Friday, 19 April 2013

Safety and copyright using social media


Safety, privacy and copyright issues are identified as a potential problem when using the internet, that has serious implications for both teachers and learners, as well as the organisations teachers work for.

The edtopia website (www.edutopia.org) has a section on “digital citizenship”. Digital citizenship is defined as an umbrella term covering important issues from “netiquette”, cyberbullying, privacy and online safety, copyright, digital law, technology and more. edutopia is mainly aimed at children, but the safety and online advice fit any age group.  The site provides a wealth of information on various topic of cyber-safety along with teaching resources.  Below is a sample of what is on offer:




In New Zealand, the New Zealand Teachers Council offers information on privacy, digital citizenship and copyright.  Although aimed at children, it is equally relevant for adult learners:


The New Zealand Netsafe website (http://www.netsafe.org.nz/ ) also gives up-to-date information on staying safe on the internet and offers many suggestions.  This sight could be an interesting teaching resource with adult learners as it is fairly simply written.

If anyone else can offer relevant information on staying safe on the internet, I am interested to hear more.

References:
What is Digital Citizenship? [video file] CyberWise1. Retrieved April 20, 2013, from https://www.youtube.com/watch?v=oCkTmZ0bF5Q&list=PLvzOwE5lWqhRhUa0Zet5__9yfLX8NRvb3&index=1





A great website for e-learning


This is a very helpful website with up to date information on e-learning sites:  http://elearnwatch.falkor.gen.nz/

Bridging adults cultural practices and their learning using mobile devices


Bridging adults cultural practices and their learning using mobile devices

Moorcroft (2013) examines the New Zealand Curriculum and interviews David Kinane, an education consultant and leader in e-learning at Dakinane.com (http://dakinane.com/).  Kinane suggests that teachers need to be “brave and take a risk” (p.1) and warns against “digitizing existing practice” (p.1).  Learning “should be collaborative, inspiring and interactive” (p.1) and Moorcroft (2013) purports that “students need to be free to build learning communities based on their own cultural beliefs and practices” (p.1). 

With this in mind, and to support my own beliefs in teaching, I investigate The European MyMobile Project website (http://www.mymobile-project.eu/).  The MyMobile Project researches and advises on the use of smartphones and e-learning for adult education, and targets those working with “educationally marginalised groups”.  This helpful website offers “The ‘My Mobile’ Handbook”  http://www.mymobile-project.eu/spip.php?rubrique12 which outlines adult learning based guidelines and scenarios for mobile learning.

The “My Mobile” Handbook (n.d.) links the use of mobile devices such as smart phones and tablets to learners everyday life and cultural practices.  Pachler, Seipold and Bachmair (n.d.) purport that users of mobile technologies “communicate, structure, organise and order, plan, network, furnish information, assess, evaluate and produce” (p.12).  The everyday activities performed on mobile devices therefore need to be acknowledged as competencies which “have relevance for formal learning and thus to relate formal learning and everyday life meaningfully to each other” (p.12).

One difficulty identified with the use of mobile devises for learning is the tensions between “informal competences, practices and resources from everyday life” (p.13) and the demands of the formal learning and its curriculum.  However, the use of mobile devices offers flexibility and the ability to study anywhere, making it a contemporary and relevant contender for adult learning. 

Simpsons and mobile phone

The MyMobile Project surveys seven training scenarios using mobile phones with adults. The informative scenarios offer suggestions for teaching practice and the results identify limiting factors as well as successful outcomes.  

Findings
Mobile devices, when viewed not just their technical function, can be seen as a cultural and learning tool for "identity formation, social interaction, the derivation of meaning, and entertainment" (Pachler, Cook, Bachmair, 2010 cited in Ranieri & Bruni, n.d.). Seen from this aspect, mobile devices offer disadvantaged people opportunities for "multiple learning opportunities" (Ranieri & Bruni, n.d., p.41).  For example:

  1. "supporting exploration and widening the learning context
  2. enhancing self-expression and self-representation
  3. enabling media production
  4. supporting social networking and connections" (Ranieri & Bruin, n.d., p.41).

