This paper, which I posted earlier, has a permanent home now. The presentation is not ready yet. Comment welcome.
Random rumbling during our journey through the E-Learning wonderLand - by Albert Ip (Fablusi P/L)
This paper, which I posted earlier, has a permanent home now. The presentation is not ready yet. Comment welcome.
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Albert Ip
at
8:27 am
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comments
The eLearning Magazine will be sent to the printer in about 2 weeks and should be available by the end of June. For those who like to subscribe, please visit the web site's subscription page http://www.elearningmagazine.com/corporate/subscription.php to take advantage of the pre-publication special rate. The payment is handled via Paypal. Please note the difference in rate for Australia and the rest of the world. This is due to the cost of postage.
For the advertisers, if you can support us, please take advantage of the current 30% discount off the rate. We desperately need your support. Please contact our sales representative, Sandy Warren. Her email address is sandy dot warren at elearningmagazine dot com. We shall scale down the distribution and the size of the volume for the first issue. The tentative table of content is at the end of the post.
We have adopted a modified license for all the articles. All articles will be available on the web under a restricted creative common license two months (or when the next issue is published whichever is earlier) after the publication. The online version will be supported by context sensitive advertisement or sponsorship.
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Albert Ip
at
10:01 am
1 comments
by Ulla-Maaria Mutanen via BoingBoing
As noted, the author is interested "what is driving the increasing popularity of crafting" and listed her finding in the 12 points in the Manifesto.
I am yet to do something similar about why students find it interesting, engaging and absorbing to learn via role play simulation. I have been looking at "gameness" and try to find characteristics of games which may drive learning motivation and effectiveness. So far, my conclusion is still the "genuine ability to make choice and face the consequence of the choice made" [see earlier post] is the greatest factors for players in role play simulation.
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Albert Ip
at
9:49 am
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comments
An upcoming article for the eLearning magazine. This is a draft only.
Data is individual statement. Data is the kind of thing we found using the search engines. Data is external to my being. Information is a network of coherent data. It may be stored externally (e.g. I can search for some information on the web) or memorized. Information may include procedural know-how or my favourite recipes. For example, September 13 is just a piece of data. I also know that my wife was born on September 13. These two pieces of data connected to become an information, “my wife’s birthday”. Again, “Albert’s wife was born on September 13” is also a piece of data, an irrelevant piece of data to most of you.
Let’s say we have agreed that “Albert’s wife was born on September 13” is an important knowledge that all readers of eLearning magazine needs to master. What does this mean?
There are several assumptions made. We have agreed, implicitly without further negotiations, that time is divided into intervals called “years” and there are 12 months in a year. One of the months is called September and 13 is the thirteenth day of that month. We also have a common understanding of “wife”. Somewhere, some time ago and somehow, we have come to a common understanding of the concept of “wife”, so without seeking explicit clarification, you may have correctly assumed that my wife is a female human being.
The key words in the last paragraph are “knowledge” and “understanding”. Knowledge is an understanding of a network of information. This understanding is community based. It may have been explicitly negotiated or implicitly “learnt”. Understanding is anchored on information and language. Without them, there is no common ground to build a community of practice who shares the understanding. Every single word is the result of some common understanding. Words may be ambiguous, but overall, any effective communication and building of common understanding depend on mutually agreed meanings to the words.
Understanding is part of our being. Understanding of a body of knowledge is coherent within a larger framework within each individual self.
Unlike information, knowledge and understanding cannot be externalized. When externalized, knowledge becomes information. Its utility depends on the understanding of the words making up the information. When meaning and sense can be made out of the information, the individual who makes such meaning and sense acquired the knowledge related to that information. In other words, when information is interpreted basing on all our previous knowledge and our language, the information becomes part of our knowledge.
What is “know-how”, e.g. the procedure to fill up the tank of our car? Is it knowledge or a piece of information? In a written form, it is information. But if I know what it means and can follow the procedure to achieve the objective of making my car move again after running a long distance, it become a knowledge, a knowledge to me alone.
So, what is my definition of learning? To me, learning is the process that builds understanding and coherent network of knowledge. This process occurs within me. You cannot stop me learn, nor make me learn. You can present me with information. You can introduce me to a community of practice. You can show me how to do thing. It is me who learns.
