutch. I don't know what are the questions. :-(
Random rumbling during our journey through the E-Learning wonderLand - by Albert Ip (Fablusi P/L)
If you have installed Google Earth, you can open the placement with Google Earth. It will add 13 places in your "Temporary Places". Clicking each will open with a window with some questions in Dutch. I don't know what are the questions. :-(
Posted by Albert Ip at 5:13 pm 0 comments
This hoax has been heating up lately in the blogosphere.
On August 19, 2005 Boing Boing put up a $250,000 (later capped at $1 Million) challenge
to pay any individual *$250,000 if they can produce empirical evidence which proves that Jesus is not the son of the Flying Spaghetti Monster.
"The proponents of intelligent design use an ingenious ploy that works something like this," writes Tufts philosopher Daniel C. Dennett, and author of Darwin's Dangerous Idea. "First you misuse or misdescribe some scientist's work. Then you get an angry rebuttal. Then, instead of dealing forthrightly with the charges levelled, you cite the rebuttal as evidence that there is a "controversy" to teach."
Posted by Albert Ip at 9:41 am 0 comments
via Contentious by Amy Gahran: Can Bloggers Be Sued Over Comments? Maybe
In a nutshell, SEO company Traffic-Power.com has filed suit against [Aaron] Wall,[who writes the SEO Book weblog,] claiming that comments posted on Wall’s blog revealed some of their “trade secrets.”
Posted by Albert Ip at 2:32 pm 0 comments
via Boing Boing: HOW TO extract video from Yahooligans
This post details how to save a stream-video so that you can play as many times and make as many copies as you like. Just beware of the IP police.
Posted by Albert Ip at 9:40 am 0 comments
By David Stonehouse (the Age, 27 August, 2005) [my added link]
... But when he expressed frustration at not being able to revive a dilapidated industrial area, the youngster's reply astounded him: "I think you need to lower your industrial tax rates."
Reflecting on that years later, Johnson could not help but think that if his nephew had been in some urban studies class instead, he would have been nodding off. If there was a moment that helped convince him video games can enrich young minds, this was one. "He was learning in spite of himself," [Steven] Johnson says.
James Paul Gee, a pioneer in video-game research at the University of Wisconsin, says the field is still so new nobody can prove anything. "It shows that games can improve your problem solving. There is well-known research that they improve surgeons' hand-eye co-ordination and skills in surgery," he says.
Elyssebeth Leigh, a senior lecturer at the University of Technology, Sydney, believes in the power of video games, too. She says they teach children how to interact with technology. And they can help children experiment with the world around them in a safe way - and learn about choices, strategy, risks and consequences without leaving the living room.
Posted by Albert Ip at 5:31 pm 0 comments
by Jamais Cascio (November 22, 2004)
SimCity is often seen as more than a game: SimCity, in all of its versions, shows up in classrooms, research papers, and (rumour has it) planning offices around the country. And that has some troubling implications.
the player operates in “God Mode,” with absolute power to build, demolish, tax, and spend. Unwieldy growth and megalomaniacal, destructive behaviour are the two poles of city operation and the player’s most likely courses of action. Thus the heart of the game is much less a universal vision of city design than it is a reflection of the most extreme tendencies of development in America, found in the few areas in which one person has total control over a large parcel of land
Simulation games like SimCity are valuable because they give a peek at the complex relationships between cause and effect in big systems such as cities. They're a chance to play at the edges of complexity, to see "what happens if I do this?" in both an iterated and replicable fashion. They can be wonderfully seductive digital sirens leading to unexpectedly staying up to 3:30 AM. But to be good educational tools, the models have to be transparent and changeable. We should be able to play with the system itself, not just the system's effects.
Posted by Albert Ip at 3:36 pm 0 comments
by Graham Attwell. See Part 1 and Part 2.
The eight challenges are (See Part 1 for details)
Challenge 1 – basing e-learning on learners own experiences
Challenge 2 – developing a rich and powerful learning environment
Challenge 3 – localizing the programme
Challenge 4 – supporting individual learners
Challenge 5 – developing sustainable and dynamic contents
Challenge 6 – recording, validating and presenting learning
Challenge 7 – developing a community of learners
Challenge 8 – developing programmes capable of flexible modes of delivery
Firstly, each student or learner will be given a blog space to record their learning experiences. The blog will also act as a portfolio for their learning (see my earlier blog posts on portfolios), The blogs will support track back and tagging as well as a personal profile.
But of course the learners will need some form of sequenced learning materials as a stimulus for self learning and communication.