A major advantage to using mobile devices are their use across a wide range of cultural and socio-economic backgrounds, which enables access to social and cultural resources and supports independent and self-organised learning by peoples not normally able to participate in education. The use of mobile devices also breaches the age barriers "through a spontaneous process of mutual help and support between young adults and older people" (Ranieri & Bruin, n.d., p.41).

In the final analysis, Jane Hart’s (see www.c4lpt.co.uk/blog/2012/06/04/supporting-the-social-workplace-learningcontinuum/ ) learning continuum is used to “explain and support informal and social learning” (Pachler, Seipold & Bachmair, n.d., p.14).  Following is a brief explanation about using mobile devices along with suggestions for teachers:  A brief explanation follows:

“Think ‘learning spaces/place’, not ‘learning rooms’.” (Ranieri & Bruin, n.d., p.43)
A learning room is a fixed place with finite resources as apposed to a learning space which is an open context where the learner generates their own learning through access to infinite resources.  Teachers scaffold and support the learner to “enable them to manage their ‘learning space’” (p.43).

“Think ‘activities’ not ‘courses’” (p.43).
Mobile devices are viewed by users as informal tools for daily life, but can teach us about the world while experiencing it “in a completely contextual manner” (p.43).  Rather than planning formal courses on mobile devices, activities devised to stimulate input and offer “unexpected practices … to generate learners’ transformation and change” (p.43) is recommended.

“Think ‘continuous flow of activities’ not just ‘response to need’” (p.44).
Learning for adults is an ongoing process.  Activities on mobile phones should be planned as a “‘continuous flow’ rather than ‘discrete experiences’” (p.44) to support the idea of continuity in learning.

Conclusion
I believe mobile devices offer an affordable and flexible tool for adult literacy and numeracy learners.  They fit in with ethnographical and constructivist learning by bridging the gap between an adult learners’ cultural practices and their learning.  They make possible the exchange between formal and informal learning and the exchange of learning between young and old adult learners from all socio-economic groups.  Possibilities exist for adults to critically examine their world through the medium of mobile devices which will ultimately, lead to independent thinking and learning. 


References
European MyMobile Project (n.d.). Retrieved from http://www.mymobile-project.eu/

Morecroft, M. (2013). The e in e-learning: What it really means for 21st century education. Education Review series. Retrieved from

MyMobile [painting]. (n.d.). Retrieved April 20, 2013, from http://www.mymobile-project.eu/IMG/siteon0.png?1304322474

Pachler, N., Seipold, J., & Bachmair, B. (n.d.). The “My Mobile” Handbook: Guidelines and scenarios for mobile learning in adult education. European MyMobile Project. Retrieved 2013, April 20, from

Ranieri, M. & Bruni, I. (n.d.). The “My Mobile” Handbook: Guidelines and scenarios for mobile learning in adult education. European MyMobile Project. Retrieved 2013, April 20, from

Simpsons and mobile phone [painting] (n.d.). Retrieved April 20, 2013, from http://civicalearningblog.files.wordpress.com/2012/11/simpsons-and-mobile-phone4.jpg

The “My Mobile” Handbook: Guidelines and scenarios for mobile learning in adult education. (n.d.). European MyMobile Project. Retrieved 2013, April 20, from
http://www.mymobile-project.eu/IMG/pdf/Handbook_web.pdf

Monday, 15 April 2013

Alone together

Sherry Turkle in her video analyses our social media use and brings up some interesting thoughts.  The video is 18 minutes long, but well worth watching as it is very thought provoking and raises questions around loneliness which I believe is relevant for teaching in an online environment.  She states:

"We are too busy communicating to think, too busy communicating to create, too busy communicating to connect with the people we are with, in the ways that would really count.  In continual contact, we are alone together"




Turkle, S. (2011, March 25). Alone together [video file]. Retrieved from https://www.youtube.com/watch?v=MtLVCpZIiNs&list=PLvzOwE5lWqhRhUa0Zet5__9yfLX8NRvb3&index=6&feature=plpp_video

Wednesday, 10 April 2013

Zombies in the classroom

Zombie-Horde

Rogers and Street (n.d.) take an ethnographic approach to literacy where learning is viewed “as activities which everyone engages in in the course of operating within their lifeworlds” (p.2).