I had been helping people to learning. I was a Physics teacher for nearly 20 years. I presented information to my students. Some might be sitting closer to me, others not so. They could all hear me and see my writing on the board. But some obviously “picking” up the concepts much better than others. Why? If teaching is equal to presentation of information, all my students should have exactly the same performance! Teaching is obviously not just presenting information. Teaching is the act of helping others to learn. We can motivate the learners so that they are more ready to. We can present the information in some sequence so that the information can be integrated and understood more easily, at least to a broader group of learners.
Education is the business of providing learning. Training is a special case of education. The kind of learning that is occupationally oriented, with specific outcome which trainees would be able to demonstrate.
What is e-learning? E-learning is learning at which technology has played a role. At eLearning Magazine, we look at the technologies that purport to support learning. We reports on good practices that individuals, companies and communities learn and learn better. Future articles in this column will describe different “art forms” of teaching. We hope that you may pick up some tips. Other sections in this magazine cover important aspects of the business of providing learning (i.e. education and training. We also cover “informal” learning, how technology may help us develop ourselves.
Side Notes:
Philosopher Ludwig Wittgenstein argued against “private language”. Basically, there is not any language which is used by only one individual. Language is always negotiated to create a common understanding within a group which James Paul Gee called “Semiotic Domains”. Here we are using “community of practice” in a general and less vigorous way. See Ludwig Wittgenstein, Philosophical Investigations (Macmillan, 1958) and James Paul Gee, What Video Games Have to Teach Us About Learning and Literacy (Macmillan, 2003)
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Albert Ip
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10:03 am
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The link is in Chinese. If you can read it, go ahead.
Otherwise, read on.
To have Firefox opens multiple default home pages in different tabs, put multiple URLs into the Tools|Option|General|Home Page. Separate each URL using a pipe character "|".
Alternately, open your homepages in different tags. Go to Tools|Option|General|Home Page, just click [Use Current Page].
Posted by
Albert Ip
at
10:23 am
1 comments
Once the biggest name in web browser, Netscape released version 8, but according to TechWorld, over 40 bugs were discovered within hours of its release.
One of the most important bug which may affect my work is the rendering of xml. While it nice to be able to choose between Gecko or IE rendering engine using a little icon at the left of the status bar, it also makes IE's XML rendering returns a blank screen, not only within Netscape 8's own IE mode, but the IE itself. The current work around suggested is to uninstall Netscape 8 AND remove an entry in the registry. (see MSDN blog entry)
As noted earlier, Fablusi is heavily dependent on client-side processing. I have chosen to use a JSON-like protocol between the server and client. I would have chosen to use xml. If it were the case, Fablusi would have been broken under Netscape 8 and would have caused it to break when using IE after its installation.
I was composing this post using IE 6 (after verifying the bug reported above). However, just before I post, I right-clicked to do a spelling check. To my greatest horror, no spell checking was available.
I now realise how useful all the extensions in Firefox have been. This post is now copy and pasted into a firefox browser ... (I am happy ever after).
By the way, I have installed a GreaseMonkey "Technorati Tags for Bloggers" which allows me easily add the tags to this post.
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Albert Ip
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10:00 am
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Have come to appreciate the role, value and importance of social learning, situated learning, learning in community and culture. That more is learned on the playing fields and in discourse with peers than from the sage on the stage. Even in very structured training situations, it is the break time conversation, the second-hand explanation from a colleague that situates the new concept, validates its importance and sanctions its legitimacy.
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Albert Ip
at
9:49 pm
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My first post about digital divide pointed out that I did not believe there would ever be a satisfactory solution to equality in terms of digital access to information and resources.
Although theoretically, digital information can be reproduced at marginally zero cost, the access to these bits and bytes still depends on physical equipment which must be produced at a cost with a finite production capacity. Hence my argument was that there will always be differences in different stages of availability at different communities.
Chasing the Dragon's Tale has a post asking what "If computers become inexpensive, really inexpensive..." and raises the issue of power even if computers are in the price range (about AUD400) of current mobile phones.