That will be provided through an imaginary blog – or rather the real blog of an imaginary learner – herself following a course in self evaluation. Learners will follow the entries of the imaginary learner – Sarah Jones – and will be asked to comment on her experiences and feelings. Their commentary – added as comments on Sarah’s blog will automatically be added ion their own blog – or portfolio.
Posted by Albert Ip at 8:43 am 0 comments
Like Tom McHale, I just read about this and in no position to comment.
Invitational Education is a theory of practice that addresses the total educational environment. It is a process for communication caring and appropriate message intended to summon forth the realization of human potential as well for identifying and changing those forces that defeat and destroy potential.
Invitational Education asserts that every person and everything in and around schools adds to, or subtracts from, the process of being a beneficial presence in the lives of students. Ideally, the factors of people, places, policies, programs and processes should be so intentionally inviting as to create an environment in which every person is cordially summoned to develop intellectually, socially, physically, psychologically, and spiritually.
Four basic assumptions within Invitational Education
- RESPECT: People are able, valuable, and responsible and should be treated accordingly.
- TRUST: Education should be a cooperative, collaborative activity. Process is as important as product.
- OPTIMISM: People possess untapped potential in all areas of worthwhile human endeavour.
- INTENTIONALITY: Human potential can best be realized by creating and maintaining places, policies, processes and programs specifically designed to invite development, and by people who are intentionally inviting with themselves and others, personally and professionally (“The Five P’s”).
Posted by Albert Ip at 6:51 pm 1 comments
A week ago, I wrote about designing real physical space for future. As I was reading Rob Reynolds' article on The Incredible Shrinking LMS -- Or How Learning Will Travel, my thought ran off after reading his view of "home":
I grew up in Texas, spent some quality time in Latin America, went back to Texas for a time, moved to Oklahoma, and have finally started a new stint in Massachusetts. On the one hand, each of those places came to feel like "home." On the other hand, the part of each of them that is home is less about geography and more about experience and memory. While I have always had a "home base," my real concept of home has been expanding my whole life. When you get right down to it, home for me is Texas/Mexico/Argentina/Oklahoma/Massachusetts and every memory, relationship, and story tied up with those places. And because home is the collection of these things and not the physical surroundings in which I live, I always carry it with me. It may be manifested, to some extent, in my house or apartment, in the places I actually live, but it is definitely a "mobile" reality and always has been.
the understanding of home evolves naturally from house --> house + relationships and experiences -- > relationships + experiences + memories
Posted by Albert Ip at 10:03 am 0 comments
by John Sutherland
As educator wants to leverage on game's ability to engage players, the game designers are learning to use story and movie script to advance their craft. This article, based on classic story structure put forward by McKee points out that Story is conflict. John continues to dissect a three-act classical story:
- First, there's a protagonist, a hero.
- His or her world is thrown out of order by an inciting incident. (Look at the sabotaged dope deal in Grand Theft Auto: Vice City for a good example of this.)
- A gap opens up between the hero and an orderly life.
- The hero tries the normal, conservative action to overcome the gap. It fails. The world pushes back too hard.
- The hero then has to take a risk to overcome the obstacles that are pushing back.
- Then there is a reversal. Something new happens, or the hero learns something she didn't know before, and the world is out of whack again. A second gap has opened up.
- The hero has to take a greater risk to overcome the second gap.
- After overcoming the second gap, there is another reversal, opening a third gap.
- The hero has to take the greatest risk of all to overcome this gap and get to that object of desire, which is usually an orderly life.
Posted by Albert Ip at 9:06 am 0 comments
by Clark N. Quinn.
In this article, Clark pointed out a number of elements which will lead to engaging experience.
Contextualized – the learning should be in a setting where the learners actions make sense. A story, if you will. Learners learn best when it's in a meaningful context.
Clear Goal – the learner should have an end state that they are motivated to achieve. ... Learners are better able to take action when they have an outcome they know they're trying to achieve.
Appropriate challenge – the level of difficulty has to be beyond the learner's capability, but not so far that the learner can't accomplish the task; learning happens best in the space just beyond the learner's capability where, with some effort and support, they can accomplish the task. Learners learn fastest when the challenge is significant but not impossible.
Anchored – the actions that the learner takes have to have a meaningful effect on the outcome. There can't be meaningless actions by the learner after which the story proceeds, but instead there have to be real consequences in the story line of the actions they take.
Relevant – in addition to the actions taken being meaningful to the story, the story and actions have to be meaningful to the learner. We need stories that appeal to their interests and motivations.
Exploratory – the environment has to have a wide variety of possible choices (or at least a perception of same), and the ability to try different things and explore the internal relationships. Learners learn best when they have to make choices and face the consequences of those choices.