In considering this statement, I observe the students in the Hall of Residence where I currently live and work.  Most of them are first year university students residing at the hall and living away from home for the first time.  What is very interesting to me is their out of class use of social media and other technologies.  By other technologies, I include mobile phones, laptops, Nintendos, internet gaming sites and Xbox. 

On my floor, there are 42 students.  In their time off, most of them spend time in the floor common room playing Xbox games.  One game is the standout star of games and involves killing copious amounts of zombies.  Up to four students can play this game at a time and the goal appears to be to kill as many zombies as possible.  If the students aren’t killing zombies, they are engaged in watching other students kill zombies, usually whilst eating chocolate and potato chips!

Along with the Xbox zombie killing, a new movie is coming out tonight, about… you guessed it, zombies:

http://www.youtube.com/watch?v=x3ErWNBX9Rc


Students with a student card can go to the premier for free and there will be prizes awarded for the best dressed zombie, along with free zombie make-up makeovers at the cinema itself.

Along with games and movies about zombies, Auckland is hosting a new theatre production that invites you to “experience the zombie apocalypse”  (www.events.nz.com): http://www.eventfinder.co.nz/2013/apocalypse-z/auckland.  

If that doesn’t appeal, there is also a fun run called “Run for your Freak’n Life” http://www.eventfinder.co.nz/2013/run-for-your-freakn-life/auckland/karaka where “you’re running from brain-hungry, virus-spreading, Freak’n Zombies” (www.events.nz.com).



I ask the question; are these the student activities, that Rogers and Streets (n.d.) refer to as “engaging in in the course of operating within their lifeworlds” (p.2)?  If the answer is yes, which I believe it is, how can I teach, taking an ethnographic approach, using online media and popular culture as my vehicle?

Bradford (2010) states that when young people play video games “they do so as embodied subjects whose identities are shaped by the cultures in which they are situated, the circumstances of their lived experience, and the particularities of their dispositions, abilities and interests” (p.54). 

Bradford (2010) likens games to fiction, as they “position their audiences and imply knowledge and skills” (p.56), and suggests players “negotiate meanings dialectically” (p.54) where players’ experiences are different from one another, like that of watching a film or reading a book. Bradford (2010) further argues that games “activate new forms of textual pleasure and new forms of sociality” (p.63) and Karen (2012) states that players not only acquire knowledge about the game, they also develop “unique strategies developed using their critical analysis abilities” (p.1).

Karen (2012) argues that “popular culture permeates almost every aspect of people’s lives” (p.1) and raises the question of how we “incorporate students’ interests, skills and motivation acquired on these platforms” (p.1) into the learning environment.  The following suggestions are offered:
  • teachers should firstly learn to play the games themselves
  • examine the key values, character portrayal, ideologies, film techniques and assess students understandings of these using Monkey Survey http://www.surveymonkey.com/ 
  • examination of examples of society “norms” against the “hero” and critical reflection on the values and the perpetration of the  “‘status quo’ of white supremacy over other cultures” (p.1)
  • re-creation of alternative story versions using hypermedia links and printed text to redefine negative values and meanings
  • developing blogs to “allow the flow of ideas” (p.1)
  • encouraging critical analysis of themes, values and language used
  • comparing YouTube videos of past cinematic attempts and the film techniques used to portray “‘shock’ value with regard to feelings” (p.1).






Exploring video and online games in more depth as a teaching tool is a valuable literacy and critical thinking resource.  For a foundation level class of young people, I think video games could be a valuable resource to engage and foster interest that is in keeping with their social and “lifeworlds”. 

