Sunday, November 11, 2012

Red Queens & Increasing Returns


Blog 5
For my science fiction assignment, I viewed the movie “Minority Report.” I was able to rent this movie on DVD through my Netflix service. I would prefer to watch movies digitally because I am able to watch instantly instead of waiting for the DVD in the mail. This movie wasn’t available for instant access through Netflix so I resulted to having it mailed to me instead. I do believe that DVD’s and video-on-demand are examples of Red Queens. DVD’s and digital access seems to be the only two formats of watching movies. Other options of watching movies are all non-existing. Dr. Thornburg (2009) explains that red queens have huge competitions between technologies; in the process, all other competitors are left behind. For example, a VHS tape is no longer in competition with DVD’s and digital videos. They have been left behind and will no longer be in the running. As I go into video stores, I no longer see VHS tapes for sale. I also think that VCR’s, the machine that plays VHS tapes, are no longer available through retail stores.

Although I believe that digital movies are rising above DVD’s, I don’t think that DVD’s will become extinct by digital video access. These two competitors are two very great options and very great alternatives to each other. This is why I believe Netflix offers both options. They understand that people enjoy popping in a DVD just as much as they can watch instantly through their computer devices. If I had to choose, I believe that digital video access will eventually extinct DVD’S but no time in the near future. One main reason why people are still watching movies through DVD is because new releases and other high demand movies are not available on digital access keeping them in the race. Once digital access offer new releases or just all movies, they will eventually have an increasing return on DVD’s. When placing these two options on the McLuhan’s tetrad, I believe that DVD’S are a retrieval of the VHS and video-on-demand is in the enhancement criteria.

 

Thornburg, D. (2009). Emerging and future technology. Baltimore, MD: Author. Laureate Education, Inc

Sunday, October 28, 2012

Second Life: A Disruptive Technology


Thornburg (2009) explains that a disruptive technology is a new technology with the same functions of existing technology, but function more efficiently and then obsoletes that technology. Disruptive technologies have always been in existence and can basically come out of nowhere. Thornburg (2009) describes these types of technologies as “wild cards” they can hit the scene at any time and can create a huge disturbance on the existing technology. One technology that has become a disruptive technology is a website called “Second Life.” “Second Life is a 3D virtual world where everyone seen is a real person and every place visited is built by anyone,” (Second Life, 2012). This technology is a disruptive technology because it disrupts the flow of online video games, internet surfing, distant learning and social networking. This technology allows for individuals to indulge into a world full of fantasies and excitement creating any and everything they have ever dreamed of. There is no cost to join and is very user-friendly. Although Second Life hasn’t completely taken over the social and educational front, it is becoming more and more popular every day.

With Second Life gaining much popularity, one must wonder when it will end. Everything has an expiration date and Second Life is any different than the next technology. With technology becoming more efficient every day, I personally think that Second Life may have another 5 years on the scene before another emerging technology replaces. Once a formula is created that becomes popular, it’s only a matter of time before someone creates a similar, but better technology that functions more efficiently. An example of this is cell phones. As soon as one model of a cell phone comes out, it becomes very popular and everyone must have one. Very shortly, sometimes within months, a better cell phone hits the market making the existing cell phone obsolete. The newer phone is just a tad bit nicer with more gadgets. This cycle with cell phones and all other technologies will go on for a lifetime.

Although Second Life is used for many things, there is a huge social benefit for becoming a member. One social benefit of this technology is that people with the same likes and interest can interact on all sorts of levels. Another social benefit of Second Life is it gives individuals a place where that can meet people from all over the world can share their ideas on this one site. They can see how each other’s cultures are and basically learn about each other. In my industry, which is education, virtual worlds can be very beneficial. This can be a place where students can go and hang out virtually with other students from their school or other schools within their city or all over the globe. Students will also be able to share information about their schools and create a virtual world of their school so others can take a look into their world. Teachers can also use this as a tool for students to see show how other people around the world interact.