Active manipulation – a related facet is having the learners active in exploring those relationships, and operating on the world in ways that are similar to the way you operate in the real world and that reflect the story setting. Learners learn best when there is minimal overhead between their intentions and the actions taken to achieve them.
Appropriate feedback – the feedback from the world has to come in a way that makes sense in the world. They need to know they've acted, even if they don't immediately get to know the final outcomes of their action.
Attention-getting – the action can't be totally deterministic, there needs to be some randomness and probability. Total determinism isn't desirable. Learners learn best when their attention and curiosity is maintained.
Posted by Albert Ip at 8:30 am 0 comments
I have been very critical about experimental studies, e.g. here and here. I don't bother to mention more which pass through my attention daily. [What the heck is the nature of my job?]
I have many huge books on the back bench in my study (which doubles as my office). Many of these I have flipped through only a few pages and never finish. What a waste and what is the use of all these effort?
A & M Publications P/L, hence, is looking for short manuscript (final published book A-5 size of about 100 page) which are intellectually interesting and readable. Due to our limitations, we will only accept proposals in learning, e-learning and related subject domain for the time being. Please contact me off-line.
By the way, we are looking for causal graphic designers and sales executives too. [No need to apply if you don't even bother to find out more about me and how to contact me. :-) ]
Posted by Albert Ip at 9:28 am 0 comments
The July/August 2005 issue of Educause Review (Vol 40 Number 4) features Learning Space Design. The article I enjoyed most is Future of the Learning Space: Breaking Out of the Box.
With the ubiquitous availability of ICT, information gathering (traditional listening to lectures and taking notes) and information search (library visits) can be done online in quiet comfortable corners. These activities can be done alone or in small group. Today's laptop computers have limited power storage, typically several hours. Most will not last the whole day. Most are not-water proof as well. Hence it would be beneficial to incorporate lots of quiet dry spots with wireless connectivity and power points so that students with wireless notebook can conduct their information-related activities, preferably in real-time with those who prefer to sit in a lecture room/hall.
The greatest value of physical learning spaces is for face to face meetings and work that cannot be done online. Typically, these would involve group activities, experiments and interaction within real situation. The Educause Review covers this aspect very well.
An important aspect of higher education is the induction of the learner into the community of practice of the subject domain. The induction consists of both the formal part (knowledge and practices of the domain) as well as the social connectivity part (knowing who's who in the domain). The learning spaces in a higher education should have appropriate spaces to facilitate the "accidental" meeting of diverse communities, e.g. eating venues, social places and "hang-out areas".
Another interesting topic to explore in terms of the design of learning spaces is the potential and value of creating a physical space which can augment virtual space, or vice versa. As we understand more about the value of experience in the learning process, we can predict that more learning experience will be delivered via simulation/role playing. Courtrooms, office, international conference settings and other "typical" spaces can be useful in bringing some of the virtual simulation into a physical space. How valuable and feasible is that remains to be seen. However, it will never be too early to start investigating.
Posted by Albert Ip at 4:26 pm 0 comments
The conclusion of this article is misleading due to the flaw design of the experiment. First the conclusion (my emphasis):
The purpose of this study was to examine how multiple columns and text justification impact online reading in terms of reading speed, comprehension, and satisfaction of a narrative passage. Results from this study showed that reading speed was significantly faster for two-column full-justified text than for one-column full-justified text. Post-hoc analyses showed that it was the fastest readers that benefited the most from this format.
Posted by Albert Ip at 3:38 pm 0 comments
I have been thinking about this a lot, really a great deal! I don't say I have any answer.
Knowledge* is all the accumulated experience I have since my birth. This is very much which define "me". Some of this knowledge may not be immediately retrievable or may have been lost (hence these will have little utility value); some may better be forgotten, which, unfortunately, I cannot. Of course, most of my knowledge will be called upon when I make any decision in my daily activity.
Information is manifestation of someone's part knowledge. Being an externalisation, information is not necessarily an accurate representation of one's knowledge, nor represents the whole of one's knowledge. However, being externalised, knowledge can be transferred from one place to another and from one time to another and stored externally.
It involves great skills to externalise one's knowledge. Hence, some are greater writer and story teller than others.
[further thinking required: Is factual information a manifestation? For example, the weather man measures and reports the air temperature of the city we live daily. Are these data points his manifestation of his knowledge, given that he does not actually do the measurement himself. He may have just read it off an instrument! There are millions of automatically collected data. Do they represent information as defined as a manifestation?]