As teachers, we expect learners to enter our world, so I think it is important that we also be willing to enter our students’ worlds… the concept of Ako springs to mind.  On that note, I think it is time to learn a little more about zombies and try out a video game!

DearZombiesBW




References

Bradford, C. (2010). Looking for my corpse: Video games and player positioning. Australian Journal of Language and Literacy, 33(1) 54-64.


DearZombiesBW [Photograph].
macotar.blgspot.com. Retrieved April 10, 2013, from

Hanson, D. (2011, January 28). First Zombie Movie (1964). http://videorevo2.blogspot.com/ [Video file]. Retrieved from http://www.youtube.com/watch?v=hdPy73mB-F4

Karen, (2012). Implications for teachers when I incorporating popular cultural texts into the curriculum. Beyond the Lines: Popular Culture, Texts and 21st Century Learners [Web log post]. Retrieved from

Rogers, A. & Street, B. (n.d.). Using ethnographic approaches to understanding and teaching literacy: Perspectives from both developing and western contexts.  

SummitScreenRoom. (2012, November 9). Warm Bodies – Trailer [Video file].

TheBunpie. (2012, April 15). Run for your freak’n life [Video file].

Underneath the Radar [Painting]. Retrieved April 10, 2013, from http://www.careercafe.com.au/wp-content/uploads/2011/05/fear-tv.jpg




Friday, 22 March 2013

When anxiety is a significant factor in adult literacy and numeracy learning, how can anxieties about the technology tools we use be overcome?




Computer anxiety

Computer anxiety and literacy learners
Most of us have experienced anxiety and those feelings of dread, embarrassment and wanting to hide, along with the physical experiences of rapid heart beat, sweating and shaking hands, nausea, trouble breathing, blushing, panicky thoughts, lightheadedness, agitation and nervousness. 

Coryell and Clark (2009) state that doing something new can cause anxiety and self-consciousness to “arise unbidden” (p.499) and that it is a common experience that “can be viewed as an asset or an obstacle” (p.499).  In the case of an adult learner, Coryell argues that these emotions can act as a motivator, especially if the emphasis is on collaborative and interactive learning rather than giving the message that success is dependent on “perfection” and “getting it right” (p499). 

For an adult learner with literacy needs, anxiousness can also occur from feeling “left behind by a too-hurried pace in classroom lessons” (Coryell & Clark, 2009, p.485), as well as concerns around feeling ridiculed, embarrassed or not being understood.  Alternatively,  adults undertaking e-learning can overcome the “‘shame’ of repeated underachievement in literacy, because they can refer to their class or study as computer or ICT learning” (Fletcher, Nicholas and Davis, 2010, p.17).

E-learning and anxiety
I use the term e-learning to include learning using computer related technology, including on-line learning, internet, hand-held devices and social media such as Facebook, Twitter, Skype etc.

e-learning

 The prospect of learning both course content and new technology can be a daunting proposition for a literacy learner, particularly for an older adult or someone who hasn’t been in the workplace for sometime.  Therefore, planning e-learning lessons should relate to the learners life as well as being collaborative and non-threatening as possible.  Using K. Virginia Hemby’s paper, “Designing programs for computer-anxious adults: The trainer’s dilemma” (1999), as a basis, I list the some e-learning strategies for computer anxious adult literacy learners:

Find out prior knowledge
Find out what exposure your learners have had to computers.  What do they already use?  How are these different or similar from what will be used on the course?

Use humour and empathy
Adults learn best in non-threatening and informal environments. Give examples of your own experiences of “computer anxious moments” and describe how you felt; e.g. sweaty palms or shaking.  Bring humour into the story to lessen the learners’ anxiousness and let them know they are not alone.

De-mystify the computer
Many learners fear they could “break” or “crash” the computer.  Some consider the computer “alive” and controlling the information rather than us controlling the computer.  Open the computer casing (if possible) to show and touch the components. Explain the workings and what the various keys are for.  




