EDU 653
Higher Order Web-Mediated Learning - Week 6
Week 1 Notes From Research
Below, you'll find my notes from week 1. They are based on driving questions that I set in my pre-reflection and the topic that I set for the week, which was "Digital Art vs. Traditional Art."
Is digital art better than traditional art?
It's still a new industry.
NFTs are selling for a lot of money ($69 million sale for digital artist: "Beeple").
Traditional Art big still viable form of investment/income.
Connections to 3D design
Connections to Augmented Reality / Mixed Reality.
Nothing tangible with digital, no need for the purchase of materials
Barrier of entry due to price of iPads/Tablets or other tech
less wasteful... all digital means no pollution
no storage
the tools that you have available to you with digital are endless
flexibility is better in digital art, you have an undo key, you can select parts of your imagery and move them around
you save money with digital art
First piece of digital art made with artificial intelligence sold for $432,000 at auction (estimated to sell at $7,000-$10,000)
Art software price declining - more accessible
Digital art may be difficult, in general, to profit from, as digital art can be found online and printed out without paying for it.
Is one easier than the other?
traditional art has a tactile element that you don't get with digital art
you can engage with the art in a different way because the items you are using are physical, this may lead to an easier experience in learning
however, with digital art, there is the ability to do things that you cannot (such as an undo key) with traditional art
What is better for students and their learning?
pros and cons to both
if learners are special needs and require a tactile object for their learning, physical art may be better
if learners want an endless amount of tools to explore while creating, digital art may be better
Is one more cost effective than the other?
iPads cost a lot of money, but if you are creating art on a regular basis, digital art will save you money
many people have their own computer already and may not need a big investment to start working digitally
paint and supply costs can add up significantly over a long period of time
Week 2 Notes From Research
Below, you'll find my notes from week 2. They are based on driving questions that I set in my pre-reflection and the topic for the week, which was "To We Conference, or NOT to Web Conference."
Notes:
offers benefits in medical education, such as global accessbility and flexibility
dependent on advanced IT and computing infrastructure
requires new technology
requires strategic planning
quality is affected by:
student factors
content
management
external factors
training
Notes:
remote consultations saved time and money
patients felt it was less burdensome
caused fewer negative impacts on health (in comparison to what?)
technical problems were common
all parties saw remote consultations as positive and beneficial
remote consultations free up clinic space for those that must be seen in person
Notes:
majority of students indicated sessions were effective in facilitating learning
zoom assessments were generally considered efficient and uncomplicated
can easily share one's screen in meetings and rapid sharing of information between users without sending/downloading files
fosters real time collaborative learning and feedback opportunities
provides affective support for students irrespective of instructors' or students' geographical locations
Notes:
reduces cost of hosting educational activities
allows content to be distributed quickly and efficiently regardless of distance, and within a more flexible timeframe
Notes:
difficult to plan strategies for limiting the number of online lectures
difficult to oplan effective online small group discussions
requires training
requires equipment
Notes:
overall positive outcome on participants performance
more options for video conferencing software
more flexible method of training
minimum level of tech required
training required
Commonalities & Themes:
Ease of Use
User Impressions
Effectiveness
Technical Concerns
Synthesised Notes
(With Color Coding)
Notes:
offers benefits in medical education, such as global accessbility and flexibility
dependent on advanced IT and computing infrastructure
requires new technology
requires strategic planning
quality is affected by:
student factors
content
management
external factors
training
Notes:
remote consultations saved time and money
patients felt it was less burdensome
caused fewer negative impacts on health (in comparison to what?)
