Category Archives: Digital Living

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Gamifying My Two Favorite Things: Running and Eating (and then Teaching!)

As a dutiful instructional designer, I’ve been paying attention to the concept of gamification. I’ve read some James Paul Gee, I’ve reflected on the time spent in my formative years (or *cough* last weekend) playing Zelda, and I’ve listened to our resident guru on the subject, Daniel Stanford, talk about how we could make the concept work within our courses and within D2L. But gamification remained only an interesting side topic that I sometimes devoted brainspace to until a couple of weeks ago, when I purchased the Fitbit Flex.

First, a disclaimer: I’m not trying to do any awkward product placement in our blog. There are several activity trackers out there, and I just happened to buy the newly-released Flex. Continue reading

On Observation

I am working on my masters in Human-Computer Interaction in CDM at DePaul University.

At the moment I’m taking HCI 445: Inquiry Methods and Use Analysis, with Dr. Cynthia Putnam. The class focuses on observing user experience, and though it’s just getting started, so far it has taught me quite a bit about observing how people go about their daily work. One of the really informative exercises we did in class recently involved a visit to the reference desk at a bookstore chain located downtown.

Continue reading

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“Not Supported”

A few days ago, I took a stroll between the DePaul Library and the Student Center, and this is what I saw in students’ hands in a single walk through campus:

  • Lots of Android phones
  • Lots of iPhones
  • Several Macbooks
  • A number of Windows laptops
  • A couple iPads
  • A Chromebook
  • An Android tablet (something in the Asus Transformer family)
  • A Microsoft Surface tablet (I couldn’t tell if it was the Pro version or not)
  • A Kindle Fire

If there were any Linux devices, I must have missed them.

I like seeing the diversity of connected devices we’re using today. The competition among tech companies is good for the pace of innovation, and I like innovation. But it presents a challenge to institutions who allow students to bring their own devices and the students who expect their chosen device to do everything for them. Continue reading

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Rules on the Tools: Technology Alternatives for Internet Users in China

I visited China this summer and found that many of the Internet tools that I use every day here in the United States cannot be accessed in Beijing: Google, my browser homepage, shows up blank; YouTube appears as an empty page, as do Facebook and Twitter. I felt like I was put into the experiment group of the wave-making research conducted by Harrisburg University of Science and Technology in 2010, where students were cut off from their connection with Facebook, Twitter, MySpace, and AOL for a week. But that was just a week. How did the people of the most populated country in the world survive without these digital connections all the time?

After asking the locals, my puzzle was soon resolved and by attending the conference of Educational Innovation through Technology at Tsinghua University. The answer became clear: social media in China is as ubiquitous and impactful as it is in the rest of the world; however, because most of the popular tools are banned by the government, these social-networking functions are carried out through alternative technologies. While sitting in the sessions about social-media tools and their use for education, I tried to build a connection between the tools that I heard about and the tools that I used in the States. In the end, I came up with the following grid that summarizes the pairing of our social-media tools and their Chinese equivalents:

Tools

Their Alternatives in China

Google Search Engine

Baidu

Facebook

Renren

Twitter

Weibo

IM+Skype+WebConf

Weixin

YouTube

Tudou, Youku

Google vs. Baidu

Baidu is called the Chinese Google, but CNN Money said this might be an insult to Baidu. Comparing to Google’s 50% market share in the United States, Baidu dominated with 78 percent of the Chinese internet market in the fourth quarter of 2011. Before I learned from friends that I could access Google from its HongKong site, Baidu seems to be the best choice for me for conducting online search in China. Although I didn’t find an English interface for Baidu, its striking similarity to Google makes it possible for non-Chinese users to launch a search.

Although the interface of Baidu doesn’t present a problem to English speakers, the result might cause some confusion. For example, if you put in an English word in the text box, what you get as the result may be Chinese sites or Chinese translations related to the words. The engine also reserves the top finding for its own encyclopedia. A search for DePaul University, for example, will yield a top result of a Chinese version of a DePaul overview from Baidu encyclopedia instead of www.depaul.edu. This says clearly that Baidu is meant for Chinese users.

Facebook vs. Renren

Renren, a leading social network in China, looks, feels, and works like a clone of Facebook. Beside its Fackbook-like interface and functionalities, Renren, which means “everyone” in Chinese, shares the same origin as Facebook: it started as a campus networking system in 2005 and stayed that way for four years. In August 2009, it dropped its original name of Xiaonei, which means “on campus,” and began to aim at a boarder market of “everyone.” According to Financial Times (September 25, 2012), Renren claims that it has 157 million active users, which is 15 percent of the 995 million users claimed by Facebook.