I did a bit of search on the average power consumption of PC and would happy to settle at 220W (150W for the desktop computer + 70W for the monitor). The cost of providing such power to remote area using alternate energy source (say solar panel) would be around AUD2000 (using 4 1000 x 4000 mm panel with an output of 60W each would cost around AUD500 in Australia). This is still far from within the range of most under-developed countries. Although solar panel have a service life of 20 years, it is still a significant investment. If such money were available, there would be other competing needs for the scarce electrical power resource in the remote areas.
Another important point about digital divide is the assumption of ubiquity of the communication network. Yes, once an optical fibre is laid, the cost of communication is almost next to nothing. Yet, the initial infra-structure investment is huge and demanding. Again, if any fund is available, there would be competing needs for the fund for other more urgent infra-structure expenses, e.g. fresh water supply (although there is an exciting Australian invention which may help solve this problem in remote villages) or medical services.
While I like to see more equality in terms of providing digital access to communities, I don't see any chance of getting any better in a long time.
Posted by
Albert Ip
at
1:04 pm
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Please see
Dissected lies of a Canadian recording industry shill
and
Setting limits on the number of posts by students in discussion forum
Posted by
Albert Ip
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10:35 am
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comments
This is a paper that I am going to present in AusWeb05 (co-authored with Roni Linser). Comment welcome.
Both role-play simulations and Virtual Worlds as pedagogy have now been around for some time and are both considered to be highly effective in creating effective and memorable experiences for learners. But whereas the rendered gaming model of virtual worlds seems to have captured the imagination of trainers, educators and researchers, the role-play model seems to have languished somewhat. This paper explores some of the pedagogic and psychological issues for learning associated with the rendering or non-rendering of virtual worlds. We argue that while rendered environments can contribute to learning, they are often too shallow for purposes such as fostering strategic thinking and problem solving. In such cases, non-rendered virtual worlds may be better in using and fostering the required imaginative capacities of learners.
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Albert Ip
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3:33 pm
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Posted by
Albert Ip
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11:37 am
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As we embark on the development of something, anything in fact, we no doubt will find ourselves in situations where we are reusing part of previous work we have done. Programmer uses the technical term "function" to encapsulate a block of code which is used in several occasions (reuse). Later, of course, we have methodologies such as object-oriented development etc. This post is not about such technical details.
When we write our lesson plans (is there anyone still doing this?, ok, assume we do), we found ourselves repeating several patterns which we are comfortable with. May be it looks like "revision of previous lesson, introduction of new idea, details, examples, more details, more examples....". Again this is a re-use, a reuse of the pattern.
The conversation style I am using in Conversation With My Evil Twin has a template behind it. I always have a "background" section and a boilerplate passage "Once upon a time, on a sunny evening ...."
When a team starts to work collaboratively on a project, we begin to introduce guidelines, rules etc in order to make the reuse more efficient, ie minimise the re-invention of wheels. (Ok, the guidelines and rules are also introduced for other reasons too, but here we focus on those guidelines and rules which are related to re-use). When the team is small and close, these guidelines and rules are negotiated and formed informally. As the collaboration team grows, with more members from more diverse background joining the team, this process of articulating the guidelines and rules starts to have a life of its own. This is called the standardisation process. As long as this process is driven by the active users (members of the collaboration teams who actually use the guidelines and rules in their daily work), these guidelines and rules are fluid, changing as needs arise and continuously re-negotiated. However, when the process is taken over by "managers", this is then driven by a completely different set of motives and agenda. "Political" considerations become more and more important. These start to surface and enforced: "stability of standards", conformance and examples where organizations attempt to 'refocus' anyone who is perceived as doing any innovative work 'out of the box' because this is perceived as either 'non corporate', 'off message' or just plain inefficient (Derek Morrison, World's largest deployment of Moodle? (part 2)) James Gosling call this calcification in an 1990 online article (http://www.java.sun.com/people/jag/StandardsPhases/index.html) which is no longer available online.
