September 5, 2008

Meetings scheduled for the 2008-2009 academic year

All of the following will take place 2-4 pm, at the CUNY Graduate Center:

  • Tuesday, 9/23--Room C197
  • Monday, 10/20--Room 9207
  • Thursday, 12/4--Room C197
  • Tuesday, 2/10--Room C197
  • Wednesday, 3/25--Room C197
  • Thursday, 4/30--Room C197

Please also note the following dates:

  • 11/7--Provosts conference on Teaching and Learning
  • 4/24--Biennial WAC/WID conference
  • 5/9--Fifth Annual General Education Conference

Revised topics for working seminars:

  • New media and its uses: podcasting, eportfolios, digital storytelling, second life, games.
  • SoTL: how CTLs are attempting to implement this approach
  • Theoretical groundings: what ideas/evidence shape our promotion of technology for learning?
  • Assessing learning, assessing faculty development
  • Best practices for CTLs: good speakers, successful workshops, exciting lectures
  • The politics of CTLs: working with departments, campus contexts, relation to other faculty development initiatives


April 17, 2008

What about next year?

Please offer insights about what the next steps might be. More conversations? A reading group?

March 27, 2008

Revisiting James Gee

A while back Erin sent us a copy of James Gee's article, "Good Video Games and Good Learning" (which is also available on the web from this link) and a digest (which she compiled, along with Rebecca Tiger) of some of the things Gee talked about when he visited CUNY in December.

I think that both the article and their distillation of his lectures provide some provocative launching points for our conversations here. What is interesting to me is emphatically *not* anything in particular about video games themselves but rather the extrapolated paradigms for learning and assessment.

For this reason, I am reposting Erin and Rebecca's summary below in hopes that some of you will feel compelled to respond--I urge you also to take a look at the article, if you get a chance.

Dr. James Gee visited CUNY in December 2007, and presented to our Coordinated Undergraduate Education (CUE) council, held a discussion with WAC/WID coordinators, and gave a public lecture on “Literacies, Learning, and Video Games.” Dr. Gee is a sociolinguist who has spent much of his life studying language, learning and literacy. Recently, he has argued that video games embody long-held learning principles, and further, that such games engage learners in ways that traditional approaches to education do not. He writes of the need for active, situated, and critical learning, and his understanding of how and where such learning happens—and where it does not—has profound implications for higher education today.

During his visit, Dr. Gee reiterated many themes that we have attempted, here, to distill. Clearly, it is difficult to summarize hours of lively conversation into a few bullet points. Rather than providing a comprehensive summary, the following is offered to help us think about our current work.

A New Paradigm of Learning

* The role of the teacher is to structure experiences that are platforms for learning.

* Academic language is alienating – it’s taught as a bunch of content. Surface words do not lead to “deep conceptual understanding” because students can’t apply it beyond the testing situation. Few people read an operating manual before playing a video game or using a computer program, yet students are typically asked to read a chemistry textbook and retain that information outside of its meaningful context. Gee asks: can you imagine reading a bunch of rules for basketball, and then being asked to play the game? The rules make sense after one has engaged in the game, when terminology is assigned to lived experiences.

* Deep learning emerges from a passion
, which serves as the motivation to engage in difficult reading and writing tasks. Around games spring up passionate communities, in which members share information, argue, and set standards for participation. Communities are structured around a “passion” that community members share rather than content they need to memorize.

* Games offer an alternate “ecology of reading and writing,” one that is “just in time and on demand.” When they desire information, learners will engage with difficult texts. Despite dire pronouncements to the contrary, students are reading and writing more than ever in communities where they receive regular feedback.

* Failure is a core learning device – Failure is a part of the learning process – (“fail early, fail often”) – it is through failing the people learn the limits and the challenges of the game. Failure cannot have consequences so severe that participants lose motivation to participate. Rather than being rejected or kicked out for failure, the community welcomes you back in to try again.

