Teresa Carrillo Blog

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Testing, 1-2-3

Posted by tcarr5 on December 22, 2009

“Testing, 1-2-3. This is only a test.”  The familiar words cross our eyes and ears. Testing is a vital part of e-learning and as in any face-t0-face instructional situation, good principles apply.  Horton reviews general test production practices that all educators/instructors must answer:  what is being tested? how will the test be scored? what types of questions will be asked (true/false, multiple choice), and when to use various types of questions (Horton, 2006).   Interestingly, Horton adds a new dimension to the “old” composition or essay question:  “allow learners to record a voice answer or upload a recorded audio file, or . . . require leaners to create their composition using a template you supply” (Horton, 2006).  By moving the student to the “create” level of cognitive functioning, he follows Robert Gagne’s “higher order rules-”  having the student create something new given certain perameters (Gagne). 

There are a variety of online test-making tools available to today’s instructors.  These tools provide support and structure for the creation of a variety of tests. The following chart summarizes/ compares two current test tools:

Articulate: quizmaker ‘09 Comparative Questions Test Generator: TG Web
www.articulate.com: This site provides a number of tools. I focused on Quizmaker ‘09.  I liked the Articulate company as they provide a “Community Forum” that provides a best-practices blog and a discussion board to help customers become efficient users of their products.   www.testshop.com:  This site provides a tool called TG Web.  This tool is designed for both internet and intranet testing.
 Flash-based What are the installation requirements? Windows ‘98 or later
 Quizmaker provides a number of themes and is much like PowerPoint. It also provides for audio and animation. The creator can control the timing, and branch a student to another question. Which tool is more intuitive to use?  Quizmaker!  TG Web is very straight forward, but there is no animation that I could see and timing was not controlled by the creator.
 Strengths:  Quizmaker is user friendly to the creator and the Articulate company provides support through the blog and discussion board.  Weakness:  I didn’t feel that quizmaker had a weakness — it seemed so much stronger than the other tool, but an instructor would have to be careful about getting carried away with color, sound, and animation — this becomes a distraction to the student who is being tested. Strengths and weaknesses? Strengths: TG Web offers 11 question types and randomization. It can be used for corporations, education, or government entities.  TG Web provides email support and yearly maintenance. Secure testing is provided — each student has an username and password. Weakness:  The installation requirements were nebulous. Installation instructions would only be provided at the time of purchase. Also, it was noted that pricing varies based on each customer’s requirements.
 Quizmaker lets the creator design her own quiz or use templates.  Quizmaker provides 20 different options for creation. Which provides more options for creating different tests? TG Web offers eleven different question types– only about half of quizmaker.

Gagne, R. Instuctional development timeline. http://my-ecoach.com/project.php?id=12152&project_step=28465. Retrieved on 12/17/2009.

Horton, William. (2006). E-learning by design. John Wiley & Sons, Inc. San Francisco, CA.

Here is a sample screencast of a Quizmaker creation:

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Web 2.0 -The Next Generation

Posted by tcarr5 on December 16, 2009

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Web 2.0 is the next generation of web activities.  It differs from its older and now out-dated big brother web1.0.  The main difference is that now individuals can discuss, create, collaborate, and even experiment — on-line.  Tim O’Reilly aptly notes that the web is now seen “not [as] a boundary, but a . . . core” (O’Reilly).  O’Reilly compares web 2.0 technology as the sun with the web users (whether they be companies, individuals, shoppers, students, or professers) rotating around that sphere (2004). He also points out that the customer is in the driver’s seat and once “blogging” was born, the idea of “collective intelligence” came to fruition; now, through discussion boards, blogs, and online video information can be collected and passed on (O’Reilly).

Web 2.0 is a “platform” where the public can unite ideas. Wikis, blogging, google-ing, and screencasting all provide individuals a chance to “participate” vs. the web 1.0 version of “publishing” (O’Reilly). “‘[T]he blogoshpere is the equivalent of constant mental chatter in the forbrain’” (O’reilly).

An interesting article was published in Phi Delta Kappan in June 2008 called, “Don’t Be Afraid to Explore Web 2.0.”  The author, John Thompson, encourages educators to try out these new technologies. “‘[You] . . . take the approach of our students. Go online and click unbridled’” (Thompson, 2008).  This article was  a huge encouragement to me as I am trying  to make the jump from 1.0 to 2.0. 