Once certain "standards" are recognised as important and strategic by the upper management, the power of negotiating, modifying, extending etc of these standards are taken away from the actual users. Actual users are typically disconnected from the standard process (may be the users of standards are not interested in the political battles of setting standards, or they are deem as not representative enough from the organisation's point of view that their representation are replaced by more "senior" members who have no hand-on experience of the "product" they are trying to standardise.)
I will stop here and let you imagine what will happen next ...
Does this sound familiar to you? I hope not.
Posted by
Albert Ip
at
10:59 am
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By Thomas Nocera, registration needed to read the article.
In an earlier post, I reported on the "gameness" and concluded that these "gameness" elements are equally applicable in the design of learning activities. Thomas further points to a number of theories that
astute game developers can benefit from mastering
The theoretical knowledge of what keeps humans engaged in relationships is important. Relationships are fundamentally dyads - where 2 people are engaged in 2 way communications in an ongoing, satisfactory, even if not completely pleasurable way. Understanding the motivating reasons why we remain in communication with each other is an essential component of game developer knowledge.
"the exchange theory". As it applies to interpersonal communications: people will stay in relationships (or, communicating with each other, or playing a game)as long as their individual perception is that they are getting more out of it (the relationship, or the game) than they are putting into it.
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Albert Ip
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4:08 pm
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Chain Letters from the Boss - cont'd in Corporate E-Learning
Bill Gate's Solution to American High Schools being obsolete in Learning for 2020
Comments welcome.
Posted by
Albert Ip
at
9:57 am
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comments
I have written a post about a typical corporate scenario in my Corporate e-learning blog.
I am at a loss as to how to handle the onslaught of junk email that is routinely sent internally throughout my company by fellow employees including the executive staff and mostly the CFO, my boss.
This morning I received yet another "John 3:16, Jesus Loves You, forward this to ten people" chain letter email with the animated graphics and all that crap.
From a corporate learning point of view, is there a lesson that we can learn? If there is any HR people reading my post, you should think about the consequence this may have.
Any better solution? I think there is at least one. I will reveal that tomorrow.
Posted by
Albert Ip
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8:28 pm
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by Anders Hejdenberg, free registration needed to read the article.
Citing from Roger Caillois's book Man, Play, and Games the following is
a useful system of classifying the different types of experiences that are present in games. A game can include just one or all of these different types of experiences.
1. Competition
Activities where players use their skill to overcome the challenge that their opponents offer. The pleasure lies in developing your skills to outmaneuver the opposition. Football and chess are examples of such activities.
2. Chance
Activities where elements of chance can have an impact on the outcome of the game. The pleasure lies in finding ways to minimize the impact of the element of chance, and the excitement of trying to guess the outcome. Games that are based on chance can also give players the illusion of being able to control or foresee the future. Slot machines and lotteries are examples of such activities.
3. Vertigo
Activities that alters the state of mind by disrupting the normal perception of the world, resulting in a pleasurable state of dizziness. Roller coaster rides and skydiving are examples of such activities. [Albert's addition: The preception of time also changes when you are engaged in pleasurable experience. "Time flies"!]
4. Make-Believe
Activities where we create alternate realities in which we are not bound by the constraints of the real world. The pleasure lies in assuming various characteristics and abilities that we do not possess in our normal life. In this state of make-believe we can feel as if we actually possessed the powers of what we have chosen to assimilate. Role-playing, theatre and reading books are examples of such activities.
1. It's an activity that we feel that we can perform – a challenge that requires skill
2. We need to be able to concentrate on what we are doing
3. We need to have clear goals for our activity
4. We need to get constant feedback on our progress
5. We act with a deep involvement that frees us from our everyday worries
6. We need to exercise control over our environment
7. We become less self-absorbed
8. Our perception of time is altered
Posted by
Albert Ip
at
9:25 am
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A study by Ivor Hewitt initiated a discussion among the SEOs (Search Engine Optimisations) about whether MSN search results favour IIS-hosted sites. While the early methodology of Ivor's study is far from perfect, it does show a tendency of MSN search result returns a larger portion of IIS-hosted pages.
Should educators care about such discussion? Probably not as much as the SEOs. But if we are promoting our students to understand information search, resource discovery in particular, then it would be a good topic to monitor.