A New Paradigm of Assessment

* Where and when should assessment take place? Formative and summative assessments should be integrated into the structure the activity, assessment should not be separated from the activity it is evaluating. In a video game, the player always knows how he or she is performing, often in relation to other players, and this information can be used to improve one’s performance. One is not assessed only after the game is over. Assessment should be ongoing, continuous.

* Who should do the assessing? Communities – such as writing communities – decide when a member has mastered the genre. These “community-created standards” will replace the “old grammar of schooling” where standards are set and judged by people outside of the community. Community members learn to think abstractly because they are placing demands on one another – they are both producers and consumers in this process of on-going assessment.

* What should be assessed? We should be striving to instill “genuine conceptual understanding” (rather than getting students to pass tests that are disconnected from any activity besides testing) and “deep conceptual understanding” that goes beyond surface words and content language. We should be assessing what students can do, not just what they write on paper.

CLASSROOM APPS AND SOTL SCHIZOPHRENIA

Debra Swoboda posted the following as a comment under the entry "Examples of Ways that Faculty Use Technology." In her response she raises some important questions for us to consider. To draw attention to her posting, and so that others can use the "comment" function to respond specifically to the issues she presents, I have moved her comment to the main page of the blog:

On March 14, 2008 Debra Swoboda wrote:

Based on our discussion on March 12 about the pedagogical applications and challenges of using technology, two things occurred to me. One is that faculty typically cite specific benefits regarding technology use in 'the classroom.' They point out that incorporation of technology produces: 1) better information delivery and receipt; 2)greater student satisfaction; or 3) more student-to-student or student-faculty collaboration (or all of the above). Second, however, faculty often fail to provide any real formal evaluation data to support these claims. If technology use does produce these 'outcomes', it is not really clear how or why this is the case.
Hosting workshops and presentations (as part of CTL) where faculty speak (routinely) about the benefits of technology in this way makes me feel a little 'schizophrenic.' On the one hand, I am glad to see faculty using technology to enhance active learning and willing to present their experience to others. On the other hand, the SoTL model of evaluating practice to determine if and how deep learning is occuring is often not a part of their framework for thinking about technology application, which I think is essential for CTL to promote.
Talking about the different ways technology can be useful pedagogically is important: it makes these practices more visible, and visibility can lead to greater implementation. But making something visible should also include providing explanations of how and why we know something is useful via sound evaluation. This requires SoTL.


Posted on March 14, 2008 17:30

March 20, 2008

Notes from meeting on March 12, 2008

TRENDS

  • Blackboard (beginner v. advanced uses)
  • TurnItIn (stand-alone v. as Bb plugin; as alternative course management tool)
  • iTunes University
  • Better use of PowerPoint
  • Clickers (audience response systems)
  • ePortfolios
  • Wikis
  • Blogs
  • Users stepping away from technology: questioning the value
    (Hard to evaluate how or whether it’s working?)
  • Using technology as adjunct / replacement to what’s happening in classroom
  • Using technology to make learning transparent
  • Camtasia Studio / Lecture 1-2-3

CHALLENGES

  • Passive learning (dangers of incorrect use)
  • Learning the pedagogies that lead to sound application of technologies
  • Pedagogical loss if things are made too easy
  • How will students respond
  • Time investment on part of faculty
  • “That’s too cool, I can’t do that”
  • A challenge? Puts faculty in the learner’s seat
  • Not necessarily rewarded
  • Opportunity for faculty to not be on campus
  • Online learning not ideal for all learners
  • Equipment is there, but not enough personnel to set up systems
  • Communication difficulties in IT-faculty-administrator triangle

WANTS

  • Facilitating students’ sense of belonging
  • Designing learning environments based on good pedagogy (Gee’s gaming analogy)
  • How do students engage with their computers (teacher looking over student shoulder)
  • How to evaluate / assess faculty using technology
  • Link to tenure & promotion
  • How is technology being used to further teaching & learning goals?
  • The language of professional development
  • Privilege & burden
  • PMPs

To look at:

Ideas for us to focus on:

  • How to put faculty in a position closer to the students, to get them to understand how students use technology already
  • Describing the qualities of good learning environments
  • Plan a presentation on ideal IT conditions for learning-goals-based teaching with technology (we have to find a term for this), at Nov 7 conference on Teaching, for Provosts' edification
  • Find out more about:
    • U Texas at Austin
    • Maria Spineke (?)
    • Bill Pelts (?)
    • Herkimer College (?)