Here is a short evaluation of two teachertube videos; Youtube, Teachertube, and other video sharing is considered a web 2.0 technology.  Clip one is titled:  How to make an Upholstered Valence http://www.teachertube.com/viewVideo.php?video_id=104798title=How_to_Create_an_Upholstered_Valence

Clip two is titled:  How to Write a Persuasive Essay http://www.teachertube.com/viewVideo.php?video_id=683378title=How_to_write_a_persuasive_essay_

Title How to Make an Upholstered Valence How to Write a Persuasive Essay
Target Audience? Advanced Learners Intermediate Learners
Strengths in terms of instructional quality? This clip is strong in visual content.  The teacher is videoed while making each step of the valence – measuring the window, cutting the wood, measuring the fabric, and even wearing safety glasses! She uses a variety of tools: tape measures, squares, circular saw, marking devices, and a hammer. The learner can watch each step and the learner is given a realistic idea of how long it takes to accomplish each step. This clip does follow Clark & Mayer’s redundancy principle in that the audio is spoken as opposed to written (2008). The clip shows someone actually crafting a persuasive essay. HE uses the technique of a “think aloud” – talking through his thinking process as he is writing. This is an excellent teaching technique because beginning writers often do not understand that writing is a process.  As he thinks the words appear on the screen. He covers the whole process of writing from drafting to final draft.
Weakness in terms of instructional quality? Some learners may feel that tools are technical and therefore some written instruction may need to be provided. I honestly thought that this was a strong clip and that it did not contain weaknesses. He uses highlighting of the nearby text (contiguity), and he uses the modality principle, and he moves from basic steps to a higher cognitive level.
Could anything be added/removed to make this clip better? Some written instructions at the end may help the learner who is not comfortable using tools. I could see that some may argue that the learner will be overloaded as he watches and listens to the writing process (redundancy principle), but in this case the learner must recognize that this deals with words so there is going to be some overlap.
     

 

References:

Clark, R.C. &  Mayer, R.E.  (2008). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. 2nd ed. John Wiley & Sons. San Francisco, CA.

O’Reilly, T.  O’Reilly Media, Inc., tim@oreilly.com http://oreilly.com/pu/a/web2/archive/what-is-web2.0.html? retrieved on December 12.

Thompson, J. (2008). Don’t be afraid to explore web 2.0. Phi Delta Kappn, 89, 711.

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Simulations: Learning by Doing

Posted by tcarr5 on December 8, 2009

“I see and I forget, I hear and I remember, I do and I understand” — A Chinese Proverb

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Simulations have become a popular way to give learners a real-life experience without the costs or dangers (sometimes) of real-life (Clark & Mayer, 2008).  The definition between “game” and “simulation” can be very close, but in general, Clark and Mayer define a simulation as “differ[ing] from games in that they test or use a model that depicts or mirrors some aspect of reality in form, if not necessarily in content” (2008).  Each educational simulation should be evaluated for the learning benefit. A simulation should teach a concept or skill that is used in real life; it should not simply entertain the user. 

            Good simulations will follow good research data when it comes to the value of that simulation.  Because simulations will inherently be interactive, good simulations will follow both the contiguity principle and the modality principle (Clark & Mayer, 2008).  The contiguity principle deals with text and its positioning according to a graphic; research shows that text should be placed near the graphic so that the learner does not experience cognitive overload – the keeping of information in memory while trying to learn new information (Clark & Mayer, 2008).

            The modality principle is the idea that learners will better learn when “information is split across two separate cognitive channels – words in the auditory . . . and pictures in the visual . . .rather than concentrating both words and pictures in the visual channel” (Clark & mayer, 2008).  Simply stated, words should be spoken instead of shown as text when engaging in e-learning design.

            The following is a brief evaluation of The Jamestown Online Adventure. This simulation allows the student to “govern” the new settlement by making choices regarding safety, food, health, etc.  Then, the student’s decisions are compared with the actual living situation that the Jamestown settlement faced and feedback is given. The student will see if his colony survived the winter in better condition or worse than the original settlers.