Tempted to find the difference between Renren and Facebook, I created an account at renren.com. After filling in (and being strongly encouraged to fill in) my real name and personal information such as name, birthdate, profession, schools attended, and interests, I was granted an account. The look of my Renren site reminded me a lot of my old Facebook page before it got messed up by the “timeline” scheme.

One thing that I wasn’t asked to enter was my religion and political view and there was no status report on my “relationship” either. In addition to all of the Facebook-ish clickables, Renren has an icon on its upper right corner that says “write journal” (see images below). Like embedding a blog into a Facebook site, this function enables people to go beyond a quick note. Users can express themselves in-depth and with length in a blogging manner. One other thing that tells the difference between the east and the west in terms of data sensitivity is Renren’s exposure of visitors. When I logged into my Renren page the day after the account was created, it displayed a guy who had visited my page. Oh my god, do I want to know who visited me? Or do I want anyone to know that I visited him or her? No wonder there has been no English interface for Renren—no American would like that kind of exposure!

Twitter vs. Weibo

It will be an understatement to Weibo to call it the Chinese version of Twitter. As a system pushed out by China’s Internet giant Tencent after Twitter was blocked by Chinese authorities in 2009, Weibo delivered a broad array of social-network functions available in both Twitter and Facebook. Like Twitter, it creates a virtual land of fan clubs for celebrities by allowing the users to be fans or followers (see image below).

Weibo, which claimed more than 233 million registered users, launched its English Interface in Nov 2011.

IM+Skype+WebConf vs. Weixin

I was shocked by how quickly email is becoming obsolete in China. Although most of my friends still have email accounts and still check them once in a while, they almost all opted for this new app called “Weixin,” which means “micro-message” in Chinese and is called “WeChat” in English. WenXin or WeChat can be downloaded to various mobile devices or a computer. It allows users to send voice, video, photo, and text messages. By indicating your location, it can also help users find friends nearby. The group chat feature allows a web-conferencing kind of environment where a number of users can communicate at the same time.

YouTube vs. Tudou and Youku

It feels depressing and disabling not being able to access YouTube, and there isn’t one system in China that can resemble all the fame and content YouTube possesses. The role of video content sharing is shared among a number of tools, of which “Tudou” and “Youku” are the two dominant ones. Both sites are targeted specifically at Chinese viewers without any interface options for English or any other languages.

As you can see, it was quite a learning experience for me to find and experience all of those alternative technology solutions due to China’s rules on the tools. All of those wouldn’t have been necessary—at least for myself—had I known that there were tools designed to deal with the rules.

The technique of “fan qiang” which means “bypassing the firewall” is no stranger to most of the local users in Beijing, even though it was deemed illegal by the government. While to the instructors with students in China, it would be very helpful to know what can and can’t be accessed there, as a traveler, downloading an application, such as Freegate, to your computer prior to your trip to China will make you feel at home with your computer. This is something I haven’t tried, but certainly will for my next trip.

Get Lazy and Automate

“But being lazy means you aren’t productive, right?”

Lies!

Being lazy is about getting as much done as you can with as little effort as possible. Think “task streamlining” rather than “task avoidance.”

The tasks that take the most time for me are repetitive text-manipulation tasks and responding to email, so those are the two things I’ve worked on automating the most.

The tools I prefer are Autohotkey (free) for Windows or Text Expander ($35) for Mac. Both allow you to set up keyboard macros which will perform longer text-entry tasks. I will not go into incredible depth for either of them, but I will go into the basics of why they’re useful.

What Email Signatures?

We all have to sign our emails; it’s polite.

And it takes a while, especially when you add up the 10 to 20 seconds you spend per email every day. Today I sent fifty-six emails. Fifty-six emails multiplied by 15 seconds to sign the email (on the conservative end) is 840 seconds which is about 14 minutes per day spent signing emails.

But wait, I use signatures!

Well that’s great but it’s not flexible. My signatures vary depending on who I am emailing. To manage your email efficiently, finding a way to streamline or automate this process could save valuable time and make email communication smoother. I use formal signatures and informal signatures and all sorts in between.

For example, when I type “ssq”, Text Expander types:

If there is anything else I can help with, please let me know.

Regards,
Ian at FITS

This is great! Now I never have to think about how to sign off on an email again. I write what I have to say, type “ssq”, and send it off.

Or I can type “sse”, and Text Expander types:

Regards,
Ian at FITS

“Yeah but that takes no time to type—you must type really slowly.”

Nope!

It took me 4.8 seconds averaged over six attempts at typing it really quickly.