technical problems were common
all parties saw remote consultations as positive and beneficial
remote consultations free up clinic space for those that must be seen in person
Notes:
majority of students indicated sessions were effective in facilitating learning
zoom assessments were generally considered efficient and uncomplicated
can easily share one's screen in meetings and rapid sharing of information between users without sending/downloading files
fosters real time collaborative learning and feedback opportunities
provides affective support for students irrespective of instructors' or students' geographical locations
Notes:
reduces cost of hosting educational activities
allows content to be distributed quickly and efficiently regardless of distance, and within a more flexible timeframe
Notes:
difficult to plan strategies for limiting the number of online lectures
difficult to plan effective online small group discussions
requires training
requires equipment
Notes:
overall positive outcome on participants performance
many options for video conferencing software available now
more flexible method of training
minimum level of tech required
training required
Rearranged Notes
Ease of Use
allows content to be distributed quickly and efficiently regardless of distance, and within a more flexible timeframe
difficult to plan strategies for limiting the number of online lectures
difficult to plan effective online small group discussions
requires training
requires equipment
many options for video conferencing software available now
minimum level of tech required
training required
requires strategic planning
dependent on advanced IT and computing infrastructure
zoom assessments were generally considered efficient and uncomplicated
can easily share one's screen in meetings and rapid sharing of information between users without sending/downloading files
User Impressions
patients felt it was less burdensome
all parties saw remote consultations as positive and beneficial
majority of students indicated sessions were effective in facilitating learning
Effectiveness
offers benefits in medical education, such as global accessbility and flexibility
more flexible method of training
overall positive outcome on participants performance
reduces cost of hosting educational activities
quality is affected by:
student factors
content
management
external factors
training
remote consultations saved time and money
caused fewer negative impacts on health
remote consultations free up clinic space for those that must be seen in person
fosters real time collaborative learning and feedback opportunities
provides affective support for students irrespective of instructors' or students' geographical locations
Technical Concerns
technical problems were common
requires new technology
Deeper Synthesis Into "Pros" and "Cons"
Ease of Use
allows content to be distributed quickly and efficiently regardless of distance, and within a more flexible timeframe
difficult to plan strategies for limiting the number of online lectures
difficult to plan effective online small group discussions
requires training
requires equipment
many options for video conferencing software available now
minimum level of tech required
training required
requires strategic planning
dependent on advanced IT and computing infrastructure
zoom assessments were generally considered efficient and uncomplicated
can easily share one's screen in meetings and rapid sharing of information between users without sending/downloading files
User Impressions
patients felt it was less burdensome
all parties saw remote consultations as positive and beneficial
majority of students indicated sessions were effective in facilitating learning
Effectiveness
offers benefits in medical education, such as global accessbility and flexibility
more flexible method of training
overall positive outcome on participants performance
reduces cost of hosting educational activities
quality is affected by:
student factors
content
management
external factors
training
remote consultations saved time and money
caused fewer negative impacts on health
remote consultations free up clinic space for those that must be seen in person
fosters real time collaborative learning and feedback opportunities
provides affective support for students irrespective of instructors' or students' geographical locations
Technical Concerns
technical problems were common
requires new technology
Post Synthesis Notes:
From the synthesised notes above, it's apparent that web-conferencing is not without it's flaws, however, based on my synthesis into categories of Ease of Use, User Impressions, Effectiveness, and Technical Concerns, it seems like an overwhelmingly positive addition to society, once issues relating to technology and tech proficiency become moot.
Week 3 Notes From Research
Below, you'll find my notes from week 3. They are based on driving questions that I set in my pre-reflection and the topic for the week, which was "Professional Development & Improving Online Conferences."
brands get enhanced visibility with in person conferences
easier to share ideas
role of every conference is to facilitate learning, sharing and inspiration
"the most influential learning, sharing and inspiration plays out between people, not on a screen"
a lot of communication is nonverbal, (posture, facial expressions, etc.) actual words, accounts for just 7%
networking is crucial
"successful managers spend 70% more time networking than their less successful counterparts."
conferences are a perfect environment for networking and forging relationships
"conferences give people the ability to spark new ideas – ideas that they can take back to their colleagues and their bosses and begin to properly realise"
63% of people say that the ideal time for a virtual round table discussion is between 60 and 90 minutes
41% of event organizers use Zoom for their small virtual events
The ideal audience size for a virtual round table discussion is between 8 and 10 people
The most popular type of virtual event is small gatherings. This is followed by networking events and round table discussions
Audience engagement is the largest challenge when it comes to virtual events. The next biggest challenge is interaction.
38% of marketers say they run into technical problems when hosting virtual events.
The average no-show percentage of virtual events is 35%. This is slightly higher than in-person events.
80% of people join virtual events for educational purposes. The next biggest reason for joining virtual events is networking.
The biggest annoyance of virtual events is a bad connection. The second-largest frustration comes from bad microphones.
81.8% of virtual event organizers use event polling to improve interaction.
61% of marketers use videos as an interactive element to keep people engaged.
63% of event organizers opt for a semi-live approach to sessions, meaning sessions are pre-recorded but there is a live Q&A.
59% of event organizers have gamification strategies to improve audience engagement
45% of event organizers opt for shorter multi-day events to combat virtual event fatigue.
advantages to virtual conferences:
no need to travel
take less time to plan
less expensive to produce
people need face-to-face interactions
"Not only are face-to-face events fun to go to, but they provide countless opportunities to connect with others in a way that cannot be achieved online"
difficult to capture audience's attention while at home
easier to improvise with in-person events
bad connection is the biggest annoyance of event coordinators
in person is "an experience"
having options for mixed environment of in-person and virtual is a bonus
becomes more challenging
ensure attendees can connect with one another
incorporate pre-edited content
offer all content as videos-on-demand after the conference
high fee
can't sit for that long
no sense of place, "home base", primary meeting area
can't listen to speaker and read chat simultaneously
not getting money's worth
can't talk to speaker after their talk
doesn't feel like a conference, just watching content
missing serendipitous connections
can't see/find familiar people
no connected social events or happy hours
Common Themes For Notes
Networking
Logistics
Engagement
Technical
People
Synthesised/Color-Coded Notes By Common Themes
brands get enhanced visibility with in person conferences
easier to share ideas
role of every conference is to facilitate learning, sharing and inspiration
"the most influential learning, sharing and inspiration plays out between people, not on a screen"
a lot of communication is nonverbal, (posture, facial expressions, etc.) actual words, accounts for just 7%
networking is crucial
"successful managers spend 70% more time networking than their less successful counterparts."
