Are Traditional Lectures Dead?

 

Currently, a pressing need for connecting people and technology is culture. Culture is the way humans connect socially and varies by location. Digital technologies are the current tools of this era of global connecting, and education in this era necessarily includes the use of digital technologies. However, this requires redesigning the education curriculum involving students, which may potentially act as a motivation for involvement.

Firstly, learning content whether its podcasts, assessment information or more specifically, educational videos can be uploaded very quickly and provides a highly flexible and accessible avenue for viewers. Platforms such as blackboard and Google Classroom can be accessed anywhere and at any time. Additionally, there is no capability as to how much content can be uploaded on websites as the space is mere infinite. It appears, however, that many students prefer to access course information, notes and assessment materials within online environments at a time that is convenient to them. (Davis et al,.2012)

However, it is the lack of student and teacher engagement through viewing online lectures that becomes an issue. Students will not be able to ask direct questions and receive immediate response. Traditional style lectures on the other hand promotes face to face communication where students are able to ask questions and receive immediate feedback. But, in the online environment dominated by social media and entertainment, it is hard to imagine that slide presentations and lecture videos can compete for attention. (Mollenberg & Aldridge, 2010; Schraw, Bendixen and Dunkle, 2002).

Online lectures with the use of digital media tools can be effective and efficient; however, they must be made through planning and great editing in order to elicit attention and to get your information across.

 

Using I-movie, I was able to construct my video about the issues of online lectures in oppose to traditional style lectures. There is a picture that I screen captured in my video where it shows a table that shows the strengths and weaknesses of both online lectures in contrast to traditional style lectures. I utilised Microsoft word in developing this table. Moreover, I have taken my own photo exemplifying what a ‘clicker’ does and how it is used in traditional lectures to enhance student and teacher interaction and engagement.

The strategies that I have used in order to attain scholarly sources are by efficiently going through Study notes available to me on CloudDeakin. Particularly Week 11’s topic on student learning and education with digital media. I used the ‘recommended readings’ and found the most relevant information to my contention and was able to draw a wide variety of examples from the sources. Throughout this exercise, I have learnt the different types of tools that can be used in Traditional style lectures to help student engagement such as Clickers.

 

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Behind the scenes: The difficulties of a blogger.

It’s been more than week that I’ve been using this new blogging platform called ‘WordPress‘. Before I started blogging on wordpress, the only past experiences I’ve had with other blogging websites was Tumblr.

WordPress took time for me to grapple but eventually I got very comfortable with the functions and settings. WordPress has given me the skills and knowledge on how to make and maintain an interesting blog.

Some of the things I found difficult using WordPress :

  • Adding a power point onto your WordPress
  • Uploading my infographic and making it look presentable. I’ve managed to include the infographic on my blog without having to leave the blog.
  • Choosing the right theme..
  • Finding the right resources to support the information on my blog.
  • Making an Infographic. The infographic on gamification was my first ever attempt.

 

#ALC203

Infographic

Below is a infographic that I have created myself. That includes the badges and the iPhone. The statistics on the infographic below have been taken from:  2016. http://elearninginfographics.com/4-reasons-use-gamification-2016-infographic/

WOOHO

Please click here to view the infographic about Gamification on infogr.am

 

Gamification is built around the 10 principles of game mechanics. These principles motivate and assist users in engaging into the program.

The following outline of gamification was taken from a website I found here at http://www.bunchball.com/gamification/game-mechanics Please visit their website for a further explaination on gamification game mechanics. 

  1. Immediate feedback or response to actions

Use on-screen notifications to adjust the user’s activities through text, email or messages.

 

  1. Transparency: Leader board and rank system

Exemplify to users where they are ranked in real-time. Leader boards should show who is ahead and who is behind as overall ranking in any number of metrics.

 

  1. Goals and Objectives : Short term and Long term goals to achieve

Missions and challenges will give users an aim and something for them to achieve. Users should also be educated about what is valued and possible within the experience.

 

  1. Badges: Tangible accomplishments

Badges act as an indicator of a user’s accomplishment of a skill. When the community understands its value, their skills will be recognised and appreciated.