Don’t believe me? You try.

Actual Email Messages

Now think about the longer text you type over and over and over.

Here’s a sample short snippet I type five to fifty times per day:

Greetings,

Your add user request has been completed. Please log in and ensure that the user(s) appear as they should.

It’s a greeting and one line of text all of which takes about 16 seconds to write. So again, lots of time wasted writing the same thing over and over and sometimes I’d misspell things or send the wrong information or whatever further extending the time it takes to write.

The rate most people perform composition typing at is nineteen words per minute (Karat, et. al., 1999). If you compositionally type similar bodies of text regularly you’re wasting time.

Now imagine if that were two paragraphs consisting of three to five sentences typed two times per day. Times four per week (lucky you, working four days a week). Times four weeks per month.

Now let’s take my wonderful body of add-user text above, which is about twenty words. If compositionally you type nineteen words per minute, it will take you one minute to type that sentence, times three sentences per paragraph (low end), so at three minutes per paragraph times two paragraphs, you’re spending six minutes per day composing each email. If you have two students or coworkers a day who ask similar questions, you are spending 12 minutes a day doing unnecessary, repetitive work.

Multiply that by your generous four-day work week, times four weeks per month, and you’re spending 3.5 hours per month writing just that one email over and over. Now if you regularly compose five similar emails, it scales quickly.

Suddenly you are at 15 hours per month wasted.

And knowing you, everything is misspelled, has coffee spilled on it, and the really important bit of information got left out anyway.

Horrifying.

References

Karat, C.M., Halverson, C., Horn, D. and Karat, J. (1999), Patterns of entry and correction in large vocabulary continuous speech recognition systems, CHI 99 Conference Proceedings, 568-575.

What Happens to the Self-Published When We Go Paperless?

I have a particular penchant toward the self-published.

You see, I grew up with printed pages still warm from a Kinko’s copy machine. I was taught with manifestos stapled sideways, printed in perfect punk-rock attitude and do-it-yourself aesthetic. A girl who was awash with the unspoken mission statement of “anyone-can-do-it” chanted by movements like Riot Grrrl and Act-Up, I learned that you didn’t have to hit the New York Times Best Seller List to be considered an author. I learned that, given time, a typewriter, and some dimes for the copy machine, you could print your own stories, your own news, and your own ideas. I learned that my voice and thoughts counted. I learned the magic of self-publishing.

So it’s no wonder that when I went to teach for the first time, I was influenced by pedagogical tactics that pushed for decentralizing knowledge. When setting up our reading list, I worked hard to use anthologies, collect stories from multiple voices, and use small-press books by relatively unknown authors.

Moreover, I wanted the texts we read to exist outside of the echo chamber that can be created in academia. The feedback of one text calling to another, that text calling to a next, all reverberating until the topic at hand is buried beneath layers of rhetoric. I wanted fresh views, even if the topics we were discussing were well known. I wanted my students to hear the poetry in knowledge, the lyricism in all our different epistemologies. So, I brought them zines, written by local authors, and even brought in my thesis, which a friend of mine had formatted into a folded-in-half, 8”-by-11” zine. Basically, I wanted my students to tap into a more creative, yet still academic means of learning.

But now? Now, I’m a little worried. What will happen to the self-published when we all go paperless? It’s hard not to hear the clamor of eBooks and digital readers, let alone not see them in the hands of all the morning commuters. I’ve heard all about how libraries across the country are digitizing their catalogs; I’ve seen how the old paperback novel is now kindling the fires of online eBook sales. It’s hard not to see that every nook of the Internet is saturated by the phenomenon.

But, for a girl like me? A girl who not only self-publishes her work, but is a hopeless consumer of zines and small-press works, well, I worry about the impact on small-press and indie authors when we go fully digital and paperless.

But there is hope. If you search the Internet a little bit, multiple web-based zine libraries are popping up, all with digitized archives ready to be downloaded and consumed. (If you’re interested, check out the list of zine archives from zinebook.com.) For indie authors, Smashwords.com is the place to go, with its wide selection of self-published eBooks. And then, of course, there is Apple’s release of iBook Author, the Mac-based application that allows anyone to create their own multi-touch textbooks. So, suffice it to say, at the moment, there seems to be space still for the self-published, ready and waiting to fill your digital bookshelf.

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Arm Yourself with Basic HTML Knowledge

I started working in the FITS department (then called Instructional Design and Development) at DePaul as a graduate assistant, and a large percentage of my duties at the time involved moving instructor-created content from a word-processing document into the learning management system–basically, a lot of copying and pasting. But it wasn’t as easy as it sounds. Simply copying text from Microsoft Word and pasting it into Blackboard or Desire2Learn often produces strange text formatting.

