Dr. Bireda visited our class on September 26, 2012, to discuss the culture, social and educational strengths and needs of diverse learners.
The presentation is split into two sections.
First Hour
Second Half
Dr. Bireda visited our class on September 26, 2012, to discuss the culture, social and educational strengths and needs of diverse learners.
The presentation is split into two sections.
Ethical issues are very important in education, especially when using technology. Often technology gets way ahead of ethics; just because you can do something doesn’t mean you should.
Ethics n. Date: 14th century: the discipline dealing with what is good and bad and with moral duty and obligation; a set of moral principles or values; the principles of conduct governing an individual or a group; a guiding philosophy. Source: Webster Dictionary
Ethics are the moral guidelines that govern behavior. Ethics describe how we determine what is good and right, from what is bad and wrong. Teachers and students need to be aware of appropriate and acceptable behaviors in relation to computer practices and Internet usage. In this module, we will discuss ethics as it relates to computer usage. Computer ethics focus on unauthorized use of computer systems, software theft (piracy), information privacy, unauthorized collection and use of information, and copyright. Computers make the collection of data easier. They also impose great ethical challenges to us.
Several of the Ten Commandments of Computer Ethics deal with using a computer in ways that hurt others. People who create and spread computer viruses are acting in unethical, harmful ways. Often, computer viruses steal information from your computer, read and destroy personal files, and always interfere with a person’s work on the computer. When downloading software from the Internet it is imperative you have virus protection software in place on your computer. Some viruses are harmless and may simply freeze your computer system. Other viruses can cause extensive damage. The majority of viruses only infect Windows computers, however, the problem is increasing for Macintosh computer users as well.
It is believed that there are currently over one million known viruses in existence. It makes sense to protect your personal computer, classroom computer, or computer network by installing virus detection software. Most major companies that offer virus detection software allow updates to be downloaded from the Internet at no cost. Check with your school Technology Coordinator to find out how often your virus protection software is updated. For more information on computer viruses visit the following Web sites.
A Solution For Copyright and Fair Use?
Copyright and the web bring interesting challenges for educators, and the wealth of images available on photo sharing sites, video sharing sites and web pages compounds the problem. Learn more (and teach) about Creative Commons licensing, which allows authors, photographers, artists, illustrators, musicians, etc. to decide the amount of control they have over their own works.
“The Creative Commons (CC) is a non-profit organization devoted to expanding the range of creative works available for others to legally build upon and share. The organization has released several copyright licenses known as Creative Commons licenses. These licenses, depending on the one chosen, restrict only certain rights (or none) of the work instead of traditional copyright, which is more restrictive.” (Wikipedia)
Anyone who creates and publishes work can choose how they are willing to share their work.
Learn more with this short cartoon about how Creative Commons licensing works.
See (and share) the great videos about Creative Commons here. Also, see
See Creative Commons: A New Tool for Schools. “A Creative Commons license provides clear guidance to students and educators as to how they may legally use the intellectual properties of others and how they may protect their own.”
When it comes to photos, Flickr lets you establish the rights you have to each image as you load them on the website. You can also search by CC license. If you’re looking for images to use in a website or slideshow, you can search only for photos with Attribution licensing, meaning others will let you copy, distribute, display and perform your work and derivative works if you give them credit. See flickrCC, where you can search for Creative Commons licensed images and link back to the source.
From Doug Johnson’s Blue Skunk Blog: “There are two main ways to find Creative Commons licensed materials. CC has a specialized search tool at and there is a list of directories by format. Both can both be effective. Google Advanced Search also allows searching by ‘usage rights.'” The Creative Commons search tool will help you find photos, music, text, books, educational material, and more that is free to share or build upon utilizing Creative Commons enabled search services at Google, Yahoo!, and Flickr.
A great model resource for students: See these Guidelines for Multimedia and Web Communications.
Here’s a wiki with links to TONS of copyright free and creative commons licensed images, sounds, music, and more!! You’ll find what you need here for sure!
“Most of the media in these collections are attached to generous copyright licensing. Though you may not need to ask permission to use them when publishing on the Web for educational purposes, you should cite or attribute these images to their creators unless otherwise notified! If you see any copyright notices on these pages, read them for further instructions. (Things change.) Note: always check individual licensing notices before publishing on the Web or broadcasting!”
According to Wikipedia:
Open-source software (OSS) is computer software that is available in source code form: the source code and certain other rights normally reserved for copyright holders are provided under a software license that permits users to study, change, improve and at times also to distribute the software.
Open source software is very often free and developed in a public, collaborative manner. Open-source software is the most prominent example of open-source development and often compared to (technically defined) user-generated content or (legally defined) open content movements.
Here is one of the best places to find Open Source Software
do not rely too heavily on these products unless you can first identify the ability of their developers to continue providing their products and/or will be willing to continue offering them for free.
In this course, we are going to attempt at least help you become as independent of these freebie sites as possible. We do not wish to alarm you, we simply want you to be intelligent consumers and be smart about how much effort you put into creating products/artifacts that you want some assurances will be around for the long haul.
Family Educational Rights and Privacy Act (FERPA)
Family Policy Compliance Office (FPCO) Home
The Family Educational Rights and Privacy Act (FERPA) (20 U.S.C. § 1232g; 34 CFR Part 99) is a Federal law that protects the privacy of student education records. The law applies to all schools that receive funds under an applicable program of the U.S. Department of Education.