 

Thornburg, Laureate Education, Inc. (2009). Disruptive technologies. Baltimore, MD: Author.

Second Life. (2012). Second Life: Your World. Your Imagination. Retrieved from  http://secondlife.com/?lang=en-US

Sunday, October 14, 2012

Rhymes of History Technology

Dr. Thornburg describes a “rhyme of history” as the affect or impact of a new development rekindling something from the distant past. As I think of an example of a technology that represents a rhyme of history, it brings me to online dating. Online dating has become very convenient and popular all over the world. Finding someone to date in the past that was compatible with you seemed nearly impossible. First, you had to actually go out to meet someone. Next, you and the other party had to catch each others’ eye. Then, if you both agree to take it past the eye contact, you break into this awkward conversation and so on and so on. So today, the rhyme of history would be online dating sites. Online dating sites allows for individuals to search for potential dates by specifying their preferences by race, age, body type, and interest just to name a few. Instead going on 50 dates to find “your perfect combination,” online dating sites allow for each individual to find their perfect match with one click. Adams (2008) explains that dating services are nothing more than modern matchmakers where the qualities of two people are compared and they are matched based on common interests and ideals. Online dating is also a great way for busy individuals to remain on the dating scene


Dating has been around since biblical times and technology has changed how we date forever. Although technology has made finding a date more efficient, the fact of getting to know the person for who they are still remains. The difference with online dating and the old way of dating is basically the method used to find a date. Online dating doesn't allow for someone to know a person just by the information they read about that person. It still takes time and experience to get to know someone with both methods. Although online dating is very popular, some people refuse to use their services. Some people believe that true love happens by chance and not by searching the internet. Other people feel that it's dangerous to meet someone via internet because everything about that person can be false, hence meeting a dangerous person. Although online dating has become very popular, the old method of meeting people and dating still exist.


Some of the most common online dating sites are:



Adam, H.C. (2008). Online Dating Takes the Place of Real-Life Courtship. Retrieved from http://voices.yahoo.com/online-dating-takes-place-real-life-courtship-2060310.html

Saturday, September 29, 2012

Tetrad

Tetrad of Computers
 
 
 
 
 
 
Enhancement:  A computer is a technology that allows people to surf the web to find information, shop for goods, and connect with friends and others around the world.
Reverse: Computers may continue to bring about newer models. Nothing may ever replace computers.
Retrieve/Rekindle: When thinking of a computer, it brings to mind a type writer, word processor and analog computers.
Obsolete: Computers replaced a number of things like the television, radio, video games, calculator and word processor just to name a few.
 
 


Sunday, September 16, 2012

Emerging Technology


A current technology that has emerged in the last few years that shapes learning in education is game-based learning. “Game-Based learning is a method of teaching that engages students in the topic, makes learning fun and motivates learning outside of the classroom,” (Lauren, 2012). The two types of game-based learning are trivia/board games and computer games. One problem that has been associated with “game-based learning has been the inadequate integration of educational and game design principles,” (Kiili, 2009). The societal needs that this technology meets is acquiring transferable skills. Daniel (2012) explains that games can be used to foster learning of transferable skills and can be effectively designed and developed towards this aim. Some benefits of game-based learning are learning, motivation, formation of social networks and the integration of a range of tools. If I were to make this technology better, I would like to see more challenging games. I would also like to see games that correspond with each subject area.

Website for information on game based learning:

 

 

 

Lauren, D. (2012). Research on Game Based Learning. eHow.com. Retrieved from http://www.ehow.com/about_5526040_research-game-based-learning.html

Kiili, K. (2009). Call for educational game design patterns. Retrieved from http://kiili.wordpress.com/.