Posted by
Albert Ip
at
10:18 pm
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comments
Adopted from the outdoor experiential programs, the US Army War College's Strategic Experiential Education Group has put the theory into practice through the use of role play simulations.
The principles are:Experiential learning occurs when carefully chosen experiences are supported by reflection, critical analysis, and synthesis. Experiences are structured to require the learner to take initiative, make decisions, and be accountable for the results. Throughout the experiential learningprocess, the learner is actively engaged in posing questions, investigating,experimenting, being curious, solving problems, assuming responsibility, being creative, and constructing meaning. Learners are engaged intellectually, emotionally, socially, soulfully, and/or physically. This involvement produces a perception that the learning task is authentic. The results of the learning are personaland form the basis for future experience and learning. Relationships are developed and nurtured: learner to self, learner to others, and learner to the world at large. The educator and learner may experience success, failure, adventure, risk-taking, and uncertainty, since the outcomes of experience cannot be totally predicted. Opportunities are nurtured for learners and educators to explore and examine their own values. The educator's primary roles include setting suitable experiences,posing problems, setting boundaries, supporting learners, insuring physical and emotional safety, and facilitating the learning process. The educator recognizes and encourages spontaneous opportunities for learning. Educators strive to be aware of their biases, judgments, and pre-conceptions and how they influence the learner The design of the learning experience includes the possibility to learn from natural consequences, mistakes, and successes.
Posted by
Albert Ip
at
9:08 am
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comments
Lickr removes the need for Flash. It runs within the web browser Firefox, stripping the Flash before the user can even see it, and replacing it with an equivalent interface in pure HTML and Javascript.
Instead of loading a webpage, at the start of the session, the browser loads an Ajax engine — written in JavaScript and usually tucked away in a hidden frame. This engine is responsible for both rendering the interface the user sees and communicating with the server on the user’s behalf. The Ajax engine allows the user’s interaction with the application to happen asynchronously — independent of communication with the server. So the user is never staring at a blank browser window and an hourglass icon, waiting around for the server to do something.
Posted by
Albert Ip
at
2:04 pm
1 comments
Some people found my conversation format interesting. OK, if you like to converse with your evil twin in public, you are welcome to share this blog so that we have all the evil twins at one place. Just send me an email: [albert.ip.w.c _at_ gmail dot com] and I will add you as a contributor to the blog.
Tagged as Blogging
Posted by
Albert Ip
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11:07 pm
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Guess what Brendan Tompkins was talking about - shoveling model of e-learning examplied by Microsoft eLearning site. With a 50" Sony Plasma WEGA High Definition TV, it is the same.
The e in e-learning is NOT the electronic gadget that is being thrown in to help you motivated!
Tagged as elearning bad example
Posted by
Albert Ip
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10:54 pm
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See my twisted response in "Conversation With My Evil Twin" blog.
Tagged as Blogging bad example
Posted by
Albert Ip
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10:01 pm
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comments
via Groklaw
It's an animated film by Gavin Hilltrying to explain the dangers of software patents.
Tagged as elearning Patent good example
Posted by
Albert Ip
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10:34 pm
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comments
via OLDaily.
Like Stephen, I am drawn to the topic of this study because my involvement of online role play simulation. I also share Stephen's view that I don't find this report exciting to read.
Massive Multiplayer Online Gaming sounds good for training and education. First, it is massive multiplayer - implying a collaborative type of learning. Second, it is gaming which seems to solve the motivational factors in training and learning. Third, being a virtual environment, the instructional designer may create an environment conducive to learning.
I would say that these are superficial benefits. We need to look closer and deeper to really understand the critical factors in each of these claims.
Collaborative Learning is not the same as locking a group of learners in a room, throw them a question and magically, these learners will come up with a solution to the question. A massive multiplayer environment is akin to a room with a lot of people inside. Will learning happen automatically? OK, here is where the instructional designer can come in and create an environment conducive to learning. Learning what? How do we organise "massively" many learners to learn the same thing from ALL different prospective without making the environment as dull as drills of marching soldiers?