  Click here to  play the game!  History of Jamestown Adventure 

 Winter #3

What is the subject matter of the simulation?

  • The survival decisions of the Jamestown colony is the subject matter.

Who is its intended audience:

  • Middle school students

Where can people access or locate it online?

Describe the process involved in completing the Jamestown Online Adventure?

  • The learner clicks to begin the game and a question appears.  For example, “Where would you like to begin your colony?  A. the marsh  B. inland  C. the wooded area”  The student is shown a map with each area marked.  The student then selects his choice, and the next question pops up.  It the student struggles, he can click on the colonist picture, the Indian picture, or the charter book to get advice from these sources.  In the end, a score is given that compares the student’s choices to that of the real Jamestown.  Based on that score, the townspeople have had a better/worse survival rate than the original colonists.  In the “Now We Know” section the student gets an explanation for his survival rate.

What media formats are used?

  • The simulation uses multiple graphics – maps, pictures, symbols (corn and sassafrass symbols are moved with the mouse to symbolize planting), some background music is used, but the music has no educational purpose – it simply is a pleasant sound. The entire simulation is read with text – there is no audio speaking.

Did you find its design consistent with the Modality Principle, or not? Why?

  • I found that this simulation did not consist with the modality principle.  Because the entire simulation was read by the learner, that task meant that both the pictures and the text had only one channel to enter – the visual (Clark & Mayer, 2008).  The music may have even been a distraction as it did not direct the learner to better choices. A good reader would have no trouble handling the amount of text, but a poor reader would struggle.  The contiguity principle was nicely exemplified (Clark & Mayer, 2008) as the text was next to each choice and both the Indian and Colonist had text bubbles that popped up to give advice in the same window that the learner would be observing.

References:

Clark, R.C. &  Mayer, R.E.  (2008).  E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. 2nd ed. John Wiley & Sons. San Francisco, CA.

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Online Educational Game

Posted by tcarr5 on November 30, 2009

Here is a spelling game that I evaluated:  http://pbskids.org/lions/games/soup.html

Here is my evaluation of this educational game:      

Evaluation Instrument based on 4C/ID-model

Game Lab Study

 

Please rate the following statements after reviewing the game with a 4-point Likert Scale:

                1= Strongly disagree

                2= Moderately disagree

                3= Neither disagree nor agree

                4= Moderately agree

                5= Strongly agree

— – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – -

Team number/name of the student(s): Teresa Carrillo

Name of the game: Alphabet Soup

Location (URL) of the game: http:// pbskids.org/lions/games/soup.html

Subject matter of the game: spelling

Target audience: 2nd-5th grade

Try your best to respond to each question. You should locate at least one example within the game that supports your response. List the example(s) under each question if it is available.

 

Learning Tasks

Strongly disagree

1

Moderately disagree

2

Neither disagree nor agree

3

Moderately agree

4

Strongly agree

5

           
The game provides concrete, authentic whole-task experiences.

 

 

 

 

*

 

Example: The correct spelling of a fill-in-the blank word.

 

The tasks are organized in simple-to-complex task classes.

 

*

 

 

 

 

Example: The words are randomly hard and easy.

 

The learning tasks within the same task class start with high build-in learners support, which disappears at the end of the task class (scaffolding).

 

*

 

 

 

 

Example: There is no scaffolding involved in this game. It encourages guessing.

 

The learning tasks show high variability.

 

*

 

 

 

Example: The only variability occurs with the different words chosen.

 

Supportive Information

Strongly disagree

Moderately disagree

Neither disagree nor agree

 

Moderately agree

Strongly agree

           
The game supports the learning and performance of non-recurrent aspects of learning tasks.

 

*

 

 

 

 

Example: No support of non-recurrent aspects is given for this game.

 

 

 

 

      The supportive information consists of

      mental models, cognitive strategies, and cognitive

      feedback.

 

*

 

 

 

 

Example: No cognitive feedback of any kind.

 

The supportive information is specified per task class.

 

 

 

*

 

 

Example: The supportive information doesn’t really relate to spelling – only to guessing the right letters and then the word must make sense in the context of the sentence.  The context of the sentence does provide some support.

 

The supportive information is always

        available to the learners.

 

 

 

 

 

*

Example: The “clue” box is always available to the student.

