Archive for the ‘Screencasting’ Category

The pedagogical model termed “flipped classrooms” refers to a scenario where homework and lectures are reversed. Typically, students come to class to hear lectures and then go home and complete the application of that lecture (e.g., homework).  In flipped classrooms, students watch a short video before coming to class, and when students come to class, they apply the lessons taught in the short video. This approach allows instructors to use time in class to build skills and for collaboration.

Educators are adopting this model anytime students watch or listen to lectures before coming to class and then do workshops in class. In one approach, teachers may actually set up a series of videos with intermittent quizzes to test knowledge acquisition. A series of videos may help to ensure that students have a certain level of knowledge before coming to class. While potentially helpful in all classes, this approach seems to have a great deal of potential for career and technical classes (CTE).

Career and technical instructors have struggled with e-learning because CTE classes demand that students spend time in workshops and laboratories to ensure they are applying theoretical knowledge. A hybrid approach seems to work well in CTE classes. Further, the flipped classroom is a technique that may help students be efficient and teachers be more effective.

In the traditional classroom, students often focus on transcribing lectures rather than understanding what is being said. A pre-class video format allows students to view the lecture material as many times as they need in order understand the material. Students that need extra time to understand material (i.e., accessibility issues) may find this approach very helpful. In addition, teachers may be able to detect errors more efficiently in this model because more class time is spent on the application of material. Collaboration and informal learning may also be facilitated in flipped classrooms.

The flipped model does require more preparatory work for both the teacher and student. Teachers must be very organized and sequential in this approach. Students must spend time viewing and reflecting on the videos before class. However, students may get frustrated if their technology equipment is slow or incapable of loading the videos (e.g., dial-up internet).

Moving the videos used in flipped classrooms to mobile devices makes this model even more attractive. Students could access lectures anytime, anywhere and just in time for training. Business and industry may actually begin to think about adopting this model for training incumbent workers. Ultimately, this model places more responsibility on students to learn material before class and affords them the opportunity to reflect on and apply this information on their own. Flipped classrooms allow students to master material rather than just being exposed to knowledge.

EDUCAUSE Learning Initiative. (2010a, January). 7 things you should know about flipped classrooms. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7081.pdf

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The following list was primarily derived from EDUCAUSE.  They produce a monthly publication that seeks to identify, compile, and review new technologies that show promise in education.  Below, I describe the emerging technologies that began to gain prominence in 2006.

  • Virtual meetings (aka, Virtual classrooms).  Virtual meetings are synchronous interactions that use the Internet as the medium to communicate through chat tools, application sharing, audio, and video.  In a virtual classroom, learners can encounter interactive discussions and  lectures as well as classmate and teacher interaction.  Virtual classrooms can also be woven into a LMS (EDUCAUSE, 2006a).  One of the most prominent examples of virtual classrooms is Second Life, which is the Web’s biggest “user-created, 3D virtual world community” (Linden Research, 2011, p. 1).  Another option for delivering course content in this manner is virtual conferencing.  In a virtual conference, students can learn from any location in a synchronous format or anywhere, anytime in an asynchronous format  (Beldarrain, 2006).
  • Screencasting.  A screencast allows users to record the actions taking place on a computer screen, and this recording occurs as a video accompanied by audio.  Screencasts allow users to access in-depth course material even when they may not be present in class.  They can distribute this technology as a Vodcast (EDUCAUSE, 2006b).
  • Remote Instrumentation.  Remote instrumentation allows individuals to control scientific equipment from a remote location.  Some examples of this type of equipment include spectrometers, astronomical tools, and other electronic instruments.  Educators can use remote instrumentation to provide authentic experiences to a large audience.  This initiative helps to move students beyond a textbook knowledge and offer real experience (EDUCAUSE, 2006c).
  • Google jockeying.  A Google jockey is a contributor to a class who searches the Internet for Web sites, ideas, resources, or terms that are presented during a given class.  The jockey’s role coincides real-time with the presentation in order to expand learning opportunities and refine the core topics (EDUCAUSE, 2006d).
  • Virtual worlds.  “Residents” of a virtual world immerse themselves in an online environment through avatars, which represent individuals.  Several educational institutions are implementing and experimenting with virtual worlds as a platform in which to conduct class.  This environment is poised to cultivate constructivist learning by positioning students in a learning environment without overt learning objectives (EDUCAUSE, 2006e).
  • Facebook.  Facebook is a major Website for social networking.  This site is a prime example of the challenges associated with information literacy (i.e., one’s ability to deal with the risks and opportunities the Internet age creates).  Facebook gives users the ability to create profiles that represent their individuality and post any materials or links they wish (EDUCAUSE, 2006f).
  • YouTube.  Users of this video-sharing service have the ability to share, upload, and store professional or personal videos.  In addition, users control who may view their videos by allowing anyone to access the content or to form communities.  Viewers can comment and rate videos if they wish (EDUCAUSE, 2006g).
  • Google Earth.  This interactive mapping technology permits consumers to virtually navigate the entire earth by viewing landscapes, mountains, buildings, roads, and similar structures.  Visual literacy can be improved and assessed using this application.  In addition, this tool can aid students’ awareness of cultural differences (EDUCAUSE, 2006h).
  • E-books.  E-books discard the belief that books should always be read from cover to cover.  This tool encourages readers to employ a self-directed and interactive role in how they learn.  E-books support new approaches to interact with the content of books.  Various learning styles can be accomodated by incorporating simulations, movies, or audio files (EDUCAUSE, 2006i).