As noted in a previous post Learning to Play to Learn - Lessons in Educational Game Design, the "gameness" of a game is more than "fancy graphics, well-written stories, or point-based rewards". One of the important factor I have identified was the genuine ability to make choice and face the consequence of the choice made. To see the effect of the choice you made, you need to see changes in the behaviour of the other players (as in the role). When you are in a "massive" multiplayer environment, such effect will have a big rippling effect on the whole system. This will make experimentation much more difficult than in a smaller role play simulation environment.
Am I still interested in Massive Multiplayer Online Gaming as a teaching and learning environment? Yes, I am. But, I am yet to figure out how to use such an environment. Pleae enlighten me.
Posted by
Albert Ip
at
11:14 am
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comments
via Stephen Downes' OLDaily.
Stephen correctly pointed out that switching off from the Internet is not a good strategy.
Seasoned Internet veterans know that this just makes information overload worse, because the information doesn't stop piling up just because you've logged off. The key (in my mind) is to stop treating information like a thing, stop treating it as though it were a pile of required reading, but to sample and filter and redirect, to taste and digest and manipulate as needed.
Posted by
Albert Ip
at
11:20 am
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comments
Fablusi has just launched a new redesign of its website to mark the availability of Fablusi Enterprise Version 2.
It has taken me over 14 months to completely rewrite the software. There are a number significant differences between this new version and the previous version.
Posted by
Albert Ip
at
11:53 am
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comments
Stephen Downes' OLDaily pointed to a Plugfest 9 presentation by David Wiley in the powerpoint format. However, if you watch the presentation itself (via the video link), you may pick up the clue from David that the days of teachers as a profession is doomed.
Wiley sets up a nice distinction between the "Centralized / Top-down Camp" (which favours intelligent tutoring systems, automated LO assembly systems, advanced visualization techniques and the like) and the "Decentralized / Bottom-up Camp" (which favours large scale self-organizing social systems, content creation, and more).
Posted by
Albert Ip
at
3:32 am
2
comments
I reported about GreaseMonkey in my Asynchronous Collaborative Learning Activities blog on Monday. I am continuing to discover the wonderful cool tools that are developed around GreaseMonkey.
Persistent Searches to Gmail
Persistent searches (a.k.a. smart folders or saved searches) seem to be the feature du jour of email clients. Thunderbird has them, Evolution has them, and Mail.app soon will. On the other hand, Gmail is the web mail app to use. While one doesn't normally think of web apps as having such advanced power user features, it recently occurred to me that it should be possible to add persistent searches to Gmail
lets you keep track of authors, research groups or topics [within Google Scholar]
Draw and chat with your friends
Posted by
Albert Ip
at
6:26 pm
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comments
[free registration is required to view]
As stated in the beginning of the article, "use of games in education" is a hot topic. The authors rightly pointed out that there is a huge gap between game designers and educators in the understanding of issues in "using games" in education.
Educators are energized by games' ability to engage with students, to capture their wayward attention and help them learn in rich and dynamic ways. Game designers and developers are increasingly drawn to create educational games as well - perhaps from a desire to make new kinds of games, to create work with a purpose beyond pure entertainment, or even just as an escape from the rigid confines of the mainstream game industry. Each of these camps - developers and educators - has its own agenda for taking on projects, its own set of particular dissatisfactions with the current crop of educational games, and - all too often - a complete lack of experience with the concerns of those working on the other side.
The excitement of games doesn't magically emerge from fancy graphics, well-written stories, or point-based rewards. Good games integrate a number of complex elements (moments of decision-making, challenging goals, rewarding feedback, etc.) to create a fun play experience.
Posted by
Albert Ip
at
11:13 am
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comments
For those interested in the academic work of role play simulation, I have added a few papers to the site.
Creating Learning Opportunities Using an RPS Authoring Tool
To play the role of someone else requires both reflection and self-reflection - "how do I do this?" and "how does it seem to me that someone else does it?" are the two immediate questions upon which playing a role is based. The interplay between "how I would act" (given my own beliefs, knowledge, values, orientations, modes of action etc.) and "how someone else would act" (given what I know about their beliefs, knowledge etc.) throws into relief the reflective process underlying a RPS - a collaborative process of engagement in reflexive reflection.