These are just a few of the text formatting problems I’ve seen:

  • huge spaces between words
  • abnormally small or large text
  • seemingly random switches between serif and sans-serif fonts
  • long strings of strange xml code that are visible to students.

Other times, of course, it copies exactly as you would expect it to. In short, when you copy from a word processor into a web form, it’s very difficult to predict, even for someone who’s been at this for as long as I have, exactly what you’re going to get.

At DePaul, we have a number of instructors who are tech literate enough to want to build content for their online courses themselves but don’t know what to do when these formatting errors occur, becoming understandably frustrated.

Almost everyone is more comfortable composing their text in a word processor rather than directly in a Web interface. And I wonder if it’s time for that to change. How much of the text we produce today is going to be consumed on paper, and how much of it is going to be consumed on a screen? Should we still be teaching our students to write in a word processor, when these compatibility issues persist with Web-based writing? Should we become just as comfortable writing in the web editor as we are in the word processor?

In a perfect world, word processors would copy perfectly clean HTML into the text boxes of whatever web form they’re pasted into. But until we have a word processor from that perfect world, the brave instructor might benefit from knowing some basic HTML.

I’m not going to go through all the HTML that goes into making a website—there are great comprehensive guides elsewhere for that already. Rather, I’m going to go through some basic HTML tags that allow you to format text when you’re working in something like a learning management system.

But before I delve in, you might ask how you access the HTML for whatever you’re working on? It varies depending on what you’re working in, but in Desire2Learn, you’ll see an “Edit HTML Source” button in the lower left corner.

HTML is made up of tags, which are recognizable because they are inside angle brackets, like this: <p>. Most tags have an opening and a closing, with the content for the tag in the middle. For example <p> is placed at the start of a block of text to identify it as a normal paragraph, and </p> is placed at the end to “close” the paragraph.

These are the basic tags your content might use:

  • <p>…</p> – Paragraph
  • <h1>…</h1> – Main (page) heading
  • <h2>…</h2> – Subheading
  • <h3>…</h3> – Sub-subheading
  • <ul>…</ul> – Unordered list (bullet points)
  • <ol>…<ol> – Ordered (numbered) list
  • <li>…</li> – List item (used for each bullet or numbered item in a list. These should be nested inside a ul or ol tag.)
  • <strong>…</strong> – Bold
  • <em>…</em> – Italics
  • <a href=”[web address of link]”>text of link</a> – a link
  • <img src=”[web address of image]” /> – Image

This is an example of what clean HTML looks like, as viewed from the “View Source” button in Desire2Learn. Beneath that is an image of what actually displays when students see it. See if you can look back and forth between them and, based on the tags above, understand how the tags in the top image are producing the formatting in the bottom.

code
Click for full size

For working in a learning management system, the tags above are really all you should need. If you see any other code in the body of your html source, that’s probably what’s causing your text formatting problems. Here are some examples of things you might see that will cause formatting problems.

  • <span> – These are often created when you copy from a word processor to a web text box as the system tries to preserve exact formatting, but usually do more harm than good. Make sure you delete both the opening and closing tag.
  • &nbsp; – This isn’t an HTML tag per se. Rather, it’s displayed as an extra space. If your text is showing extra spaces, look for some of these in the body of your HTML source.
  • <font face=”font” size=”number”> – Font tags can change the font face or font size. Make sure you delete both the opening and closing tag.

Working in HTML source isn’t for everyone and certainly not every instructor, but it is a little empowering to know exactly how your web text editor of choice—not even just in Desire2Learn— functions, and be able to go into the guts of the code and manually fix that which the system broke for you.

HTML is the language in which full websites are designed, so this is obviously just the basics. But if you want to learn more HTML, there are a lot of great resources out there, the most widely recommended for beginners being w3schools.com. Maybe this will be your entry point into the wide world of making websites.

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What Mobile Platforms Could Do for Higher Education but Aren’t (Yet)

If you’re the type who likes to follow trends in technology, you know one of the most remarkable trends in the last few years is the pace of innovation in mobile platforms like Android, iOS, and Windows Phone. If you have a smartphone, it’s probably already become your notepad, your navigation system, and your external memory, and in a few years, it could be your wallet, the brains of your computer, and your home automation system. I have to confess that I spend more than a little time tracking each new development in the smartphone/tablet world.

And every time I see a new component, a new sensor, or a new interface method that gets added to a mobile platform, I have an idea for a use for it in higher education that would enhance learning or enable learning activities that were impossible before. But so far, very few of these technologies are configured in such a way that we can effectively utilize them in higher ed.

