9.10.08

[web 2.0 and education report]

Interesting report issued by BECTA on the use of web 2.0 technologies in elementary classrooms in UK schools.


Report 2: Learners' use of Web 2.0 technologies in and out of school in Key Stages 3 and 4 (June 2008)

This report focuses on learners' use of Web 2.0 technologies both in and out of school, including their use of social networking sites, online multi-player games, instant messaging and other web-based activities.

  • At Key Stages 3 and 4, learners’ use of Web 2.0 and related internet activities is extensive. Despite most learners being confident or even prolific users of Web 2.0 sites, use is not generally sophisticated. Broadly speaking, learners may be characterised as consumers rather than producers of internet content
  • Of the 2,600 learners surveyed across 27 schools, 74% have social networking accounts and 78% have uploaded artefacts (mostly photographs or video clips from phones) to the internet. However, nearly all Web 2.0 use is currently outside school, and for social purposes
  • In the sample, the percentage of learners with home access to the internet was high and the range of personal devices used by learners was extensive. However, PC/internet access outside school was often shared, and this could limit its use by individuals
  • Overall, although most learners use the internet for learning, there is only limited use of Web 2.0, and only a few embryonic signs of criticality, self-management and meta-cognitive reflection
  • Many learners lack technical skills, and lack an awareness of the range of technologies and of when and how they could be used, as well as the digital literacy and critical skills to navigate this space. Teachers should be careful not to overestimate learners’ familiarity and skills in this area. There is a clear role for teachers in developing such skills
  • There is a disparity between home and school use of IT, both in terms of the larger range of activities and the increased time spent on IT at home. Many learners do not see some aspects of Web 2.0, such as social networking, as relevant to learning in school.

Download the report summary in Word (311KB) PDF (182KB) or ODT (224KB)

The points that I've bolded are exactly aspects which I've been attempting to address through my pedagogical work with the digital story Inanimate Alice. There are quite a few educators who are employing I.A. for many of these reasons and I know several, like Angela Thomas and her students, have had great success. It seems a key to many of these bolded points comes down to teaching...and teachers receiving appropriate training/time/resources to bring web 2.0 into the classroom and encourage both critical and digital literacies.



There are five parts to this report with statistics (quite helpful) and suggestions for further reading.




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[conference: IT and teaching]

SITE 2009 LogoSITE 2009 - Charleston, South Carolina - March 2 - 6, 2009
Proposals Due: October 17 2008
Call for Presentations

Presentation Types

Proposal Submission Guide & Form

Advance Program/Registration

Deadlines

Topics

Proceedings Guidelines

Presenter Lounge

Corporate Participation

Overview

Registration Rates

Hotel & Travel Information

Charleston, South Carolina

Program Committee

Review Policy


GENERAL TOPICS:
* Assessment and E-folios
* Corporate
* Development of Future Faculty
* Digital Video
* Distance/Flexible Education
* Electronic Playground
* Equity and Social Justice
* Evaluation and Research
* Games and Simulations
* Graduate Education and Faculty Development
* Information Literacy
* Information Technology Diffusion/Integration
* International Education
* Latino/Spanish Speaking Community
* Leadership
* New Possibilities with Information Technologies
* Web/Learning Communities
* Workforce Education


See more at the conference site: http://site.aace.org/conf/


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8.10.08

[employment: lecturer in digital literature]

Although this position isn't called lecturer in digital lit., the job description more than suggests it:

Jobs at Association of Universities in The Netherlands - VSNU

Lecturer in Literature and Media Studies

Universiteit Maastricht Department of Literature and Art

Further Details



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5.10.08

[21st century learning...4 educators]

As educators we are aware of the necessity to share with students ways of understanding and interacting with 21st century literacies. Not only should we help students use online resources but we must help them develop an appropriate digital literacy - a literacy which is critical of resources (the same goes for offline stuff: who wrote it, when etc...) while helping them navigate the plethora of information. Reading Dean Groom's excellent post on "No Teacher Left Behind" raises several other issues which I think are often overlooked. What about equipping teachers with a 21st century literacy? They too need to learn. And, as Dean and his blog readers note, once that shift into digital literacy is enacted, how does one manage the blurring of work into home time?