conferences are a perfect environment for networking and forging relationships
"conferences give people the ability to spark new ideas – ideas that they can take back to their colleagues and their bosses and begin to properly realise"
63% of people say that the ideal time for a virtual round table discussion is between 60 and 90 minutes
41% of event organizers use Zoom for their small virtual events
The ideal audience size for a virtual round table discussion is between 8 and 10 people
The most popular type of virtual event is small gatherings. This is followed by networking events and round table discussions
Audience engagement is the largest challenge when it comes to virtual events. The next biggest challenge is interaction.
38% of marketers say they run into technical problems when hosting virtual events.
The average no-show percentage of virtual events is 35%. This is slightly higher than in-person events.
80% of people join virtual events for educational purposes. The next biggest reason for joining virtual events is networking.
The biggest annoyance of virtual events is a bad connection. The second-largest frustration comes from bad microphones.
81.8% of virtual event organizers use event polling to improve interaction.
61% of marketers use videos as an interactive element to keep people engaged.
63% of event organizers opt for a semi-live approach to sessions, meaning sessions are pre-recorded but there is a live Q&A.
59% of event organizers have gamification strategies to improve audience engagement
45% of event organizers opt for shorter multi-day events to combat virtual event fatigue.
advantages to virtual conferences:
no need to travel
take less time to plan
less expensive to produce
people need face-to-face interactions
"Not only are face-to-face events fun to go to, but they provide countless opportunities to connect with others in a way that cannot be achieved online"
difficult to capture audience's attention while at home
easier to improvise with in-person events
bad connection is the biggest annoyance of event coordinators
in person is "an experience"
having options for mixed environment of in-person and virtual is a bonus
becomes more challenging with multiple options
ensure attendees can connect with one another
incorporate pre-edited video content that is engaging and interesting
offer all content as videos-on-demand after the conference
high fee
can't sit for that long
no sense of place, "home base", primary meeting area
can't listen to speaker and read chat simultaneously
not getting money's worth
can't talk to speaker after their talk
doesn't feel like a conference, just watching content
missing serendipitous connections
can't see/find familiar people
no connected social events or happy hours
Rearranged Notes To Match Colors
Networking
80% of people join virtual events for educational purposes. The next biggest reason for joining virtual events is networking.
networking is crucial
"successful managers spend 70% more time networking than their less successful counterparts."
conferences are a perfect environment for networking and forging relationships
can't talk to speaker after their talk
missing serendipitous connections
can't see/find familiar people
no connected social events or happy hours
ensure attendees can connect with one another
Logistics
63% of people say that the ideal time for a virtual round table discussion is between 60 and 90 minutes
41% of event organizers use Zoom for their small virtual events
having options for mixed environment of in-person and virtual is a bonus
becomes more challenging with multiple options
offer all content as videos-on-demand after the conference
advantages to virtual conferences:
no need to travel
take less time to plan
less expensive to produce
easier to improvise with in-person events
bad connection is the biggest annoyance of event coordinators
Engagement
The ideal audience size for a virtual round table discussion is between 8 and 10 people
The most popular type of virtual event is small gatherings. This is followed by networking events and round table discussions
Audience engagement is the largest challenge when it comes to virtual events. The next biggest challenge is interaction.
81.8% of virtual event organisers use event polling to improve interaction.
61% of marketers use videos as an interactive element to keep people engaged.
63% of event organisers opt for a semi-live approach to sessions, meaning sessions are pre-recorded but there is a live Q&A.
59% of event organisers have gamification strategies to improve audience engagement
45% of event organisers opt for shorter multi-day events to combat virtual event fatigue.
incorporate pre-edited video content that is engaging and interesting
doesn't feel like a conference, just watching content
can't listen to speaker and read chat simultaneously
difficult to capture audience's attention while at home
Technical
The biggest annoyance of virtual events is a bad connection. The second-largest frustration comes from bad microphones.
38% of marketers say they run into technical problems when hosting virtual events.