FERPA gives parents certain rights with respect to their children’s education records. These rights transfer to the student when he or she reaches the age of 18 or attends a school beyond the high school level. Students to whom the rights have transferred are “eligible students.”
Parents or eligible students have the right to inspect and review the student’s education records maintained by the school. Schools are not required to provide copies of records unless, for reasons such as great distance, it is impossible for parents or eligible students to review the records. Schools may charge a fee for copies.
Parents or eligible students have the right to request that a school correct records which they believe to be inaccurate or misleading. If the school decides not to amend the record, the parent or eligible student then has the right to a formal hearing. After the hearing, if the school still decides not to amend the record, the parent or eligible student has the right to place a statement with the record setting forth his or her view about the contested information.
Generally, schools must have written permission from the parent or eligible student in order to release any information from a student’s education record. However, FERPA allows schools to disclose those records, without consent, to the following parties or under the following conditions (34 CFR § 99.31):
Schools may disclose, without consent, “directory” information such as a student’s name, address, telephone number, date and place of birth, honors and awards, and dates of attendance. However, schools must tell parents and eligible students about directory information and allow parents and eligible students a reasonable amount of time to request that the school not disclose directory information about them. Schools must notify parents and eligible students annually of their rights under FERPA. The actual means of notification (special letter, inclusion in a PTA bulletin, student handbook, or newspaper article) is left to the discretion of each school.
As a school teacher, you will be required to know the basic tenets of FERPA. Dealing with technology may cause you more concerns, especially as it relates to disclosing potentially private information.
1. Check out this review of copyright/fair use on Wikipedia. It is pretty accurate!
2. Watch this video:
Now that we have covered copyrights to a certain degree, it is time to look at the concept of remixing. Some of you alluded to the fact that copyright laws need to be changed based on changes in technology. The remix movement is certainly one of those considerations. Wikipedia actually has a very good description of all this.
There is a movement afoot to change the copyright laws to allow remix. The thought is that remixing is really a recreation of content into a new form and should be allowed.
This discussion has ranged from the very serious to satire.
Colbert followed this up with his now famous Green Screen Challenge
In fact, this whole idea started a revolution in thinking as seen by these videos
Aligned with (and adding confusion to) the remix movement is the idea of “open source”.
Links:
Post your answer to the following questions to the Drop Box on Angel:
This module is found in EME 6465 – Interactive Learning Environments. We thought is might be of interest to others.
“a system in which players engage in an artificial conflict (i.e. challenge), defined by rules, that results in a quantifiable outcome.”
If you read the articles above you should see the common themes that relate to the teaching and motivation masters (rules (events) and challenge (the ‘C’ in the ARCS Motivation Model).
Koster, in his seminal work The Theory of Fun also adds the words ‘interactivity’ and ‘feedback’, which lead to an emotional reaction (a la Brenda Laurel’s ideas on suspending one’s disbelief), and a conceptualization of an abstract version of a larger system (i.e., Computers as Theatre).
Most people believe that the definition of a game rests on the concept of ‘fun’. But we should now begin to realize that it is much larger than that.
Let’s see if Wikipedia can be of any help to us (note the underlined words and their relationship to the concept of ‘interactivity’ we are building here):
Gamification is the use of game design techniques, game thinking and game mechanics to enhance non-game contexts. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming
Accordingly, Kapp* arrives at his definition (click on the spoiler to read a definition for each term):
Gamification is using game-based
and
to engage people,
promote learning, and
While games and gamification share many of the following concepts, gamification is NOT any one of these alone taken singularly:
* Source: Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
The following presentation is an excerpt from an open source, freely accessible courseware found at the UCIrvine Extension site, is probably one of the best summaries of gamification we could find. It runs about 35 minutes. The module, while free, does have a sort commercial in it for the UCIrvine online courses, but we have kept that part to a minimum and cropped the whole intro at the front…. as you review this material understand that our perspective, remember that our perspective is interactive design.. which is a part of overall instructional design. So, when you look at all of this try to keep the focus on designing interactive environments and what this all means to that process. In EDF 6282 (Instructional Design, we again look at games but from a more holistic vantage point.
You may or may not be aware but some people are adamant that video games will revolutionize and reshape the classroom like no previous advancement. But many do not agree. In order to tap into this debate, I offer you links to a few discussions:
Those who differ on this perspective do so mainly because there has been little research done to show that games actually teach something. Here is a blog with opposing points of view:
A review of the literature reveals that very few have figured out what it is about games that work to be sure that all the teaching elements are there. We do have some insight to this, as we have been doing research in the area. In a review that we completed recently, we discovered a few areas that games seem to be lacking. The following are a few articles we published on the subject. One It of them covers many of the things that most folks simply ignore when they consider using games in their classrooms.
In the first article we developed the rationale behind a rubric to review the educational soundness of games.
In the second article we discuss video games from the perspective as to why teachers have sometimes been shown to be reluctant to adopt games in the classroom.
Now that you have had the chance to review the module on making games more educational and this one in which we discuss and demonstrate how to ‘gamify’ learning experiences, we need for you to do two things:
This animate (taken from You Tube) was adapted from a talk given at the RSA by Sir Ken Robinson, world-renowned education and creativity expert and recipient of the RSA’s Benjamin Franklin award.
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