139 Matching Annotations
  1. Mar 2023
  2. Jun 2020
  3. Aug 2019
    1. manyuniversityfacultymembersarenotformallyoradequatelytrainedasinstructionaldesigners

      Sounds very similar to faculty never learning to be instructors in F2F classrooms, which is what the faculty developers in my teaching and learning center focus on.

    2. collaborationwithfaculty—aprimarymodeofchangemanagementforonlinelearninginitiatives—asthegreatestbarriertotheirworkinhighereducation

      A true collaboration is rare, but when they happen, they are magical.

    3. academicinitiatives,studentsuccessinitiatives,enrollmenttargets,financialstability,andcontributingtothestrategicgoalsoftheuniversity

      There is such variety that I can see how IDs end up in truly unique situations and skill sets.

  4. Mar 2019
    1. fractional credit

      If educational credits are the product of an institution, I can see how critical it is to get the Registrar on board from the start and accurate in its documentation.

    2. results of repeated testing

      Without knowing too much about the research behind repeated testing, it seems like the feedback loop of formative assessment showed students' gaps that could be fixed before the more important, higher-stakes summative assessments happened. Definitely a great practice.

  5. Feb 2019
    1. it requires a“paradigmshift”for faculty development practitioners who are used to designing single pathwaylearning experiences that align objectives and content to particular, pre-set outcomes,to find ways to respect multiple learner epistemologies

      Thinking about working within the system to make change. Perhaps the two philosophies can co-exist. Learning outcomes with their linear path learning could be complimented by a student-decided outcome. The student could look at the syllabus for what faculty hope they will learn in the course, but then choose a final outcome or goal they personally have for taking the course. Then they could also propose how they are going to demonstrate their learning.

    2. education is always political,

      I've never heard it put so plainly. Perhaps any time one challenges the status quo it is political. This also helps explain why making change can be so hard. It could be a really uncomfortable position especially when you factor in the different ages of faculty development that an educator might be in at the time of critical reflection and asking for change.

  6. Jan 2019
    1. ifferentiate between different ages of fac-ulty developmen

      I love how the ages of teaching are broken down here. There is almost an unfair expectation for all educators to be fully evolved right out of the gate, but as with all things expertise takes time. Being able to somewhat gauge where an educator is on their journey is a nice indicator to have, especially as an instructional designer who works hard to meet faculty where they are in their journey and not overwhelm them.

  7. Feb 2018
  8. Aug 2017
    1. there is no structure to weight their commentary more heavily than that of other participants

      Might there be some scenario where an instructor/TA might want to emphasis a particular point. That way the point will not get lost in all the others. Ex: If one student has said something this is way off base and the instructor wants to regroup and redirect the class.

    2. When the discussion takes place alongside the text, it offers opportunity for students to easily contextualize their thoughts, questions, and curiosities.

      I agree with this statement. This is a great to way to tie comments back to evidence in the text.

    3. without being tied to other activities

      If we base a discussion around a synchronous assignment/activity, is that the most effective use of this type of conventional discussion board?

  9. Feb 2017
    1. Stories help people understand the problem and indicate the kinds of solutions that are needed. Data then provides credibility for believing what the stories establish.

      Listening to faculties' stories make them feel heard and then we can understand what they are truly looking for.

  10. Jan 2017
    1. connecting disciplinary inquiry across multiple school, community, cultural, and online settings

      "The chances of a new sensory input getting into long-term memory vary dramatically from one input to another. The inputs most likely to make it relate to (1) threats to the learner's survival or well-being. In descending order, the next most likely inputs to be stored are those with (2) strong emotional associations for the learner; (3) meaning (relationships to the learner's interests, goals, prior knowledge, and past experiences); and (4) sense (comprehensibility)," (Felder & Brent, 2016, p 3).

      Felder, R. M., & Brent, R. (2016). Teaching and learning STEM: a practical guide. San Francisco, CA: Jossey-Bass, a Wiley brand. http://www.wiley.com/WileyCDA/WileyTitle/productCd-1118925815.html

    2. However, other mathematics concepts and practices were either seldom investigated, only vaguely described, or not representative of K-12 students’ interests and cultures

      Is it that the concepts are too complex for this MMM framework, that the framework needs to be reworked, or a completely different curriculum needs to be developed for more complex mathematical concepts?

    3. potential linkages with a wider variety of academic mathematics, such as the use of real world data, or their practicum teaching experiences

      perhaps potential linkages beyond math as well

    4. everyday activity of purchasing groceries

      These are big questions around buying groceries, which is something I have never taken the time to investigate and dissect. However, as reflect on my grocery store ritual and a conversation I had today, I am subconsciously making food decisions. A co-worker was telling me she shops at Whole Foods and I thought to myself, "I can't afford that place!"

    5. M3 connection chart

      From my perspective, it looks like the PSTs began to look at the whole mathematical picture, where in M1 and M2 they are still learning to identify the categories.

    6. mobile learning is not synonymous with activity that occurs outside a traditional classroom and across settings

      I appreciate this distinction. It is really easy to misidentify what mobile learning is and is not.