People
The average no-show percentage of virtual events is 35%. This is slightly higher than in-person events.
easier to share ideas
"the most influential learning, sharing and inspiration plays out between people, not on a screen"
a lot of communication is nonverbal, (posture, facial expressions, etc.) actual words, accounts for just 7%
"conferences give people the ability to spark new ideas – ideas that they can take back to their colleagues and their bosses and begin to properly realise"
people need face-to-face interactions
"Not only are face-to-face events fun to go to, but they provide countless opportunities to connect with others in a way that cannot be achieved online"
in person is "an experience"
high fee
can't sit for that long
no sense of place, "home base", primary meeting area
not getting money's worth
Week 4 Notes From Research
Below, you'll find my notes from week 4. They are based on driving questions that I set in my pre-reflection and the topic for the week, which was "Copyright, Plagiarism, & Cheating."
Video: "Steven Crawford - Why Students Cheat"
Notes from video:
20% all students cheat when they have a chance, 20% won't cheat, no matter what (bowman 2020)
Online vs. F2F
Statistically more likely during F2F
Time
students looking for short cuts
students not having time to complete it
Ethics & Societal Norms
If they believe that it's accepted social practice, they feel they won't be punished, they become confused about the goals of education, they are more likely to cheat
Survival
Pressure to maintain high GPA to keep financial aid, support from parents, or qualify to graduate school of their choice
Knowledge
Lacking research skills
Not understanding what is plagiarism
Personal
Anxiety to succeed
Ease
just to make their lives easier
it's easier to cheat
Interesting article that claims educators need to work harder to be better teachers and create more engagement with students, which will in turn, reduce the likelihood a student will cheat.
Video: The Shocking Reason Why People Cheat
Argument: Hormones are the reason for cheating
interesting article about educators under pressure to have their students do well on tests resort to cheating,
Reasons for cheating
to "protect and preserve the very things at stake"
job stability
students
school accreditation
school closures
bonuses
Interesting article with data to show that students who cheat, also feel they hold honesty and integrity in high regard. And feel that they are trustworthy and that it is important to be trusted.
Offers insights of how students justify cheating, even if they feel cheating is wrong, by deflecting attention from their own deviant behaviour to the shortcomings of others. Eg:
rationalising that it's ok to cheat because they can blame their teacher for being a bad teacher
students are statistically more likely to justify cheating when they feel their teacher is less knowledgable
Post-Research Reflection
Through my research I found a wide range of topics relating to cheating. Although it seems there could be a multitude of reasons why a student may cheat, it seems there are some big themes, pressure to succeed being one of the biggest. From my reading it also seems that another big theme is that cheaters often find a way to justify what they are doing, "I don't want to lose my scholarship"; "I don't want to get low grades and have my parents upset at me"; "It's too hard and I wouldn't be able to do it if I didn't". Although from the research it seems that people WANT to be honest and want to be viewed as an honest person with integrity, it seems they will find a way to cheat and justify this breach of integrity, even though they will still consider themselves to be still honourable people.
Week 5 Notes From Research
Below, you'll find my notes from week 4. They are based on driving questions that I set in my pre-reflection and the topic for the week, which was "The Impact of Digital Literacy on Workflow."
Relevant Notes:
Pandemic has increased digital access; allows for:
new abilities to form study groups and do homework together
new abilities to get involved in coding or digital art projects
"the pandemic has forced a pronounced shift towards more communication"
parents can meet with teachers more easily with zoom calls instead of finding time in their schedule to go into school
Relevant Notes:
originally a community for gamers; growing into larger platform for concerts, book clubs, conferences, homework help
more non-techy students starting to use sites like discord for:
help with homework
finding additional resources to support learning
social support when lonely
Relevant Notes:
how to improve online education:
giving students an opportunity to learn at their own pace
provide opportunities for re-reading/skipping/accelerating through concepts as needed
gamificatioan where possible to increase engagement
Post-Research Reflection/Thoughts
I found this topic rather difficult to research. Mostly because I wasn't finding relevant sources or sources that were slightly too old for me to consider beneficial to the topic itself. Since the main idea is about how we have changed post-pandemic, I found this difficult to find viable sources since everything is still quite fresh, and every country is in their own stage of dealing with the virus.
I think it's safe to say that across the board, all countries weren't prepared for moving their entire educational system online. And it's equally safe to say that a push for improving infrastructure and internet connection, or a push to make internet access more accessible in areas where families don't have access to internet at home, has been something that has been a topic of discussion around the world.
In terms of how I have been deciding to research and take notes, in contrast to previous weeks where I would try to make points on all information in an article, I have begun to narrow in on only relevant points and ignore information that is unrelated. I think this has been a helpful change
In terms of CRAAP testing, I'm still doing them informally as part of a habit while opening a new source (ie: looking for a date of publication immediately; looking at the source; judging its purpose of being written, etc.) and deeming whether or not it is a trustworthy or viable source of information for my research. This is helping me cancel out a number of sources, especially in this week's topic, since it is a very time sensitive topic. For the 3 sources above, each would pass due to their relevance and date of publication. There were a number of sources that I didn't include in my research notes that, after reading through the information, could not find any relevance to the topic.