Tag: digital addiction
Posted By Sherwen Mohan
As technology becomes a more common feature of classrooms and computer-based testing becomes the norm, even the youngest learners are being pushed to master keyboarding and computing skills. But what does it feel like for a kindergartener, whose family has faithfully followed the American Academy of Pediatric’s suggestions to limit screen time, to arrive at school and immediately be assessed on a computer?
In her PBS MediaShift essay, Jenny Shank describes the tensions emerging between parents with low-tech child rearing styles, teachers frantically trying to prepare students for computer-based tests that could determine the future of their careers, and districts following the latest trends. Shank’s essay gives voice to that “stuck in the middle” feeling when a parent supports the idea of technology integration in school generally, but isn’t sure she thinks it’s being done well. Shank writes:
“I’m all for teaching kids about technology, which will be a part of their personal and work lives forever. But shouldn’t they learn how to write software programs rather than how to scan a text and answer multiple-choice questions on a screen? Shouldn’t they learn about how to assemble computer hardware, build an object with a 3-D printer, or shoot and edit digital video footage rather than passively watch as a computer reads them a book? Many studies suggest that when people read on a screen rather than paper, they read less attentively and retain less. So why aren’t schools using computers for what these machines are actually good at instead?”
Posted By Ian Jukes
Digital World
It could be argued—and probably argued well—that what a student fundamentally needs to know today isn’t much different than what Tom Sawyer or Joan of Arc or Alexander the Great needed to know.
- Communication.
- Resourcefulness.
- Creativity.
- Persistence.
How true this turns out to be depends on how macro you want to get. If we want to discuss our needs as humans in broad, sweeping themes, then food, water, shelter, connectivity, safety, and some degree of self-esteem pretty much cover it.
But in an increasingly connected and digital world, the things a student needs to know are indeed changing—fundamental human needs sometimes drastically redressed for an alien modern world. Just as salt allowed for the keeping of meats, the advent of antibiotics made deadly viruses and diseases simply inconvenient, and electricity completely altered when and where we slept and work and played, technology is again changing the kind of “stuff” a student needs to know.
Of course, these are just starters. Such a list really could go on forever.
The Changing Things They Need To Know: 13 Categories & 63 Ideas
Information Sources
1. The best way to find different kinds of information
2. How to save information so that it can be easily found and used again
3. Distinguish fact from opinion, and know the importance of each
4. How to think critically—and carefully–about information
Learning Pathways
5. How to self-direct learning
6. How to mobilize learning
7. How to identify what’s worth understanding
8. How to relate habits with performance
Human Spaces
9. The relationship between physical and digital spaces
10. The pros and cons—and subsequent sweet spots–of digital tools
11. What mobile technology requires—and makes possible
12. The nuance of communication in-person (e.g., eye contact, body language) and in digital domains (e.g., introduction, social following, etc.)
Socializing Ideas
13. The consequences of sharing an idea
14. The right stage of the creative process to share an idea
15. That everything digital is accelerated; plan accordingly. And this kind of acceleration doesn’t always happen in the brick-and-mortal world—and that’s okay.
16. The need for digital citizenship—and how to create their own rules citizenships in general–digital and otherwise
Digital Participation
17. How to remix, mash, reimagine, tweak, hack, and repurpose media in credible, compelling, and legal ways
18. How to identify what information is private and what is “social”—and how to make changes accordingly
19. What expertise they can offer the digital world
20. How to take only what you need, even when the (digital) resources seem infinite
Publishing Nuance
21. How to leverage both physical and digital media for authentic—rather than merely digital–purposes
22. The kind of information people look for on the internet
23. What to share with one person, one group, one community, and one planet. (And the difference in permanence and scale between a social message, email, threaded conversation, and text.)
24. How to take advantage of the fact digital text is fluid and endlessly updated and changing
Applying Technology
25. What the relationship is between a smartphone, tablet, laptop, desktop, and wearable technology
26. How to use the cloud to their advantage; how to preserve bandwidth when necessary
27. How to effectively use technology in ways that might contradict their original purpose or design
28. How to use technology to perform tasks not traditionally thought of as technology-based—e.g., improving vocabulary and literacy, perform and update financial planning, eat healthier foods, etc.