  11. Aug 2016
  12. May 2016
    1. What does it mean to be an insider? How do you know? And how would you describe this space to an outsider?

      It appeared that you were an insider on this community given your knowledge and that you felt comfortable. Non-insiders would not be able to follow the conversations or be able to produce the caliber of work necessary for engagement.

    2. What does your peer perceive to be the limitations of this space?

      From what I saw in your presentation, this is not a site for beginners. Even though this was a nurturing affinity space, it seemed that there were multiple instances of blunt commentary. Was I perceiving this accurately?

    3. How did your peer first begin contributing to the affinity space?

      I like how you mentioned trying to draw forth discussions from different threads in the Unity Community. You mentioned that when your posts were brief, you would get the most engagement from people. Why do you think brevity attracted the most participation?

  13. Apr 2016
  14. gamesandlearning.wordpress.com gamesandlearning.wordpress.com
    1. all this sand, all these possibilities! They navigate among shifting social relations – first we’re builders, now we’re enemies, now it’s time for tag – all while pursuing emergent goals, from castle construction, to destructive battle, to collaborative artistic expression

      I had tweeted that I was in lurker mode prior to the flashmob, but once I stepped into the sandbox, I couldn't help but participate. What I found especially motivating was the song "Hip to be Square." Once that song was playing, I was digging all around the sandbox!

    1. I suspect that the ethical microtransactions played a significant role in fostering this atmosphere.

      Are there nonethical microtransactions on MMORPGs? It looks like a huge game sight that although games are free, it's all about the add-ons.

    1. When they create their own games, children learn to see the game world as an environment full of fabricated artifacts that beg for intentional interpretation and mindful analysis

      I can see how we are doing that in our Games & Learning course.

    2. Game design achieves a pedagogical trifecta.

      Pedagogical Trifecta = Quality Learning! -content

      -affective/experiential (best if experienced in a felt, embodied way)

      -metacognitive (best is ss reflect, analyze, & identify how the exp. influenced their thinking)

    3. it is more like an app or a platform. Using Super Mario Maker, players build their own levels of the iconic Super Mario Bros. game. Then, they share those levels publicly for others to play.

      Sounds like a bit of an affinity space.

    1. as students, teachers, and community members deliberated, worked to under-stand conflicting perspectives, and made shared (albeit not always equal) decisions.

      A necessary skill to develop in civic matters - so many perspectives to consider.

  15. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
  16. Feb 2016
  17. gamesandlearning.files.wordpress.com gamesandlearning.files.wordpress.com
    1. 78) including (but not limited to) activity theory (Emgestrom, Miettinen and Punamaki, 1999), situated learning (Lave, 1993; Lave and Wenger, 1991), mediated action (Werstch, 1991), connectionism (Bechtel and Abrahamsen, 1990), socially embodied cognition (Barsalou, Niendenthal, Barbey and Rupert, 2003), distributed cognition (Hutchins, 1995), ecological psychology (Gibson, 1977), Discourse theory (Gee, 1992; 1996; 2005), and sociocultural theories of literacy (New London Group, 1996).

      This study pulls from so many learning perspectives. Can anyone speak to any of these theories?

    2. students. While skeptics might claim that such interventions “taint’ the research context and diminish

      Sounds similar to Action Research, which is the research method used in the Research in ILT course. It's not so much about observing only, but actually being a stakeholder/participant in the study.

    3. s well. With the interactive design interview format, we took the first step into identifying better and more effective ways to assess the understandings of children in these contexts, an area of research that will play a key role in determining the effectiveness of 21st century curricula.

      That's an amazing step forward!

    4. ers. At the same time, these findings have suggested to us a diverse number of directions where future iterations could go, since questions such as how to best integrate writing into the game, or what the best way to structure its community components remain largely unansw

      It seems like literacy is complicated to teach and will continue to be a source of refinement.

    5. w ones. Some of the participants were able to develop more sophisticated views of the game design activity, as well as of the systemic relationships between its sub act

      I wonder if these participants had gaming backgrounds

    6. guage. This suggested that a future iteration of the game should integrate the writing components more closely into the game if it was to promote 21st century literacy practices on children.

      What an excellent opportunity to weave in literacy in such a way the children would not even be aware of their learning.

    7. By the end of the workshop, more sophisticated responses such as “a game designer plays games, he learns about other games, and he designs games” were more common among participants, reflecting the activities that they would participate in with Gamestar Mechainc. However, these observations also suggested that the speed with which a player would increase in sophistication with their designs would have as a factor the previous gaming experience of the playe

      It seems participants were absorbing the discourse.

    8. ren. For the girls, this was characterized by intense spans of collaborative design and discussion. This provided an opportunity for Barbara to participate by making suggestions to the other girls as they designed. With the boys, these jobs were marked by a mood of competition with comments such as “check my game out, I bet you can’t win it!” typifying their exchanges during these j

      I wonder why the girls and boys were so different in their social gaming interactions.

    9. vel. In the interest of assessing participant progress, at some points in the workshop I decided to use this framework in the context of an individual interactive interview, a method I designed where the participant would explain out loud their design process as they tried to tackle a job in the toolk

      I wonder if a individual's learning progression could be mapped from the recording?