"If we want to get more teachers engaged in reading, learning and participating in the exponential growth in the use of social networks as professional development vectors, then there is a significant cost to those teachers - in addition to their normal workload.

This is a personal, not school or government burden. They do it at home – and may are awake at ridiculous hours to do it - because they see the benefits for the kids - not just talk about them.

This cost needs to be recognised, these people need to be recognised! – with more than a pat on the back."


My question on work seeping into non-work time of course affects many people, not just teachers, but perhaps remains most silent within educational realms?

As Lisa Dumicich, explains:
"wondering what my school would do if I got rid of the internet at home?? They rely heavily on me having it at home and using it for work………would they pay for me to have it at home? I had to buy my own laptop as Head of ICT. What would they do if I refused to spend my money on one or refused to use my personal computer for work??? Governemnts and schools have a long way to go in recognizing the true workload and expenses of teachers."






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2.10.08

[new media writing and publishing, 22 Oct 2008, ioct]

Every autumn, First Year CWNM students spend a week on campus at DMU. This year Campus Week includes a day of discussion open to DMU students, staff, and the general public. It takes place on Wednesday 22 October 2008 at the Institute of Creative Technologies, De Montfort University, Leicester. Admission is free and booking not required, but space is limited so arrive early to secure a seat.

10.00-11.00 Meet your Reader Dr Jess Laccetti presents a reader’s eye view of new media writing.

11.00-11.30 Break

11.30-12.30 African Writing and New Media
Chair: Professor Sue Thomas
IOCT PhD student and novelist Anietie Isong introduces his research into African Writers and the Internet, and Nur Yaryare of the Somali Afro European Media Project presents his plan for a new media African heritage project in Leicester.

12.30-13.30 Lunch break

13.30-15.00 Writing and Publishing New Media
Chair: Kate Pullinger
Sara Lloyd and Michael Bhaskar, digital editors at Pan Macmillan, discuss Sara’s Book Publisher’s Manifesto for the 21st century, and Chris Meade, former CWNM student and Director of if:book London, presents Digital Livings, a report commissioned by CWNM to assess the potential of new media as a career path for writers.
Preparatory Reading for this session:
Book Publisher's Manifesto for the 21st century by Sara Lloyd
Digital Livings by Chris Meade

15.00-15.30 Break

15.30-16.30 E-Poetry
This year CWNM offers an E-Poetry workshop for the first time. Tutor Peter Howard presents an introduction to E-Poetry including a selection of his own work.

16.30-17.00 Plenary

17.00 End



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1.10.08

[digital stitchings: my interview with rachel beth egenhoefer ]

I recently did an interview with digital/textile artist/creator Rachel Beth Egenhoefer for Furtherfield:

Jess: What are the main differences (pros and/or cons) of creating a work that is to be experienced digitally, and that which is contained within physical material borders (sweets, fabric etc...)? - this is very much a question to you as a *creator*

Rachel Beth: In some ways I feel like this is a hard question for me to answer because my work is very much about bridging these two experiences and pointing out that they aren't that different.

There's lots of clich'e answers like the digital being accessible anywhere on the web and that the material has the traditional sense of making and 'aura', but my work really sits between them and is about bringing the two together. Making the digital tactile, and the tangible coded.

Jess: What aspects of the digital would you like to be able to bring into your future work?

Rachel Beth: My most recent work, and the work I did during my residency in the UK uses motion and acceleration tracking. I'd like to continue using ideas around mapping motion and interaction. I'm not so interested in data visualization but rather how mapping actions and systems can make for new interactions or parallels. I've also begun to work with hacking the Nintendo Wii that has just kind of opened a whole slew of ideas. So I can see myself working more with that.