Beldarrain, Y. (2006). Distance education trends: Integrating new technologies to foster student interaction and collaboration. Distance Education, 27(2), 139-153. doi:10.1080/01587910600789498

EDUCAUSE Learning Initiative. (2006a, February). 7 things you should know about virtual meetings. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7011.pdf

EDUCAUSE Learning Initiative. (2006b, March). 7 things you should know about screencasting. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7012.pdf

EDUCAUSE Learning Initiative. (2006c, April). 7 things you should know about remote instrumentation. Retrieved from  http://www.educause.edu/ir/library/pdf/ELI7013.pdf

EDUCAUSE Learning Initiative. (2006d, May). 7 things you should know about Google jockeying. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7014.pdf

EDUCAUSE Learning Initiative. (2006e, June). 7 things you should know about virtual worlds. Retrieved from  http://www.educause.edu/ir/library/pdf/ELI7015.pdf

EDUCAUSE Learning Initiative. (2006f, September). 7 things you should know about Facebook. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7017.pdf

EDUCAUSE Learning Initiative. (2006g, September). 7 things you should know about YouTube. Retrieved from  http://www.educause.edu/ir/library/pdf/ELI7018.pdf

EDUCAUSE Learning Initiative. (2006h, October). 7 things you should know about Google Earth. Retrieved from http://www.educause.edu/ir/library/pdf/ELI7019.pdf

EDUCAUSE Learning Initiative. (2006i, December). 7 things you should know about e-books. Retrieved from  http://www.educause.edu/ir/library/pdf/ELI7020.pdf

Linden Research, I. (2011). Second Life Homepage. Retrieved from http://secondlife.com/

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This table of contents chronicles the reflections on various projects and assignments of IT 860, Emerging Technology in Instructional Technology.


I.    Introduction to Blogfolio

II.  Reflection on Assignments

III. Reflection on Readings

IV.  Overall Reflection on IT 860

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Web 2.0 is now a technological juggernaut, and these technologies are revolutionizing the way people communicate, collaborate and accomplish basic tasks. The focus of IT 860, Emerging Technologies in Instructional Technology, was to explore the latest and greatest Web 2.0 tools that show promise in education. Dr. Yuen exposed each student to the theoretical basis for each Web 2.0 tool through his book, “Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking.” In addition, students were required to use each Web 2.0 tool that was discussed in order to gain knowledge through experiential learning.

The first generation of the Web was developed primarily by experts and aimed at merely sharing knowledge. Web 2.0 differs in that these tools are created and developed by a variety of users with the intent of collaboration and interactivity. This focus on collaboration and interactivity has facilitated a sweeping embrace of social media. For example, if Facebook was a country, then it would be the third largest in the world behind China and India.