 

 Part-task Practice (PtP)

Strongly disagree

Moderately disagree

Neither disagree nor agree

 

Moderately agree

Strongly agree

The PtP can be easily distinguished from other learning tasks in the game.

 

 

 

*

 

 

 

 

Example:

 

The PtP provided additional practice for selected recurrent constituent skill in order to reach required level of automaticity.

 

*

 

 

 

 

Example: There is no automaticity.  If the student is incorrect, he simply guesses again.

 

The PtP are intermixed with learning tasks in terms of their placement in the game.

 

 

 

*

 

 

Example: A new spelling word is given after successful completion of the previous word.

 

The PtP items are divergent for all situations that underlying rules are applicable.

 

 

*

 

 

 

Example: Because each sentence is an riddle/joke, many of the words/answers are not in a normal context.

 

The PtP is organized in its own session intermixed with learning tasks.

 

*

 

 

 

 

Example:  

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What are Screen Capture Tools?

Posted by tcarr5 on November 24, 2009

Screen Capture Sample    IRA 2.wmv 

 A screen capture tool is exactly what it is called:  a tool that captures what you are looking at on the screen.   Sue Chastain has a nice quote on About.com: Graphics software.  She notes, “Graphics software has a pretty broad definition in many people’s minds, but . . . it is any kind of software which can be used to create, edit, and manage 2d graphics” (2009).   Sometimes people include animation and video’s in this defintion.  In my searching of the internet, I found that most people do include 3D images as part of a screen capture tool.

As far as instuction for educators, screen capture tools can be used for a variety of activities.  A teacher can leave a picture of lesson plans for the substitute, show students an interesting website for a topic being discussed, collaborate with another instructor, or give feedback on an assignment.  These tools are an example of technology constantly changing and improving, and these tools can make instruction that much more inviting and exciting for the student.

Chastain, Sue.  (2009).  Graphics software.  About.com — The New York Times Company.

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What is a LMS?

Posted by tcarr5 on November 17, 2009

There are a number of learning management systems available today such as Moodle, Blackboard, and Angel. What exactly is an LMS? Mildred Roqueta defines an LMS in her article Learning Management Systems: A Focus on the Learner: “A Learning system is a type of tool used to manage the knowledge assets of an institutuion and make them available to learners” (2008). Learning Management Systems are often called course management systems (CMS), but that is not totally accurate. A CMS is concerned with content, while an LMS is concerned with the learner response. Because students learn very differently — short bursts, and short attention spans — an LMS is designed (or should be) with the learner in mind (Presby, 2007).
Both the CMS and the LMS share common attributes, but a good LMS has evolved to include attributes that focus on the learner.  

CMS/LMS

LMS

Course management tools (syllabus, calendar, drop-down boxes) An LMS tracks the student’s needs and achievements (Roqueta, 2008).
Content tools (content pages, quizzes, tests) An LMS tracks the student’s achievement compared to state standards (Roqueta, 2008).
Communication tools (e-mail, discussion, chat) An LMS streamlines communications between an instructor and a student (Roqueta, 2008).

As a company that is searching for a top-notch LMS I would like to suggest Angel with the following high-quality characteristics:

Learning Management System:  Angel

  • “‘Agents’ can be programmed to send a student an email about a missing assignment” (Roqueta, 2008).
  • Instructors can program an agent to send a congratulatory e-mail for a completed assignment (Roqueta, 2008).
  • As the learner shows mastery of a skill, the next steps can open (Roqueta, 2008).
  • Angel’s WhoDunit Agent quickly lets the instructor know who has completed/not completed an assignment (Presby, 2007).
  • Angel has a basic layout so that beginning on-liners are comfortable with its use (Presby, 2007).

Based on the research and high marks that Angel has received, I suggest the purchase of this LMS. Angel is used by two of the largest universities in the United States — Penn State and Michigan State University, and nearly 100,000 students on six Indiana University campuses us this LMS (Presby, 2007). Angel keeps the learner’s needs in mind while making the instructor’s efforts more timely.

References:

Presby,Leonard. (2007). Can an angel become our friend? The journal of applied business and economics. vol.7, 13-25.
Roqueta, Mildred. (2008).Learning management systems:  A focus on the learner.  Distance learning. vol.5, 59-67.

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