Friday, October 28, 2016

Connectivism



Recently I have noticed a extreme lag in my desktop computer while doing graphically intensive task, usually this is a sign a component is on its last legs. My suspicions were confirmed when I took my case apart and heard something rattling around inside. As I was shaking my computer around like a mad man a plastic stud and a loose spring fell out of the case onto the floor. 

I had no idea where these loose parts came from, but knew it couldn't be good. I turned to Google to source the answer for me, after scouring multiple blogs I came across someone who found themselves in the same conundrum. The user was able to identify the part as the arm that holds the heat sink to the graphics card, others were chiming in with their own experiences. I was able to determine that eventually my card would fail due to excessive heat and this was the most likely reason I had been experiencing lags during task that required some extra extra oomph.

The article that we read from Christopher Guder identifies the basic principles that make up the learning theory of connectivism. Connectivism has been called the learning theory for the digital age, the basic principles that make up this theory is as follows

  • Learning and knowledge rest in diversity of opinions.
  • Learning is a process and connecting specialized nodes of information sources.
  • Learning may reside in non-human appliances. 
  • Capacity to know more is more critical than what is currently known.
  • Nurturing and maintaining connections is needed to facilitate continual learning.
  • Ability to see connections between fields, ideas, and concepts is a core skill.
  • Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activity.
  • Decision making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. 
In my search for discovering the cause of my computers hard ware failure I exercised many of the principles of connectivism. I turned to a diversity of opinions in order to narrow down a solution for my issue. I connected to specialized nodes of information sources when I accessed a forum discussing hardware failure on computers. I found the most up to date post so I could ensure that I had the most accurate information available. 

There's no denying that technology has had a major impact on the way we learn, we have access to a almost unlimited amount of information. Learning has become more collaborative, we use others understanding of subjects or problems in order to form our own understanding. We have access to the most up to date information the minute it becomes available. Technology allows the learner to be an active participant in their learning, which makes learning more student centered. The learning theory of connectivism explains the processes of how modern technology is used in the learning process, and the impact tech has had on students and teachers. Technology isn't static and we may find ourselves needing to redefine this theory as tech like virtual and augmented reality change the way students learn. 

Sunday, October 23, 2016

Wearable Tech and Education

Interesting article by Courtney Pepe about how wearables can be a tool use to promote education, give it a read. 

GAFE

Google is a company that has become nearly synonymous with the modern internet. Google was founded in 1998 by Larry Page and Sergey Brin as a research project while they were at Stanford University (Google). Since then Google has branched off from just being an internet search site and now offers a multitude of products for consumer, business, and educational use. Google Apps for Education is Google’s powerful software productivity suite that is offered to schools and educational institutions for free. Googles products for consumers are free for use as well, but under the conditions that information gathered is use to provided targeted ads. Google’s has had complaints filed from the Electric Frontier Foundation and other critics due to privacy concerns but Jonathan Rochelle director of GAFE in a 2015 blog post ensures that Google is committed to keeping student information private and secure (Rochelle, 2015). Google is a signer of the Student Privacy Pledge an organization that was created to ensure educational software avoids violating student security and privacy, student’s information isn’t gathered so they are not shown the target marketing that makes up so much of Google’s other business (Rochelle, 2015). Marty Bray the chief technology and information officer for the Forsyth County Schools in Georgia brings up a valid point, “It is important to re-emphasize that it is critical for any school system contemplating adoption of any digital resource to review all agreements and ensure that any user data collected is used only to facilitate instruction and conforms with community expectations” he suggest that school site should actively monitor for collection of data even if the agreements say that data mining isn’t taking place (Bray, 2016).

            Lehmann’s and Mcleod’s praise Google Apps for Education in Chapter 13 of their book What School Leaders Need to Know About Digital Technology, they call Googles apps for education a powerful tool for educational leaders and point out that it is easier to set up than competitors like Microsoft’s offerings (Lehmann, Mcleod, 2011, pg 153-155). Google makes implementation of the software suite a breeze with many avenues for support and training offered online, all free of charge. Shannon McClintock Miller a librarian at Van Meter School District helped convince the school into “going Google” she says
“one of the main goals of education is to prepare young people for the future and the world that surrounds them” (Miller, 2013). She is confident that GAFE is the tool that can make achieving this goal a reality, by providing teachers with a tool box that teaches essential skills, promotes collaboration and experimentation students are better prepared for higher education and future careers. 

Wednesday, October 19, 2016

Apple's Swift Playground










Apple's Swift Playground is a great app for kids to learn basic programming skills in the swift programming language. Apple describes Swift as a revolutionary new app for iPad that makes learning Swift interactive and fun. Solve puzzles to master the basics using Swift — a powerful programming language created by Apple and used by the pros to build many of today’s most popular apps. Then take on a series of challenges and step up to more advanced creations. Swift Playgrounds requires no coding knowledge, so it’s perfect for students just starting out. It also provides a unique way for seasoned developers to quickly bring ideas to life. And because it’s built to take full advantage of iPad, it’s a first-of-its-kind learning experience.

3D Printing and Education

3D Printing Revolution 


The printing press brought about an information revolution, its creation allowed information to be reproduced quicker and more accurate than the traditional method of copying by hand. This invention drove the cost of books down, and made them accessible to the poor. Before the printing press, books were rare and could only be found at academic and religious institutions or in the homes of the very wealthy. 3D printers one day may do the same for consumer goods. 

Sites like Thingiverse host designs that can be downloaded and printed out on your home 3D printer. You can find things like chess pieces, car door handles, and even the instructions to 3D print the body for a full size car. Home 3D printers are getting cheaper the Makerbot Mini can be found for less than $1000 bucks and FlashForge's printer has raving reviews and only cost $500! In the future instead of going to the store or waiting days for an item to ship you might just download the design and click print right from the connivence of your own home.