The Web 2.0 applications covered in IT 860 can be divided into three categories: tools that connect people, tools that share knowledge and tools that connect people and share knowledge in virtual environments. A large portion of the readings focused on issues involved with connecting people, while the bulk of the Web 2.0 tools that were covered focused on the sharing of knowledge. It should be noted that while I discuss these ideas separately, the whole point of Web 2.0 is to provide environments that both connect people and share knowledge.

Tools that Connect People

The premise of collective intelligence is founded on the power of tools that connect people. A series of readings helped to shed light on the philosophical basis for the use of these connecting Web 2.0 technologies in education. A new paradigm in learning theories was introduced in 2004 with the birth of connectivism, which stems from the traditions of behaviorism, cognitivism and constructivism. Our first reading was on connectivism and described the power of collective intelligence. Connectivists hold that learning takes place as networks of individuals share knowledge, and one powerful Web 2.0 tool covered that represents the power of human connection is Twitter.  For example, Twitter boasts 50 million Tweets per day; that is a lot of connecting!

As might be expected, this level of connectivity requires a good organizational infrastructure and can lead to a great number of legal concerns in education. Therefore, our second reading addressed the obstacles to implementing Web 2.0 in educational institutions. Further, educators need to consider the human and social issues involved with the implementation of Web 2.0 in the classroom, which was our third reading.

Synchronous Online Learning Environments (SOLE) represent an excellent example of synchronous online learning that is offered in an ethical and effective way. In SOLE, students have a chance to interact with peers and the teacher in a similar way to a traditional classroom, and multiple channels of media simultaneously connecting with learners enhance this interaction.

Tools that Share Knowledge

The power of Web 2.0 to share knowledge is robust; in fact, the number of tools is overwhelming. Dr. Yuen did an excellent job of weeding through the volumes of applications available and introducing students to the best of these tools. A reading that described the potential of Web-based video (e.g., YouTube) began this quest.

Following this reading, students dove into a myriad of Web 2.0 tools aimed at sharing knowledge. Social bookmarking (Diigo) is a Web 2.0 technology that allows users to bookmark Web sites and place tags on those bookmarks using keywords. Social publishing sites (Scribd) allow users to share and find written documents on the Internet or mobile devices, such as Word, PowerPoint or PDF. Screencasting (Jing or ScreenToaser) occurs when individuals capture a video of what happens on a computer screen over a span of time, and audio (e.g., narrative) is usually part of a screencast as well. File Sharing (Drop.io) is a powerful trend in Web 2.0 that facilitates collaboration, and users can create a “drop” by uploading an image, audio, video, document or other digital content. VoiceThread is a media aggregator that permits users to upload media to a website, and this tool also facilitates collaboration and feedback on such media.

Connecting and Sharing in Virtual Worlds

Virtual worlds find their ancestry in video games. Therefore, our first reading on virtual worlds actually focused on a model of Game-Based Learning (VISOLE). Learning through games is gaining more attention from several educators. Perhaps an even more promising environment for learning is seen in virtual worlds. Our final reading focused on taking a Pedagogical Odyssey in Three-Dimensional Virtual Worlds (The SECOND LIFE Model). As a point of application, each student had an opportunity to make a presentation at a conference in Second Life.

Summative Thoughts

All of these tools described above promoted the sharing of knowledge. However, it would be misleading if I failed to highlight the intrinsic ability of each of these tools to also connect learners. A symbiotic relationship exists between connecting people and sharing knowledge in Web 2.0.

Dr. Yuen provided an incredible environment for learning these emerging tools. In fact, he taught the class through a platform (Mixxt) that closely resembled a social networking site (SNS) rather than through learning management software (LMS). Naturally, this approach led to more connectivity among students and facilitated the sharing of knowledge among the group.

This class has been an incredible journey of learning. I now feel confident to use Web 2.0 tools and design instruction around them appropriately.

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VoiceThread is a media aggregator that permits users to upload media to a website, and this tool also facilitates collaboration and feedback on such media. This free Web 2.0 tool has several unique strengths. Users can easily add a voice narrative on top of an uploaded media, and this media can be a video, photos, slide presentation or document. In response, viewers can add feedback to the uploaded media in the form of video, audio or text. The power of aggregation brings all of these elements together, so that the resulting page contains a Flash-based animation with the original media and related comments. Another strength of VoiceThread is that it is user-friendly, especially in posting comments.