Jess: How would you define a literate reader/experiencer of your work? (I'm thinking especially of the lovely melting sweets...how do you want your IDEAL audience to participate?)

Rachel Beth: I don't really have an ideal audience. I strive to have multiple entry points in my work. I've had computer scientists view my work who know much more about code than I do but never knew that a knitting pattern looks exactly the same, or ludites who hate technology but suddenly realize there are simple, beautiful concepts in computing. Some people see my work and don't realize it's even a piece, some people spend hours coming back and looking at it. I'm okay with either of these extremes. It's my hope that people find something to grab on to or relate to. Leaving a door partly open allows other people to add their own perspective as well. It's always rewarding (well most of the time rewarding) when people discover things in your work you didn?t see before.


Read more over at Furtherfield.





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29.9.08

[technology and improving literacy]


A topic I'm always interested in and am examining during my research fellowship at the IOCT and through pedagogical work on multimodal story Inanimate Alice. With this in mind, the recent article by James Paul Gee and Michael H. Levine on "Innovation Strategies for Learning in a Global Age" seems particularly relevant.

As Katie Ash notes, the article by Gee and Levine "using new, innovative technology can help students who are struggling with language to increase their vocabulary and form associations between what they're learning with the real world." Also, being au fait with 21st century technology means that the digital divide is closing and students won't be left out of the "global economy."

Some key points:

  • According to the National Assessment of Educational Progress, most low-income children in this country [U.S.A.] are below grade level in reading by 4th grade [known as the fourth-grade slump]
  • What gives students a good head start toward comprehension is a wide-ranging, sturdy vocabulary of complex words in the early years, before the age of 5
  • Video games, simulations, modeling tools, hand-held devices, and media production tools can allow students to see how complex language and other symbol systems attach to the world
  • Mastery of digital media for the production of knowledge constitutes a new family of “digital literacies,” since such media, like print before them, are tools for the production of meaning
  • Digital media offer other advantages. They naturally elicit problem-solving behavior and attitudes in students, and have the potential to create different modes of assessment
  • [Digital media] can also be used to track how learners learn, moment by moment, allowing constant feedback based on our knowledge of various trajectories of learning.
Read the entire article here.



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25.9.08

[mirror neurons and literacy]

Proof that humans are "wired" to connect with others:

image of brain with mirror neurons highlighted "Scientists have recently been decoding how "mirror neurons" in our brains work. They've realized humans are wired to connect with others, to live vicariously through others' experiences, in much stronger ways than we once thought. The brain doesn't differentiate much between watching someone do something, and doing it yourself - which is why there are so many obsessed sports fans in the world. Most important for teachers, these mirror neurons are also a key to how we learn. Just watching someone read a book teaches us more than we ever realized about the reading process. And we use our emotions to readily connect those experiences to other related tasks (either physically or emotionally). I will never be a gymnast (beyond the contortions I go through to get through airport security screening). But I can connect to the feelings of almost, not quite reaching a goal again and again, and finally succeeding. What teacher hasn't experienced weeks or months of helping a struggling student almost, but
not quite, grasp a concept? It makes those breakthrough moments all the more sweet.

Mirror neurons are also the reason modeling in classrooms is so essential. When students see the strategies teachers use to tackle difficult texts, no matter the genre, their brains don't differentiate between their experiences and ours. The teacher's strategies become part of the mix that fires up whenever a student approaches a new text. Likewise, all those whole-class activities to build community around reading and writing early in the year become ingredients in the chemical soup in our students' brains as they read and write on their own. The consequences of broken mirror neurons can also be dire, as any teacher who has worked with an autistic child knows.

What about mirror neurons in staff settings? Simply put, our moms were right - we shouldn't hang out with the wrong crowd, and we need to choose our role models carefully. Mirror neurons imitate and absorb what they see around us whether we like what we're seeing or not. If you're surrounded by negative, unhappy people, it's human nature that you're going to absorb that outlook over time. Sometimes toxic environments or people can't be avoided, but it's important to note when it comes to "emotional contagions," negative environments have more powerful effects than positive ones. If you have a colleague or two who are always resentful or angry, you owe it to yourself and your students to limit your time with them. If you have to spend time with them, even decreasing eye contact or verbal interactions can help limit what your brain's mirror neurons pick up."