Daniel, (2012). CFP: Game based learning for 21st century transferable skills: challenges and opportunities. Retrieved from http://lg.dlivingstone.com/2012/09/10/call-for-papers/

Wednesday, August 22, 2012

Learning in a Digital World




In the business of teaching and learning, I believe that it is critical and non-negotiable for educators to allow students to fall between the cracks. With my many educational experiences, I have focused on principles from each learning theory that can explain the how and why of learning. “Learning theories provide different perspectives on the complex phenomena of learning and complement one another in their ability to explain different types of learning situations,” (Shuell, 2012). Once I become familiar with those principles, I can use them to shape the way I approach my students in respect to how they learn. It’s important as educators to recognize that our students do not learn with a one-size-fit all approach. We must use different principles, strategies and differentiated instruction to meet out students’ needs.

With the experience I have as an educator, I have been exposed to the face-to-face learning environment as well as the online learning environment. As a frequent learner of the online learning environment, I believe that technology has a great impact on the way I learn. With online learning, I am able to collaborate with other learners in different locations and learn different strategies they use with their students. I also have the opportunity to utilize different technology tools that I probably would not use if I were in a face-to-face setting. Overall, learning theories and the use of technology have really increased my knowledge on using the best practices as an educator in order to increase student achievement.

Reference:

Shuell, Thomas. (2012). Theories of Learning. Retrieved from http://www.education.com/reference/article/theories-of-learning/

 
Blogs I responded to:


Seane- http://www.learningsquared.blogspot.com




Saturday, August 11, 2012

New Technologies


New Technologies

As I reflect on a situation at the workplace where people had low self-efficacy in experimenting with new technology, it brings me back to the use of clickers. Clickers, also known as classroom response systems, “provide a mechanism for students to participate anonymously and integrate a game approach that may engage students’ more than traditional class discussion,” (Martyn, 2007). Teachers in my school attended training on incorporating clickers in the classroom and were expected to use them with our students. I was very intrigued with the clickers and with all of its capabilities in the classroom. Although I found this technology beneficial, there were several teachers who never took the time to learn the device and eventually rejected it. With this group of teachers who rejected the clickers, I was close to a few of them and encouraged them to use it. I invited them to my class so that they can see how they are utilized in a classroom setting. Although they enjoyed the clickers with the activity, they still had a cold shoulder towards using them with their classes.

If I had to change the motivation of my co-workers, I would use the Keller’s ARCS model to encourage success. First, I would gain their attention through perceptual and inquiry arousal. This can be done through active participation, variability, and inquiry. “Active participation is the consistent and simultaneous engagement of the minds of all the learners with the content of the lesson,” (George, 2011). Activities such as games and other fun activities used with the clickers will peek the arousal of any learner. Using a variety of activities as well as brain storming activities will also stimulate the learner. All activities used with the clickers should be relevant to the learner. Relevance can be achieved through experience, modeling and choice. Using skills that they already know to build on new skills will motivate the learner to use the clickers. By modeling how to use the clickers, it will allow the learner to do exactly what was modeled without any confusion. Allowing the learner to choose what activities to use with the clickers will help and motivate them to use it.



Building the confidence in the learner is a big key in motivating the learner. “Confidence is a judgment one makes regarding his own ability to meet opposition effectively in a given situation.” (Sconiers, 2009). By building the learners’ confidence, it will build their self-efficacy in using the clickers within their classroom setting. In order for the learner to comfortably use the clickers with their lessons, there must be a sense of satisfaction with using them. When the learner see the benefits of using the clickers, it will feel rewarding and they will be satisfied with using it.






George, Leela. J. (2011). What Is Active Participation? Retrieved from http://www.ascd.org/ascd-express/vol6/608-newvoices2.aspx.

Martyn, M. (2007). Clickers in the Classroom: An Active Learning Approach. Retrieved from http://www.educause.edu/ero/article/clickers-classroom-active-learning-approach.
Sconiers, H.E. (2009). What is Self Confidence? Livingstrong.com. Retrieved from http://www.livestrong.com/article/17317-self-confide