Making a VoiceThread

Users need to sign up for a free account in order to start a project. Creating a VoiceThread begins by uploading media. Fortunately, VoiceThread allows subscribers to upload content from a variety of sources. You can upload from a local computer, URL, webcam or media source (Facebook, Flickr, New York Public Library and other VoiceThreads).

After the media artifact is uploaded, users have the option to comment on each slide. Comments can be made by a keyboard (text), audio file upload (audio), phone (audio), microphone (audio) or webcam (video). Each speaker (i.e., commenter) is identified by a small image that is interactive. In other words, a user can click each speaker’s image to retrieve his or her comment. Creators and commentators also have an option to doodle (i.e., lines, arrows, etc…) on the media as part of their comment.

Finally, VoiceThreads can be shared in a variety of ways: email, embedded in a Web page or through a URL link. Under the “Publishing Options,” creators can control how each VoiceThread is shared. You can make it closed to a group of friends or open to the public. You can allow anyone to comment or restrict commenting. You can also allow the VoiceThread to be searchable in search engines by clicking “Show on Browse Page.”

How can this tool be used in education?

VoiceThread allows students to post an artifact. The teachers and peers can then comment on this artifact. Students could also collaborate on projects in order to produce group presentations or oral histories. In addition, VoiceThreads could be used for digital storytelling and for communication. For teachers, this tool seems ideal for starting discussions. For example, a teacher could post an image or video and then ask the class to comment on the respective media.

Are there any disadvantages to VoiceThread?

VoiceThread might pose an accessibility problem for those students with low bandwidth. In addition, viewing the application on a mobile phone can be quirky because it employs Flash to deliver content. Finally, teachers will have to take a creative approach to assessment because this is a nontraditional tool.

Future trends

In essence, VoiceThread makes sharing visual media easy and accessible, much like tools such as SlideShare. Because VoiceThreads are so easy to make and post comments, users might embrace this technology more quickly than complex technologies. VoiceThread comes across as professional. The ease of use and high quality of VoiceThread makes it an ideal tool for collaboration and interactive presentations. Perhaps the greatest potential of VoiceThread is that it allows users to convey their own thoughts through media and contribute to other VoiceThreads.

You can view a recent VoiceThread that I made by clicking the image below. It is a presentation on “The Value of a Network” from the perspective of constructivism. Feel free to leave a comment!

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As mentioned in my brief biography, I am currently working towards a Ph.D. in Higher Education Administration with an emphasis in Instructional Technology. I have a learned a great deal from the classes I’ve taken in Instructional Technology, especially concerning Web 2.0 applications. In fact, this blog was initiated in conjunction with my doctoral program.

In the next several post, I will chronicle some of the learning that is taking place in IT 860 (Emerging Technology in Instructional Technology). Each post listed in the IT 860 Table of Contents will serve to outline the major assignments and the learning that takes place. I also hope to reflect on each project and discuss opportunities for application in my current setting. The following description represent a brief outline of the contents to be covered.

The primary focus of IT 860 is on emerging Web 2.0 technologies. And each assignment iss tied to a corresponding chapter from Dr. Yuen’s book, “Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking.“ The major readings for this course include Postmodernism in E-Learning 2.0, Embracing E-Learning 2.0, University 2.0, Web-Based Video for E-Learning, Synchronous Online Learning Environments, Game-Based Learning (VISOLE) and A Pedagogical Odyssey in Three-Dimensional Virtual Worlds (The SECOND LIFE Model). These readings will help to introduce several Web 2.0 tools, provide a theoretical background for each tool and demonstrate points of application in education for each tool.

In conjunction with each reading, students are asked to immerse themselves in the technology. This step is important because instructional technologists need to move beyond a surface level understanding of Web 2.0 tools and actually use them. Without interaction with these tools, comments and discussion would merely be speculative or second hand. The Web 2.0 tools that we will experience during this semester include Twitter, Social Bookmarking (Diigo): Reflection on Assignment #2, Social Publishing Sites (Scribd), Screencasting, File Sharing with Drop.io and VoiceThread. These tools represent current tools that are popular and show a great deal of potential in education. I look forward to experiencing each Web 2.0 application!

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