    10. ers. Given our interest in collecting in-depth data on their enactment of the game designer Discourse, we chose methods that would capture as fully as possible the interactions between the participants, the toolbox and the job context.
    11. a) play jobs–where players needed to win a game previously designed, b) repair jobs –where they had to identify and fix a problem with a dysfunctional game-, and c) design jobs– where they had to design a game from scratch within constraints specific to the Disc

      This is an interesting scope of jobs. I wonder if they arbitrary or correlate to potential personality types in the participants.

    12. ing, the question still remained regarding whether they would sustain engagement with it over an extended period. We also wanted to know whether such engagement would lead to students appropriating more of the practices of the Discourse of game design, and whether the curriculum designed for the game would facilitate this appropriation.
    13. observe the way in which players could work around the limitations of the game to make their design intentions happen, as instead of creating a single game with multiple levels, they created multiple games representing different levels of difficulty of the same concept using the name of the game, and presented them to their peers this way
    14. the majority of them would take at least 15 minutes designing a game before testing it even the first time, leaving questions open as to what degree of understanding of individual components of their games they could get from the game
    15. t about half the students preferred designing games on their own, while the other half preferred to do it socially hinting at the possibility that we would have to implement multiple paths to advance in the game to keep players engaged.
    16. implistic. Girls in contrast tended to design in groups, with one girl controlling the mouse while others commented and made suggestions to her. The designs took longer to make, but were more complex in their use of space and used a variety of mechanics such as collecting coins or navigating a maze.
    17. We also had questions regarding the steepness of the learning curve that children would experience trying to play the game, especially given that some of the prototype’s functions had not been thoroughly tested yet
    18. tween them. The data sources for this study were collected by members of Gamestar Mechanic research team during the two years of research, and included transcripts of interviews with players and members of the Gamestar Mechanic team, naturalistic and participant observations, field notes, audio and video recordings, as well as digital and paper-based documents.

      I'm curious to know the actual number of participants.

    19. ) “In epistemic games, learners do things that have meaning to them and to society. Such games are knowledge games. They are meant to teach learners both how to navigate complex linguistic, cognitive, and symbolic domains and to innovate”.

      Quite an honorable cause.

    20. vide instructional designers contemplating the development of videogames for learning with useful insights for their own designs.

      I'm wondering how often instructional designers (ID) actually create games as learning tools? Or is it more of a collaborative effort with a team of IDs, videogame developers, etc?

    21. e. It also provides others with a place to identify a specific mechanic’s game design interests and preferences through a character profile, as well as his/her relative status in the community in the form of an experience level and the ratings for the games he/she has creat

      Is it possible seeds of professionalization are being planted here?

    22. A fundamental aspect that the game exploits in order to foster the appropriation of a game designer Discourse by learners is framing these jobs in the conte

      Does Discourse in this statement mean that the learners fully take on the role of game designer as their expertise progresses?

    23. The Gamestar Mechanic project is a collaborative research and development effort between the Games, Learning and Society Group at the University of Wisconsin-Madison and Gamelab, a professional game design studio based in New York

      Remi, did you get to work on this project while you studied at your alma mater, University of Wisconsin Madison?

    24. d. Some have argued that the widespread dissemination and lowering cost of information and communications technologies have made it possible for new literacies to emerge, characterized by thinking and meaning production practices more attuned to the needs of an increasingly global society

      Can anyone offer examples where new literacies have made broader communication possible and perhaps helped solve a problem?

    25. One consistent message coming from those warning us of these issues however is that in order to tackle them we will need new ways of thinking, a new mindset that can harness our curiosity and imagination today so that we can find solutions tomorrow.

      I'm reminded of the book Ender's Game in this instance. I don't want to spoil the book for anyone, but the premise is that in future times the world has been attacked by aliens so we must learn to defend ourselves and survive as a species in light of tremendous challenges. Elaborate games are used as part of the cadets' training.

    1. According to the SuperBetter method, you should turn your regret into a bad guy, do your power-ups, tell trustworthy people that you need their gameful help to lick the grief and move on with your life.

      I can absolutely see how this would help. The game gives your a reason to talk about it, air it out, and begin healing.

    2. McGonigal points out implications for P.T.S.D. treatment: offering victims a Tetris console in the chopper as they leave the battlefield could spare them a great deal of suffering.

      I've had images that were really hard to get out of my head. Wish I knew this then!

    3. “You will hear stories from people who have adopted a gameful mindset to find a better job, have a more satisfying love life, run a marathon, start their own company, and simply enjoy life more.”

      Has anyone tried McGonigal's method?

    1. Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity.
    2. bullshit is used to conceal, to impress or to coerce.

      This makes me think about how Facebook is so full of illusion. I know that it's all about impressing others, yet I still play the game. Does anyone else experience Facebook bullshit?

    1. ensuring the survival and flourishing of the passion and the affinity space, requires accommodating new members and encouraging committed members.

      I see this at my spiritual center as well. I'm always surprised when a long term member, doesn't make the extra effort to welcome a new person. Without new members, the center will cease to exist.