 

  1. Levelling up: Status within community

Levels will indicate a user’s level of participation and sustained achievement. Levelling up privileges should come with the availability of unlocking new missions, badges, activities and rewards.

 

  1. On boarding: An engaging and compelling way to learn

Provide simple missions so that users can train and gather skills by playing. This will allow them to master basic tactics, rather than being confused by an unfamiliar interface or a detailed manual.

 

  1. Competition: versing friends and others

Make more rewarding and satisfying prizes for winners who come first. Encourage competition so that users can question: Where do I rank? How can I overtake my closest competitor?

 

  1. Collaboration: Accomplish goals with other users

Allow users to connect as a team to achieve objectives.

 

  1. Community: A context for achievement

Allow users to share their achievements. This creates awareness of other types of achievements that can be achieved. Users are then able to learn off one another about goals, badges and rewards they might want to pursue themselves.

 

  1. Points: measurable evidence of accomplishment

Allow users to earn points through simple tasks such as sharing, contributing, and subscribing.

 

References: 

‘4 Reasons to Use Gamification in 2016 Infographic’ (2015) retrieved 20 April 2016. http://elearninginfographics.com/4-reasons-use-gamification-2016-infographic/

‘What are Game Mechanics'(2016) retrieved 19 April  http://www.bunchball.com/gamification/game-mechanics

 

 

Who are you when you game?

What is your online in game name and why did you choose it?

Speaking in my experience from gaming, one thing I have noticed is that I never ever just write my full name. This is because I want to be able to play the game and not have anyone stalk me and find out that I’m just a little asian boy.

It is very unlikely that you will come in contact with another player whose gaming name is their real name. Gamers tend to mask their true identity by portraying themselves by giving themselves a random name.

But it’s fair to say that I’m not the only one who enjoys taking the Micky out of other people. Its common and it’s something that happens everyday and nothing can be done to prevent this problem and you we all know the saying “If you can’t beat them, join them”.

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A celebrities true identity.

For celebrities, some use social media platforms like Facebook to reconstruct their personae for on-line use. Film actor Vin Diesal reveals on Facebook not only what he does when he is on set, but also shares to his 98 million fans what he does on a regular basis.

woohgo

The reason behind why Vin Diesal’s fan base is so large is because not only does he inform his fans what to expect in his upcoming films, but he portrays his online identity as an accessible, regular guy just like the rest of us. Diesal’s posting on 28 September in 2009 indicates that he wanted to share something from a:

special lunch meeting where my father said something so dead on… He said… ‘Confidence is the most important thing that you can teach someone… if you can teach them confidence, you don’t have to teach them anything else’… Thanks for the love. (Diesel 2009)(2010,pp.40)

Although Vin Diesal is perceived as a tough, intimidating and serious human being, he still posts videos of himself singing karaoke, dancing to Katy perry songs and selfies with his daughter.

 

References:

Marshall, David 2010, The Promotion and Presentation of the Self: Celebrity as marker of presentational media, Celebrity Studies, vol. 1, no. 1.

Technologies of the self

How many photos of yourself do you currently have on your phone?

Selfie: A selfie is a photograph or self-portrait taken by oneself and is usually captured by using a smart phone or webcam and is generally uploaded to a social media website.

One of the reasons why I believe selfies are so important is that to an extent, we want to matter. Seeing other people’s selfies endorse us and can often encourage us to upload our own.

Likes boost our confidence. They help us feel better about ourselves. They make us feel important.

On the 18 April 2016, I decided to do a little social experiment on Facebook. After a short period of time, I realised i was getting ‘likes’ and comments from people.

NEW FINAL

It is clear that we try to portray our personality in the best possible light, when in fact our personality is not fixed but is always fluxed. (2008,pp136)

Below is a poll that I have made on twitter about selfies.

Screen Shot 2016-04-21 at 9.12.03 am

 

 

Reference : 

Gauntlett, David 2008, Media, Gender and Identity: An introduction, Edition 2.