Read more here.


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23.9.08

[chris joseph and NRG]

a cyclist enjoying the unfolding of the digital narrativeToday Chris Joseph, digital writer in residence at the IOCT presented his latest project, NRG. A culmination of his two years at the IOCT resulted in an impressive hybrid piece of electronic art that highlights issues pertaining to digital literacy, digital art, art reception, performance, narrative, multimodality, interaction, performance and the environment. Chris is well known for his work on multimodal digital fiction Inanimate Alice (with Kate Pullinger) and his work has frequently been nominated for a variety of prizes. Some examples:






2008:



  • Finalist (Interactive productions category), Learning on Screen Awards 2008, British Universities Film & Video Council, UK

  • 2007:
  • Selected Finalist, 2008 CULTURAS Intercultural Dialogue Awards, Madrid, Spain [Alicia Inanimada, Episodio 1: China]

  • Selected Finalist, 8th Seoul International Film Festival, Seoul, Korea [The Surveys]

  • IBM New Media Prize, 20th Stuttgarter Filmwinter, Stuttgart, Germany [Inanimate Alice, Episode 1: China]

  • Selected Works, 20th Stuttgarter Filmwinter, Stuttgart, Germany [Inanimate Alice, Episode 1: China and Inanimate Alice, Episode 2: Italy]



  • Today Chris presented NRG at the IOCT. This work is a combination of bicycle, human power, narrative, multimodality and a laptop. Chris notes that he was initially very interested in raising the question of sustainability in electronic art, a question seemingly often overlooked. Spurred on by the success of The Magnificent Revolutionary Cycling Cinema, Chris attempted his own pedal-powered system. Players or readers or interactors must cycle to generate the story which appears on a laptop hooked up to the bike. As Chris says:
    It's 2010 and you have been appointed to lead the new World Energy Directorate, with the powProfessor Sue Thomas introducing Chris Josepher to control international spending and research on energy sources and production. Your decisions will influence the life of billions of humans, countless species and the Earth as a whole. How will your choices change all our lives during the planet's next forty years of industrial development?

    Part environmental game, part multimedia artwork, NRG (short for En-er-gy) is self-sustaining, people-powered installation. No previous knowledge about energy issues is assumed or required, but NRG is intended to stimulate thought and discussion about energy consumption, its links to global warming and the need for the development of lifestyle alternatives.

    ***

    Over the past fifty years electronic art has grown to become an established genre, yet energy – specifically the power required to view a work, as well as create it - is rarely acknowledged. But a electronic writers, artists and musicians must confront the fact that natural resources (converted to electricity) are continually required in order for the work to be experienced by both physical and virtual audiences. So in responding to the IOCT - an institution at the forefront of electronic creation - it seemed natural that my residency work should consider energy, both as a narrative theme and in the practical realisation of the piece.


    NRG resides on a laptop that is not connected to the mains, but instead requires power to be periodically supplied by its ‘players’ through a bicycle generator. To play, simply select which energy sources the world should invest in, choosing as few or as many as you wish. Just as in the real world, the choices made will have significant impacts upon energy supply and use, population, carbon dioxide levels and other planet-wide measurements over the next five decades.

    Perhaps the reading/kind of performance required to understand this work is a good example of transliteracy and of transdisciplinarity - various modes and disciplines coming together.


    Congratulations Chris and best of luck!







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    19.9.08

    [how to write fiction]


    This morning's Guardian has arrived. After briefly skimming the front page and a lengthy read of the Money section (100 questions about the current *financial* climate answered!) I happily found Kate Pullinger's tutorial on "How to Write Fiction." Working with Sue Thomas, Kate runs DMU's Online Masters in Creative Writing and New Media (and is author of Inanimate Alice with Chris Joseph) and thus is the perfect person to write this user-friendly guide. I'm definitely going to memorise these tips including the suggestion to "turn off your word count."