The process of "importing" information, among many other activities which may or may not have the same effect, as being part of one's knowledge is called learning.
Social linguists argue that it is the language (natural or symbolic) which forms the building blocks of our mental model (knowledge). Because language is developed (and acquired) socially, we have a common understanding of the language, albeit there may be shades of diferences. Both instructivitic and constructivitic approaches to teaching and learning can produce learning results. Different learning theories deal with different aspects, and with varying degree of emphasis, of the organisation and presentation of information itself (typically the focus of instructional designs) or conditions under which the information "enters" the learner.
Connectivitism deals with an information network and treats both human and databases of information as nodes. Learning is part of a network building process. While this network view of the interconnectedness of information may also be the underlying operative description of our mental process, does an interconnected organisation represent a higher intelligence in which human is the equivalent of a brain cell? Sure, human has been extending our abilities by external means for as long as history can tell. We have been extending our physical strength by external power machinery. Data bank can supplement the potential fuzziness of our memory. By knowing where to get the information to help solve a problem, instead of accessing that information from within, external information network will help us solve more problems better and faster. It does represent a change of the kind of knowledge we would like to be accessible in our operative part. Does that represent a "bigger" or "better" knowledge?
That is my current thinking and I am open to be convinced otherwise.
*I am using the term knowledge very boardly here. At this stage, I am making no attempt to distinguish the more subtle difference between just knowing and wisdom, inspiration or value systems.
Posted by Albert Ip at 10:08 am 0 comments
via Couros Blog
Don’tClickIt.com provides the interesting experience of a click-less interface.
Posted by Albert Ip at 11:51 pm 0 comments
More information is now available for the conference to be held in Melbourne November this year. This is the conference mini website direct link.
This year's theme is Playing and Learning in Virtual Environments. Presenters should challenge participants to take a fresh look at the questions that arise when people meet in virtual territories to play, to learn, and to share. Participation is purposely limited and there will be no concurrent sessions. Instead, participants are encouraged to attend each presentation and integrate their own perspectives and expertise into the conversation.
Posted by Albert Ip at 2:23 pm 0 comments
I met an old friend (not that she is old, we just have a long acquantance dating back over 20 years) who is teaching mathematics in Melbourne here. She won several teaching awards over the year.
One of the most impressive thing I found is her insight expressed in the following equation:
S=et
where S is success, e is effort and t is time.
In plain English, success is the effort in the power time.
Very inspiring.
Posted by Albert Ip at 4:50 pm 0 comments
Here is a list of the post I have written recently that were posted to my other blogs:
Personal Memory Assistant in Learning for 2020
Education is about preparing future citizens. If this is one probable scenario, the big question to me, educationally, is how can we prepare ourselves and our kids for such a world. Estimated time of arrival of this scenario, I would say 2020.
Trebla: Brother, remember that businesses are greedy. That won't satisfy they appetite! Then businesses will ask for charging content on per-use basis. Every time the PMA captures any content, the user has to pay for it. Every time the PMA replays the content, the user has to pay for it.
Albert: WHAT! Don't you think that kind of law can be passed?
Trebla: 100%. Big businesses have money. Money get people elected. The law will be made in the interest of the these businesses.
Albert: Trebla, you are so negative! There are a huge movement against digital right, e.g. Electronic Frontier Foundation and open source movement. If we don't want to see the scenario you describe, I need to act now to stop IP limitations on content today.
If we see invention as a business, we need to understand that out of a thousand ideas, only a couple are useful and ever fewer which can become a great product. The patenting process is expensive, very expensive indeed. The upfront cost of patenting has to be balanced against the potential additional revenue which can be generated by the patent. We also need to consider the alternative to NOT to patent. Instead of spending your effort and resources in patent process, what is the additional revenue that you can generate using the effort and resources that you intent to put into the patent process.
If people is so important, spending time to choose the right people to fill a managerial role is linked to the success of the corporate. Providing learning and development for people to build the kind of attributes which can energize people is where learning can focus on.
Posted by Albert Ip at 10:45 am 0 comments
Following the "should not", here is the "should way" of using blogs in education by James Farmer. I echo strongly with James words:
Blogs are by no means the answer to everything, they are very strong alternative communication tools but if you want to build quizzes, run polls, have near-synchronous conversation, do listserv-y kind of discussion or strictly manage just about anything then you’ll probably want to look at another tool.
One of the worst things you can do is mandate posting on particular topics with particularly rigid frequency… you’ll over-assess & kill off exactly what blogs are good for: personal expression & exploration.
Posted by Albert Ip at 4:36 pm 0 comments