The key to creating learning opportunities for the players in a RPS is to create a dynamic scenario that supports on-going and reflexive reflection congruent with the learning objectives the author aims to achieve. It is the transformation of the material to be learned into a communicative environment of problems and interactive information with which participants must actively engage. In the process they can make mistakes or indeed find useful strategies to resolve such problems or test the limits of existing strategies, beliefs, values etc., and their applicability in different contexts.
Predictive Power of Role-play Simulations in Political Science: Experience of an e-Learning tool
The paper argues that role-play simulations, viewed as collaborative thought experiments, enable analysts to examine scenarios that may not seem realistic at the time but which later prove otherwise. It provides examples that seem to predict future events and situations from 9 simulations run between 2000 and 2002, it raises questions about these results and attempts to provide a tentative explanation for them. The paper concludes by suggesting that only when relinquishing the quest for realism in the analysis of the political that one begins to catch a glimpse of political reality.
Where is the Teacher? e-Learning Technology, Authority and Authorship in Teaching and Learning
While most students (78%) who responded to the questionnaire either agreed or strongly agreed that the technology was instrumental in enabling them to be more interactive with peers as we expected, the majority (51%) either disagreed or strongly disagreed that it helped them relate to the teachers in their own time...
Posted by
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at
8:10 pm
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comments
Larry Baum, in IdeaExplore wrote,
I was disappointed by the tremendous amount of news time devoted to just one person, Terri Schiavo, in the past few weeks, compared to the little time devoted to millions of people in wars in Congo or Darfur, or suffering preventable deaths from malaria or TB. Just one measure of this imbalance: a Google search for "Terri Schiavo" gave 10.4 million hits, but a Google search for "malaria" gave only 6.4 million hits. This made me realize that many people can't feel empathy for numbers. They need a face and a story on which to hang their emotions, even if the result is a very illogical imbalance in priorities. Stalin knew it; he said "A single death is a tragedy, a million deaths is a statistic."
To redress this, it may be necessary to purposefully play on emotions by picking one person to represent all those suffering from some problem.
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Albert Ip
at
4:03 pm
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comments
As an award to those of you who visit my blog - showing your exellence in recognising good blogging, you are hereby awarded the "Exellence in Instruction Award".
You may download the award and display this award, without modification, on the front page of your website provided that you agree to the following terms and condition.
Posted by
Albert Ip
at
9:53 am
1 comments
Do you think I will enter DLS or Fablusi for the "Brandon Hall Excellence in Learning Awards"? Yes, you are right. I won't.
I got an email from Brandon Hall today inviting Digital Learning Systems to enter the awards.
I felt a bit strange. Unless you really know all the relationships of the companies that I am involved, no one would have suggested DLS instead of some others, e.g. the most visible Fablusi among the lot. AND I did not get an invitation for submitting Fablusi.
I followed the suggested link and ended on a page from Brandon Hall for entry. More strikingly, I also note that there is an entry fee of US$495.
If this is a true recognition of excellence for something, I don't think there should be a fee for entry. It looks more like a scam to me! I suspect anyone paying that US$495 would get the hope of being the winner when it is announced in
"Training Fall Conference and Expo Incorporating Online Learning in Long Beach, Calif. Winners will also be listed on our Web site.
Posted by
Albert Ip
at
9:03 am
1 comments
Background
Boing Boing has posted
an interesting tale of an enterprising web page developer, [Mr. Hank Mishkoff] who had set up a fan page for a local mall. The mall developer sued to shut him down, he registered a number of *sucks.com sites (including one directed at the developer's attorneys) and represented himself pro se in the litigation (he eventually had the assistance of counsel) and WON. [I recommend reading the condensed version...the full version is extremely detailed]
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Albert Ip
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9:18 am
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Last Wednesday, I thought I would welcome my 20,000th visitor in a day or so. It happened today, a week later!
When I last checked, the counter is 20,005. So I went to the log and located my 20,000th visitor who did not leave me a message. However s/he has spent 68min 55sec on this blog, visiting 9 pages using Internet Explorer 6.0 running on a Windows XP.