More CUNY Teaching & Technology events

Baruch College's 11th Annual Teaching & Techology Conference, March 28th, 8:30 am -4:00 pm

The keynote sounds interesting and appears to be related to some of our concerns here:
"Mindset in the Classroom: How Student and Teacher Achievement Goals Influence Learning Success"
Jennifer Mangels, Assoc. Professor of Psychology, Baruch

I also just noticed that LACUNY is doing this colloquium (tomorrow, 3/21, 9:30-12:30 @ BMCC in the Richard Harris terrace): "Rethinking Relevance: Technology and Pedagogical points of View" intended to "explore the relationship between developments in search engine technology, academic research and undergraduate education."

I can't attend but I'm hoping that if anyone from this group does go they might post a report to the blog, since it seems directly related to our conversations here about teaching and technology?
Link to the LACUNY blog

February 13, 2008

Examples of ways that faculty use technology

During our meeting on February 5, we heard many examples of outstanding practices that exploit some aspect of technology in teaching. We also talked about technology as mere teaching aid versus technology as central in course design, as a tool to create learning communities and to make learning visible.

We offer you this space to comment on or provide descriptions of examples of how technology can be used to reach otherwise difficult or impossible teaching objectives. How do these approaches help us get closer to knowing what students know, closer to making knowledge more visible?

Dates to keep in mind

February 21st, CASTL Seminar: The First Year (Cheryl Smith, Baruch, to write essay)

March 12th: our next meeting, room C197 at the Graduate Center

March 28th: BMCC one-day conference, Mathematics across the curriculum and quantitative reasoning: Multiple collegiate models
For more information, and to register: http://www.bmcc.cuny.edu/mathconference/

April 17th: our third meeting, room 8400 at the Graduate Center

May 2nd: Gen Ed conference at Baruch

January 17, 2008

February 5, 2008

Our first meeting this semester is scheduled for February 5, at the Graduate Center, room 9204.

Based on your input at our last meeting, we've identified technology as the topic for our discussion. This being too broad and slippery a topic, we suggest that we focus our discussion by considering how the experience of CUNY students compares to that of students at other institutions. This might allow us to make specific recommendations about areas that need improvement.

The Educause Center for Applied Research, ECAR, is an organization that generates and disseminates research on technology in higher education. Since 2004, they have carried out annual student surveys on the use of instructional technology. We'd like to recommend that we all read Chapter 1 and Appendix B of the 2007 study, available online:

http://www.educause.edu/ers0706

As you read these, we urge that you consider how the findings of this study might compare to the way your students might respond at your campus.

Feel free to use the commenting space below to jot down discussion questions or ideas on this topic.

January 15, 2008

Spring 2008 CASTL Seminars

As a result of our last meeting and some other brainstorming, we’ve come up with the following as possible topics for upcoming Spring 2008 CASTL seminars. Please take a moment to comment on which would be more beneficial to you and your Center and please feel free to add topics you think would be useful, but don’t appear.


  • Supporting early-career faculty

  • Engaging faculty leaders, supporting groups of faculty

  • Recognizing excellence in teaching

  • Working with faculty and chairs, and straddling the faculty-administrator role

  • Student work as a learning tool for faculty

  • Teaching portfolios

  • Teaching for Understanding, Understanding by Design

  • Professional development and its relationship to curricular development

  • Technology for professional development

  • Technology in teaching (web-based resources, ePortfolios, distance learning)

  • Promoting institutional change

  • Building institutional support for the scholarship of teaching and learning

  • Other

Please be sure to identify yourself or your campus when you leave a comment, by including your name or your affiliation. (Anonymous comments might be rejected!)

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