In the spirit of keeping an eye towards the future, I’m going to present some educational use cases that utilize the unique technological capabilities of mobile platforms. In most cases, the underlying technology to do these things exist now, but the user options in the software are too limited.

I want to clarify that I’m interested in the new affordances of these platforms. While there’s no shortage of educational “apps” in the Android Market or the iPhone App Store, they’re mostly self-contained programs that could have been made just as well for a computer, with a touch interface added. They don’t tap the new potential of the these platforms, which represent a unique convergence of technologies—portable internet access, GPS sensors and compasses, orientation  sensors and accelerometers, cameras and microphones, touchscreens—and operating systems that make it easy for programmers to utilize and combine them.

As I discuss these use cases, I’ll mostly be referencing Android, as it’s the platform I’m more personally familiar with.

Image Recognition

Imagine you’re an art history teacher. You assign your students to visit the Art Institute of Chicago and look at a special collection of paintings. Your student scans a painting with his mobile device’s camera. The software recognizes the painting and a recording you’ve made about the painting starts playing through his headphones while notes appear on the screen. The notes contain links to related information and more paintings from the artist. The student is then given a short quiz asking questions about the techniques at use in the painting, all while he’s looking at the real thing.

Why We’re Not Quite There

The Google Goggles app can scan and recognize famous works of art today if you take a picture of one—I tried it the last time I was at the Art Institute—but the best it can do is pull up web search results relating to that painting. Which is great for an independent museum visitor who wants to learn more about the artist, but there’s no way for an instructor to leverage that technology to create some custom media or applications for his class that can be played or displayed when an image is recognized—at least, not without learning how to program.

Connected Textbooks

Imagine your student is in a doctor’s office with an unexpectedly long wait. She didn’t know it would take so long, so she didn’t bring her backpack. But she always has her smartphone with her, so she pulls up an academic text that she had been reading on her e-reader. The software remembers where in the middle of the chapter she left off, so she doesn’t have to try to hunt for the last page she read on the small screen. As she’s reading, she highlights a passage and pulls up a menu to make a quick note on her smartphone keyboard. She gets home later, logs onto the book on her computer, finds the note she made and pastes it into the text of a paper she’s working on.

Why We’re Not Quite There

The big problem here is the number of academic texts available in cross-platform e-book systems is severely limited. Also, many popular e-book platforms don’t support user annotations or automatic syncing between devices, and fewer support the automatic syncing of annotations.

Note Taking

Imagine your student is reading a dense, theoretical book that she has taken out of the library for a research paper, the kind of challenging text you need to read aloud in order to grasp and unpack the author’s full meaning. She come across a passage she wants to record in her notes, but she fears that if she stops to copy it down, she’ll lose track of the point the author was making and have to re-read a few pages, and she may have trouble making out her handwriting later anyways. Instead, she takes a picture of the page with her smartphone, which uses Optical Character Recognition (OCR) to translate the image into editable text and sends it to the notes file on her computer. In the front of the book, the library has inserted a QR code that, when scanned by her phone, gives the full citation in MLA and APA format, which she can copy directly into her works cited page.

(I know that there are technological pessimists out there who would interpret this scenario as a shortcut that would reduce the time and depth of the student’s engagement with the text. That may be true in some situations for some students, but ussually making the process easier allows students to spend their mental resources on the content they’re trying to understand.)

Why We’re Not Quite There Yet

Right now, the Android version of Google Docs can use OCR to translate a picture into editable text that you can copy and paste directly into your research project—kind of. Consumer OCR technologies are still maturing, and the margin for error is high. Right now, Google’s OCR does well for short pieces of text on a flat surface, but it doesn’t recognize text on a curved surface, like a page that curves into the spine of a book. Also, not all smartphone cameras are created equal, and some aren’t reliable enough at capturing crisp images—a necessity if the software is going to be asked to interpret text.

Some people think that print itself is going to be phased out and that this technology will be made moot as more and more texts are published digitally in the first place, but I would guess that the OCR technology will catch up long before we’re in a position to do away with paper books entirely.

There’s nothing to stop libraries from including QR codes containing full citations with each book in their collection now—they would just need to be able to justify the cost.

Map Making

Imagine a sociology class focusing on food deserts in urban areas. As part of their field work, students go out in small teams and walk every block in a given neighborhood. Every time they come to a drug store, convenience store, or grocery store, they use their smartphone’s GPS and map software to make a waypoint that identifies what kind of store it is and to enter other quantitative and qualitative data. After every group has completed their field work, the data is combined to create a complete map, which can be made public as a layer on Google Maps.