The Always-On Audience
29. How to choose language, structure, tone, modalities, and other considerations based on a specific purpose and audience
30. Knowing the difference between who’s listening, who’s responding, who’s lurking, who cares, who doesn’t care, etc.
31. How to listen with curiosity when there are a million other things to do
32. Popularity and quality often fail to coincide; “traction” is as much timing and ecology as it is design
Social Rules
33. When it is socially-acceptable to check messages, update statuses, check scores, and so on. (Just because everyone at the table is doing it doesn’t mean it doesn’t have significant consequences.)
34. The acceptable timing of human responses depending on social channels
35. Even in a digital world, patience still matters
36. That mobile devices are “me” devices; the real world isn’t like that
Diction
37. Tone is everything; word choice is crucial when every thought is shared
38. Vocabulary & jargon can obscure communication, but also can communicate specific ideas and can’t always be avoided
39. Structure–essay level, blog post level, paragraph level, sentence level, world level, and acronym and initialism level–changes depending on where you publish
40. The benefits of being a polyglot (speaking more than one language) are increasing (not in lieu of, but because of digital translation tools). (This includes localized figurative language in the context of global communication.)
Connecting with Experts
41. Who the experts are
42. How—and when—to reach them
43. The difference between someone knowledgeable, someone experienced, and someone adept
44. When you need a closed group of friends, a crowd full of moderately-informed people, or a professional and/or academic expert
The Self
45. How to identify and fully participate in critical familial and social citizenships
46. How to prioritizing possibilities in spaces where it all seems so endless
47. How to self-monitor and manage their own distraction
48. How to choose the proper scale for work, thinking, or publishing
49. How to recognize niches and opportunity
A Life Built Around Software
50. The consequences of using a single operating system (e.g., iOS, Android, Windows, etc.)
51. The pros and cons of using social log-ins (e.g., facebook) for apps
52. How to evaluate an app for privacy permissions
53. That apps are businesses and some close–and take your media, files, or data with them
54. Nothing is free
Other Internet Pro Tips For Students
55. Passive-aggressiveness, snark, arrogance, unjustified brazenness, cyberbullying-without-being-obvious-about-it, blocking-for-dramatic-effect, ignoring people, and other digital habits carry over into the real world
56. A 140 character comment may not fully capture the nuance of a person’s stance or understanding of a topic. Don’t assume
57. Typos and grammar errors don’t make people stupid
58. Popularity is dangerous
59. Video games can make you smarter. That doesn’t mean that they do
60. People change their minds. That post from 2012 probably feels as dated to them as it does to you
61. If you often find yourself needing to “kill time” with Candy Crush and related fare, check your life choices
62. Just because you can sing, hack, code, paint, run, jump, lead, or dance doesn’t make you any more worthwhile than the next human being, no matter what your follower count suggests
63. Log-in info, passwords, old email address, and other trappings of digital life are a pain. Use password keepers and plan accordingly
63 Things Every Student Should Know In A Digital World
Game Face On: Gamification for Engaging Teachers in PD
Posted By Ian Jukes
This article by Matt Baier, for Edutopia, published on February 19, 2015 outlines a professional development program that inspires teachers to feel the emotions of creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy while learning and developing skills that promote more effective use of technology tools.
Creativity, contentment, awe and wonder, excitement, curiosity, pride, surprise, love, relief, and joy. These are the ten emotions that game players experience, according to Jane McGonigal in Reality is Broken: Why Games Make Us Better and How They Change the World. Do teachers report feeling any of these emotions when they describe professional development? No (except for maybe relief when it’s over).
Conquering Technology
My colleague Kathy Garcia and I decided to create a professional development program that inspired teachers to feel these emotions while learning and developing skills toward more effective use of technology tools. We created a professional development game, accessed through the iTunes U platform, called Conquering Technology. Our teachers learn skills like taking advantage of the iPad’s accessibility features, digital workflows, creating their own iBooks, using Google Apps, and authoring their own iTunes U courses.