My offer of a one year free subscription (6 issues) to "E-Learning Magazine" is still on the table. Please come forward to claim your lucky prize. If it was you, please identify yourself by telling me your entry page and your exit page in the 20,000th visit to my blog and leave a way for me to contact you.
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Albert Ip
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5:18 pm
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In Fablusi, we refer to play in three ways: play as in "playing with fun", "play acting" and "play with possibilities".
We believe that we learn better when we are having fun learning.
From the post linked to this title (by Patrick Mark Kane), it touches on most of the aspects of the way we see play, not necessarily group the concept in the same way as we do. For example:
The role of play for the grand theorists of educational psychology – Piaget and Vygotsky – was to act as a 'practice venue'. Playtime was the zone where children could ready themselves for more organised kinds of representing and symbolising (reading, writing and arithmetic).
game designers depend on millions of people being prepared to undertake the serious amount of learning needed to master a complex game. If their public failed to learn, they'd go out of business. Kids who talk about 'hard fun' don't mean it's fun in spite of being hard. It's fun because it's hard. Learning happens best when one is deeply engaged in hard and challenging activities.
Australian educational thinkers Allan and Carmen Luke have proposed that the strong emphasis on print literacy in early years education, right across the northern and western world, is actually a kind of generational backlash. And it is directed against new forms of techno-literacy, mastered by children yet mostly baffling to their adult teachers.
Yet the wider societal context to this is important. This new techno-literacy – which kids are assembling by themselves in their own largely unregulated time and space – is an honest response to a fundamental shift in the structures of post-modern life: the life of flows and networks, the power of culture and ideas, summed up by the 'information age'. Almost entirely autonomously, children are using play to make themselves imaginatively capable for this new world.
The post-modern labour market isn't just constantly producing new and unexpected kinds of job; it also allows children to think about creating their own kind of productive life, one that blurs or morphs all existing categories. The potential life journeys of these young players, full of surprises and performances, should be inspiring for teachers – and especially for those new teachers who might also happily regard themselves as 'digital natives'. How can they develop children's capacities, energies and resilience to thrive in this much more open, risky world?
One further tradition of play, properly recognised and identified, could begin to dissolve those fetters. In the process, we could begin to comprehend the kinds of destructive (and self-destructive) alienation from education that growing numbers of young people exhibit. For the one value of play not yet mentioned is that of play as selfhood and freedom – the protean spark, as it were, that animates our embrace of and participation in all forms of play. Just as those who must play, cannot play, can we adapt this for education: those who must learn, cannot learn?
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Albert Ip
at
3:52 pm
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Elliott Masie sent out a "xLearn Lab Video report" on Device Based Learning on SONY Portable Playstation.
Here is the specification of the Portable Playstation from a SONY press-release:
It has 16:9 widescreen TFT LCD (16.77 million colors) on a 480 x 272 pixel screen. The dimensions are 170mm x 74mm x 23mm with a weight of 260g. It also comes complete with the basic functions of a portable player such as built-in stereo speakers, exterior headphone connector, brightness control and sound mode selection.
PSP also comes equipped with diverse input/output connectors such as USB 2.0, and 802.11b (Wi-Fi) wireless LAN, providing connectivity to various devices in the home and to the wireless network outside.
PSP adopts a small but high-capacity optical medium UMD™ (Universal Media Disc), enabling game software, rich with full-motion video and other forms of digital entertainment content, to be stored. The UMD is 60mm in diameter but can store up to 1.8GB of digital data. There is a build-in copyright protection system has been developed which utilizes a combination of a unique disc ID, a 128 bit AES encryption keys for the media, and individual ID for each PSP hardware unit for content protection.
UMD Specifications
Dimensions: Approx. 65 mm (W) x 64 mm (D) x 4.2 mm (H)
Weight: Approx. 10g
Disc Diameter: 60 mm
Maximum Capacity: 1.8GB (Single-sided, dual layer)
Laser wavelength: 660nm (Red laser)
Encryption: AES 128bit
Profile: PSP Game (full function)
UMD Audio (codec ATRAC3plus, PCM, (MPEG4 AVC))
UMD Video (codec MPEG4 AVC, ATRAC3plus, Caption PNG)
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Albert Ip
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2:10 pm
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