Why We’re Not Quite There

Google Maps allows you to star a location, which will save it, sort of like a bookmark, within your Google account. But right now the mobile versions of Google Maps don’t let you combine a collection of starred locations into a map, with labels and descriptions, let alone share those points with others to create a combined map.

Getting There

These are just a few examples. I don’t think it’s hyperbole to say the possibilities are endless. Of course, even if the software gets configured in such a way to make it easier for educators to tap into, we’ll still face the obstacles of actually making sure students have access to these devices.

  • Cost—Will we ever reach a point where students are expected to have mobile connected devices? Will the prices of cellular data plans drop enough that this is a reasonable expectation of already financially strained students? Will universities be able to provide assistance or lend out devices in cases where assignments require them?
  • Standardization—Will the same or similar applications be available in all major platforms? And if not, would a university or department be able to require a specific platform without putting an undue strain on students who may have already bought a different device on contract?
  • App stores tend to be geared towards consumers. Will administrators be able to buy apps in bulk and deploy them to, say, a class of students’ devices? And if you could buy apps in bulk, would you be able to disable the licenses on students’ own devices and reuse them on the class next quarter?

I can’t say what the answers to these questions will be, but if the pace at which smartphones and tablets are evolving and being adopted continues, I have little doubt that we’ll see them more and more in higher education.

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Going Analog: The Why versus the How in Instruction

Note: Listen to this entry at Everything that FITS, an ongoing podcast for the DePaul community and the world at large, sponsored by DePaul University’s Faculty Instructional Technology Services department. Tune in for tips, tricks and useful information to help you teach smarter every day.

Technology is inescapable these days. It has made some things in our lives easier, and has changed the way we communicate with the world. It serves as our portal to our homes, schools, and jobs, and is in some cases the center of our social lives. Many technology tools that we now take for granted have augmented, and in some cases replaced, older analog technologies, enabling us to streamline and simplify our tasks. In many cases we ask ourselves how we ever got along without such a resource. Consider where we are now compared to twenty years ago with technologies like cell phones, e-mail and the Internet—or even just ten years back when social networking with Facebook, MySpace, and Friendster was just beginning—and you can see how much the landscape has changed in just a few short years. Kids growing up today don’t remember not having cell phones and always-on Internet access; now social networking sites aren’t just for amusement but have become a way of life for most of us. If you do anything embarrassing while someone is filming, you can bet that it will show up on YouTube for the world to see. All of these, in varying degrees, have changed how we interact with one another and with the world.

However, as we grow accustomed to these new technological innovations, are we developing new skills to our benefit, or are we simply replacing older analog methods of accomplishing the same thing? And are there advantages to the new way over the old one, or are we “phasing out” skills that might still have some importance from time to time? Consider these examples:

  1. Although kids are still taught to read analog clocks in grade school, the majority of clocks that are being installed in schools these days are digital, or if they are analog, they include a digital readout at the bottom. The majority of clocks in most homes are digital too (your DVD player, clock radio, computer, etc.). As a consequence, fewer and fewer kids can read a wristwatch because they aren’t getting the practice. My wife teaches 8th grade, and she says she has a lot of kids who can’t tell time without a digital clock!
  2. Lots of people these days use maps from the Internet or GPS to get directions. But what if the information on the GPS is outdated, or the Internet directions are wrong? This happened to me recently in Colorado: after Google Maps led us into the middle of nowhere and off course, we pulled over and bought a state map, and that got us on the right track. However, this was only because I know how to read a map, which obviously won’t give turn-by-turn directions, and to use the compass I carry with me. We are losing the ability to navigate with map and compass, because the majority of the time you don’t have to know how to read them anymore. Many people are content to turn on their phone’s location service or their GPS and follow blindly from there, without truly knowing where they are or where they’re going; they just follow the directions and assume they’ll get there.
  3. The last time you had to do some mathematical computation, how did you do it? I bet you whipped out a calculator, used your computer or phone’s built-in calculator, or did a formula operation in a spreadsheet program. You probably didn’t reach for a pencil and paper to do some long division. Like telling time on analog clocks, they do still teach this in schools, but these days calculators are used at least as often, even on standardized tests. The state of Illinois gives aspiring teachers a Basic Skills Test that is roughly equal to the abilities in math and English of an 8th grade student. This test has a 77 percent failure rate as of 2010, and the failing scores are predominantly in math. Why? As someone who has taken this very test, I can venture a guess: calculators are not allowed, which means that test takers have to navigate that long division unaided. They are failing because they have been using calculators for so long that they have forgotten how to calculate by hand.