The critical component for success was for teachers to become self-motivated in advancing their skills. For inspiration, we incorporated badges, awards, levels, gift cards, and public recognition, as everyone is uniquely motivated. Our focus has remained on positive motivation rather than a fear of negative consequences.
Conquering Technology was created for the novice-to-advanced user. Starting with basic skills, faculty members progress through challenges with support resources available any time, anywhere. While some challenges develop general iPad skills, our focus revolved around using the iPad effectively and creatively in our 1:1 iPad educational environment. We didn’t have too much difficulty creating a list of skills in which our faculty should be proficient. Our challenge was determining how faculty would demonstrate their knowledge. We called each skill-learning unit with assessment a challenge and grouped them into levels, which in turn were grouped into episodes.
Motivation and Recognition
Each level has an associated badge that is displayed within faculty profiles on the Cathedral Catholic High School website once all challenges have been completed. We wanted faculty to be publicly recognized for their hard work, so when they pass all the levels in an episode, they earn a $50 gift certificate. In addition, they receive an award that is presented to them either in front of their class or at an all-faculty meeting. Public recognition is a key component — not only do we want to publicly acknowledge our pride, but it’s also critical in motivating some people.
All faculty members are expected to complete one episode per year. As an iPad school, we find that iTunes U is the perfect tool for delivering our professional development game. iTunes U is an outstanding platform for delivering a wide variety of content to an iPad. Videos, links, apps, documents, audio — anything from the iTunes Store, App Store, or iBook Store can be easily added. Even more importantly, any training content that we create ourselves can be easily delivered to our learners.
We use a private course with our faculty but have made the first two episodes public. The third episode is still in development and should be published before the 2015-2016 school year begins.
The first episode focuses on how teachers can use the iPad for themselves. The second episode focuses on how the teacher can use the iPad to manage his or her classes and engage students. The third episode will focus on how teachers can help students to use the iPad to create. The fourth will focus on helping students connect to the wider world (e.g. publish content, connect with other learners or professionals, etc.).
Accessible Resources
As technology trainers we saw several positive outcomes.First of all, there was a marked increase in teacher motivation to participate in our technology training. Even reluctant learners were willing to take part, and many of them reported that they appreciated the opportunity to have all of the necessary resources available to them on their own time. We saw much more buy-in than we expected across our whole faculty. We cannot seem to publish episodes fast enough for our most motivated teachers. This is a great problem to have.
In addition, teachers worked on the game on their own time. Even though we have professional development time set aside once a month, teachers were working on their own during prep periods, after school, and even on the weekends.
Another benefit is that more teachers would actually use the resources that we created. Kathy and I have made many tutorial videos and screencasts that unfortunately were not used as widely as we hoped. Now that they are part of Conquering Technology, they are being used more frequently by teachers.
Anyone can do this. Many of you probably already are. Let’s share and collaborate! Our courses are public and available for free in the iTunes U catalog. Use your iOS device to subscribe to Episode 1 and Episode 2. We’re proud of our work but are always eager to see what’s working in other schools as well. Please let us know about any technology-conquering PD you’ve used or created.
There are any number of videos out there showing people so engaged in texting that they have failed to see the fountain or manhole or lamppost in their way as is demonstrated in the video below. This September 13, 2014 post by Mariella Moon for Engadget shows how one Chinese town has addressed the problem.
Posted by Ian Jukes
Some places have lanes for bicycles, others for motorcycles, but there’s a place in mainland China that boasts a different type of lane altogether: one for phone addicts glued to their screens. According to a Chinese publication, the cellphone lane above was spotted along a place called Foreigner Street in Chongqing city, one of the five major cities in the country. The sidewalk was most likely painted on for everyone’s safety, because, hey, if there’s distracted driving, there’s also distracted walking, as perfectly demonstrated by the woman in this video. If the idea sounds familiar, it’s because the National Geographic did something similar back in July as an experiment. The society stenciled “NO CELLPHONES” on one-half of a DC sidewalk and “CELLPHONES: WALK IN THIS LANE AT YOUR OWN RISK” on the other half. The result? Well, among other things, they found that the people actually glued to their phones didn’t even notice the markings at all. Typical.
[Image credit: News.cn]