    This guide book doesn't tell you where to buy your ideas: "Asda for chick-lite, perhaps, Waitrose for literary fiction," but it certainly includes loads of opportunities for laughter (not something I would expect from any guide). Kate tells us that writing is about "graft" rather than just a great ideas and that the act of writing is the important thing:

    "But really, the best way to start writing is to start writing. Get the words down onto the page. For many writers the most productive technique is to push on, regardless of what crap they are spewing. Bad writing can be imprved upon, can be polished and cut and shaped and revices. A blank page is just that, and the only thing it is good for is driving you crazy."

    Besides the instructions concerning genre, character, setting etc and the wide reference to other writers, there is a checklist:

    1. Is the beginning too slow?
    2. Have I "killed my darlings"?
    3. Have I checked my grammar and punctuation?
    4. Have I laid out my dialogue properly?
    5. After my compelling beginning, amd I keeping my reader interested?
    6. Is it finished?

    If you don't have the Guardian hardcopy, each of the eight steps included in the guide are available as separate articles on the Guardian site.



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    [postdoctoral research fellowships at the ioct]

    Two fantastic opportunities to work at the IOCT:

    Jobs at De Montfort University

    Postdoctoral Research Fellow (two posts)

    Institute of Creative Technologies (IOCT)

    Three years fixed term

    £29,138 - £31, 840 pa

    You will work on ‘DMU Creative', a project which aims to provide a commercial showcase for the best creative work in the East Midlands by establishing a quality threshold and an advanced content management system. This project is funded by the HEIF (Higher Education Innovation Fund), which is an HEFCE funding stream designed to encourage and facilitate knowledge transfer, collaboration and outreach, in support of the development of innovative goods, services and policies. The undertaking or possession of a PhD is essential.

    The two Research Fellows will work closely together to ensure a co-ordinated project. Responsibilities will include literature research, experimental work, software development, field trials, project documentation, seminar/workshop, technical/academic papers and laboratory support. The work will involve travelling within the UK.

    Post 1 (ref. 5062): You will, in the first instance, establish a record label and associated internet radio station to connect with a large number of SMEs and micro-businesses working in music production across the region. This will be followed by similar endeavours in other fields of creative production. You will be based in the Music, Technology and Innovation Research Centre, which is a partner of the IOCT.

    Post 2 (ref. 5063): You will undertake the creation of an advanced content management system that utilises broadband to bring the creative resources of the region together, to create a portal which promotes the regional creative works nationally and internationally, to establish by making them commercially available over a variety of connected devices, including TVs. You will be based in the Mechatronics Research Centre, which is also a partner of the IOCT.

    Please quote relevant reference number.

    Closing date: 7 October 2008.

    Application forms and further details are available from our website: www.jobs-dmu.co.uk.

    Alternatively telephone 0116 250 6433 (24 hour answerphone).

    Or write to:
    The Human Resources Team, De Montfort University, The Gateway, Leicester LE1 9BH.




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    17.9.08

    [transdisciplinarity and communication]

    A little while ago I tweeted that I was working on a transdisciplinarity check list (things to read, watch and listen to) as a way of mapping the field and setting the scene for a conference I'm going to run and a journal I'm going to start (no prob!). Christy Dena, transmodiologist extraordinaire, saw my tweet for help, tweeted back and wrote a blog entry with loads of links and information on transdisciplinarity. Interestingly:

    "there are (at least) two very different implementations of transdisciplinarity in the methodological realm: one that argues it should be about collaboration between academia & non-academia to address world-scale problems, and another that argues it is a conceptual approach that can be applied to anything, by an individual or group."


    I prefer the idea that connections can be made between any kind of group rather than making an initial separation between "academic" and "non-academic." I'll be following the Nicolescu and Dena school of thought.

    Have a look at Christy's post
    here.



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