So what does this mean for us? Operations like telling time, navigating, and doing math haven’t changed, but the way in which we find answers in each system has, and our increasing reliance on these electronic devices is slowly removing the old ways simply because using them is easier. In most cases, the failure we are seeing isn’t the inability to choose what operation to perform; it’s the failure to do so without an electronic device’s aid. Thinking back a number of years to when we still needed road maps, we didn’t have any more trouble getting around than we do now even though mapping is available on nearly every phone. The ease of using the electronic counterpart is now overshadowing the old fashioned tried-and-true way. This may not be a problem in everyday usage, but it can be catastrophic when the technology doesn’t work. What if you don’t know how to do it the low-tech way?

This phenomenon of new technology replacing old has huge implications for the teaching world. More and more, students are coming out of K-12 and college with a set of skills that are predominantly plug-and-play; that is, they have the ability to solve a problem using a tool, but they don’t have the know-how to tell you what procedure they are following, or even why they are following the steps in that order. Instead, they know a procedure that says, “If I do thing A with tool X, I will get answer B.” There’s no intuition in this; the cognitive process has been removed altogether and replaced with an instruction manual of sorts. Problem solving cannot happen here unless the information to be plugged in is presented in the same way the student learned the procedure.

In the last decade, educational philosophy has increasingly focused on creating “authentic,” “real-world” problem-solving processes. The argument is that students need to be able to apply learned concepts to actual situations they will encounter instead of doing purely theoretical exercises. This concept is a fantastic idea in theory, but the catch to this is that many of the electronic replacements we are using are removing the theoretical portion and leaving only the process. There is no opportunity for students to see the theoretical knowledge being applied or to understand how it is being applied; they just plug in numbers and variables and get an answer. If the answer was all we were looking for, this would be enough, but obviously as instructors we are interested in students’ mastery of the theoretical, not their ability to plug and chug. We need to be sure that we’re teaching students the “why” part of the process, and not just the “how.” If you are going to use an electronic replacement for an analog activity, it is important to make sure that the resource still requires the student to do some thinking on his/her own outside of number-crunching. If there is a process that can be done by hand, the resource should be used to simplify that process rather than replacing it, and instructors should make sure that students can still perform the specified actions without any electronic help. If possible, teach the analog method first, so the tool will be perceived as a helper rather than the primary problem-solving method. For example, students learning to do bibliographic citations could be told to create citations on their own by hand, and then use an online bibliography tool like EasyBib or NoodleTools to check their work. In this way students learn to do the work on their own, and perceive the tool as a helper for difficult citations rather than as “the way to create citations.” Students learn to do the heavy lifting first, and the tool is secondary, rather than being the heavy lifter.

In this age of electronic conveniences, it’s often difficult to try and “go analog” and do things the old-fashioned way when there are so many easy ways around to do it faster, cheaper, and with less human involvement. Still, the benefit to learners has remained the same, even though the times are a-changin’. Regardless of what the electronic world can create to “enhance” our lives, there’s still no substitute for old-fashioned know-how and human reasoning, and those who don’t need electronic crutches will always have an advantage. It’s important to remember that sometimes the old way is still a useful one, even if it’s not the easy one.

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Helping Digital Immigrants Feel at Home

If you’re an instructional designer or an educator with an interest in technology, you’ve probably heard someone use the term “digital native” to refer to young students who are innately tech savvy because they’ve been using the internet and digital technologies for as long as they can remember. You’ve probably also heard someone refer to today’s instructors—particularly older educators—as digital immigrants because they lack the same level of “fluency” in the technology skills, language, and culture that digital natives possess.

When Marc Prensky wrote “Digital Natives, Digital Immigrants” in 2001, he presented several spot-on observations about how some older instructors are unwilling or unable to embrace digital technology and culture in the same way that some immigrants never embrace the language and customs of a new country. While a few of his observations are lighthearted, he insists that the consequences of this trend are quite serious. To drive this point home, he claims that game-based learning can be used in all subject areas and implies that educators who reject this idea are dumb, lazy, and ineffective.

A frequent objection I hear from Digital Immigrant educators is “this approach is great for facts, but it wouldn’t work for my subject.” Nonsense. This is just rationalization and lack of imagination. In my talks I now include “thought experiments” where I invite professors and teachers to suggest a subject or topic, and I attempt—on the spot—to invent a game or other Digital Native method for learning it. Classical philosophy? Create a game in which the philosophers debate and the learners have to pick out what each would say. The Holocaust? Create a simulation where students role-play the meeting at Wannsee, or one where they can experience the true horror of the camps, as opposed to the films like Schindler’s List. It’s just dumb (and lazy) of educators—not to mention ineffective—to presume that (despite their traditions) the Digital Immigrant way is the only way to teach and that the Digital Natives’ “language” is not as capable as their own of encompassing any and every idea.