Address learners’ fears
In group sessions, share fears around using computers.  Explore what error messages and beeps mean.

error message

Take small steps
Go through the basics such as starting and closing the computer. Show where a DVD is inserted. If a learner indicates that they know what the basics are, have them demonstrate some of the activities.  Give time for learners to practice the new knowledge.
See http://www.cbal.org/computer-training.html for literacy resources.

Avoid computer jargon
Use card matching activities and worksheets to introduce new terminology.  Don’t overload learners with computer jargon.

Learn together
Not everyone will learn at the same speed.  Have learners collaborate together in pairs or groups using a computer and share knowledge.  Group work allows a learner see others grappling with similar problems and challenges to themselves. 


Learn together


Avoid technology overload
Avoid using multiple technologies at the same time such as videos, computer monitors, handheld devices and overhead projectors. Assure learners that they don’t need to learn everything and that they can look up workbooks or find information online.   




Use positive instructions
Avoid warnings that can exacerbate anxiousness around e-learning such as “you must not turn off the computer without ‘shutting down’ first”.  Learners can easily fear they will do costly and irreparable damage.

Encourage practice
Give “brief presentations of information with demonstration and practice” (Hemby, 1999, p.34).  Allow plenty of time for hands-on practice.

Create learning partnerships
Learning partnerships can be with fellow learners, at the nearest learning centre, at home with a family member or friend.  “Learning with  the support of the church is common in the Pasifika community” (Fletcher, et. al, 2010, p.24)

Allow time for reflection
Give session time for reflection to discuss problems and issues as well as celebrate successes and victories.  Give learners plenty of reassurance and positive feedback.


Reflection


Conclusion
Fletcher et al (2010) suggests learners are more likely to succeed when “e-learning is embedded in literacy learning, the context relates to the students’ backgrounds and workplace needs, and the wider family structures support them” (p.19).  Other areas to consider for engaging learners are using game-like activities, “drag and drop” question and answer sites and the use of visual clues.  Bolliger (2009)  finds that learners “respond positively to using visual clues” (p.106) such as emoticons which can contribute to the “clear expression of meaning and emotion and therefore, support the formation of relationships” (p.106) to increase “the level of social presence and feel of community” (p.106) often lost with e-learning.



References
Bolliger, D. U. (2009). Use patterns of visual cues in computer-mediated communication. The Quarterly Review of Distance Education, 10(2), 95-108.

Coryell, J. E. & Clark, C. M. (2009). One right way, intercultural participation, and language learning anxiety: A qualitative analysis of adult online heritage and non-heritage language learners. ProQuest Central. Foreign Language Annals. 42(3), 483-505.

Fletcher, J., Nicholas, K. & Davis, N. (2010). Supporting adults to address their literacy needs using e-learning. Journal of Open, Flexible and Distance Learning, 15(1), 17-29.


GCFLearnFree.org Word 2010 Tutorial App [Video file]. (2013, February 1). Retrieved from http://www.youtube.com/watch?v=llPFjYmKJqs&feature=player_embedded

Hemby, K. V. (1999). Designing programs for computer-anxious adults: The trainer’s dilemma. TechTrends, 43(6), 32-34.  Retrieved March 21, 2013, from: from AUT website http://search.proquest.com.ezproxy.aut.ac.nz/docview/223123552.


Queens Library Adult Learner Program Computer Literacy [Video file]. (2009, July 31). Retrieved from http://www.youtube.com/watch?v=BkvfeSD20HU&feature=player_embedded



Images:


E-learning [Untitled painting]. (n.d.). Retrieved March 21, 2013, from: http://shelleywright.files.wordpress.com/2011/03/254126209_e34a70abcc_o.jpg

Learn together [Untitled photograph]. (n.d.). Retrieved March 23, 2013, from: http://edutech.uni-saarland.de/uploads/12/IMG_4772_klein.jpg

Reflection [Untitled photograph]. (n.d.). Retrieved March 23, 2013, from: http://www.indiana.edu/~icy/resources/tutorial/images/reflection.jpg