In his 2006 article “Listen to the Natives,” Prensky continues to emphasize that instructors must change their ways and place higher emphasis on engagement, stating, “As educators, we must take our cues from our students’ 21st-century innovations and behaviors, abandoning, in many cases, our own predigital instincts and comfort zones. Teachers must practice putting engagement before content when teaching.”

As someone who spent much of his childhood (and now a decent chunk of adulthood) playing video games, I love the idea of instructors integrating more games, simulations, and challenge-based learning activities into their courses. And there is mounting evidence that computer games can provide students with critical skills they need to succeed in the 21st-century job market.  A 2006 Wired article, “You Play World of Warcraft? You’re Hired!” describes how management at Yahoo! considered a candidate’s achievements as a leader in the multiplayer game World of Warcraft to be an asset that set him apart from other applicants for a position as senior director of engineering operations.

Unfortunately, what educational-game-loving scholars fail to acknowledge is that even when we can prove that students have learned something more effectively and efficiently through game-based learning, we have to consider the return on investment. And by investment, I don’t mean the amount of time students have to spend playing the game in order to master a particular number of concepts or commit a certain number of facts to memory (although this should be evaluated as well). I’m referring to the amount of time and money it takes instructors, instructional designers, graphic artists, and programmers to develop educational games—or any multimedia learning resources for that matter.

Any game designer will tell you that even a high-budget, state-of-the-art video game will look dated within a few years of its release. Even the games featured on Prensky’s own company website, games2train, are showing their age. This isn’t necessarily an indicator that Prensky and his team are poor game designers. It just confirms that games often take a great deal of time and money to build and have a relatively short window of usefulness before they need to be updated or completely redesigned.

I think Prensky would argue that at the very least, instructors could do more to engage digital natives with low-tech games and simulations that increase learner engagement. His suggestions for games to teach philosophy or the Holocaust don’t necessarily require much more than a good set of role-playing instructions or a collection of powerful images from concentration camps and a provocative discussion prompt.

If the message was simply, “Let’s rethink the design of our assessments and learning activities so they’re more interactive and engaging,” I’d be all for it. However, what I often hear (and what I hear from the faculty I train) is that instructors feel pressured to make their course material as riveting and addictive as the bestselling video game du jour.  That’s a lot to live up to, especially for a faculty member who, until recently, was feeling quite proud of herself for finally learning how to resize and crop a photo in PowerPoint.

I’m overjoyed when faculty come to me with grand visions for a multimedia game or simulation, but I know they often feel daunted when I tell them what they’ll need to contribute to the project. That’s why I typically brainstorm with them to find the most low-tech solution that meets their needs, then we build on that as time allows. I also like to look at their learning materials and ask a few questions to make sure we’re not putting the cart before the horse. Some of these questions include:

  • Are the course materials broken down into manageable segments?
  • Can students easily stop reading, listening, or watching and pick up where they left off later?
  • Is it clear to students why they should read or watch each resource?
  • Are resources prioritized? Is it clear which resources are the most important and which resources are optional?
  • Will students know what terms to watch for or what questions to ask themselves as they go through the material?
  • Are there ungraded knowledge checks to ensure students know if they’ve missed something?
  • Do some assessments require application of the concepts? Are students asked to think critically about what they’ve learned?
  • Do discussions encourage an exchange of diverse ideas and opinions? Or are students simply asked to regurgitate content from the resources and provide answers that will be repetitive and unoriginal?

This isn’t an exhaustive list, but I think it’s a good place to start. It might not generate the same buzz as turning a Holocaust lesson into a video game and accusing veteran professors of being lazy and behind the times, but at least we can rest assured that our priorities are in order and our courses are built on strong foundations. In addition, addressing fundamental course-design questions first and encouraging digital immigrants’ efforts does more than improve course quality. It provides digital immigrants with a starting point that feels welcoming and manageable—an Ellis Island of instructional design, if you will. It builds their confidence and encourages them to try new things. It replaces shame and guilt with pride and optimism.

We might not be able to completely transform an academic environment that can be hostile to digital immigrants, but we can strive to be better ambassadors of the digital culture we love. In the process, we can foster a melting pot of ideas and approaches to teaching that draws strength from diversity. And that’s the kind of immigration reform that benefits digital immigrants and digital natives alike.