Feedback and Changes

I received feedback from Glen Hoare and Hayley Kirovski

The main problems identified with my blog have been the word count, and referencing

The word count is something that I can work on, and achieve the desired result by changing my sentence structure and choice of words. At times my sentence structure is non-sensical, and perhaps a little lazy. By going back through my blog and cleaning up “messy” sentences, I can limit my word count, and make my blog a lot easier to follow

Referencing has been a thorn in my side throughout the Online Uni experience. I just cannot grasp the concept of the correct way of doing things. Either I get the reference list right, and in-text wrong, or vice-versa. I am working hard to make sure my referencing is as good as it can be, by constantly reviewing the APA Guide to Referencing, and trying to remember to indent my second line !!

I was pleased with my feedback, as both markers wrote that they enjoyed my blog, and thought it was full of information. Thankyou to both of you for making my blog that much better before submission

Blog_Rubric_Peer Marking for Josh Hayley

Blog_Rubric_Peer Marking for Josh

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Week 8-Lifelong Learning

“Lifelong learning may be broadly defined as learning that is pursued throughout life: learning that is flexible, diverse and available at different times and in different places” (Lifelong Learning Council QLD Inc.,2013)

As Educators, we have a role, not only to educate students, but to give them the skills and knowledge to continue to learn once they have left school, and enter new avenues of life. As Howell writes “Educational Outcomes are no longer restricted to the years of formal schooling; we are now concerned with developing the skills and aptitudes in our students that will ensure they engage with learning across their lifetime” (Teaching with ICT: Digital Pedagogies for Collaboration and Creativity, 2012) The use of digital technologies in schooling enhances the tools in which the student has when they leave school, to continue their pursuit of knowledge. Use of tools such as the Internet, computers, apps and computer programs in school, will assist in lifelong learning, as well as the skills to use these technologies. In many ways, increasing digital fluency in students will lead them closer to being a life learner

I have attached a video by Jeffrey Gitomer, about being a lifelong learner, and why it is important in todays age in your job, and making money.

REFERENCES

Howell, J. (2012) Teaching with ICT: Digital Pedagogies for Collaborations and Creativity. South Melbourne, Victoria. Oxford University Press

http://www.llcq.org.au/01_cms/details.asp?ID=12

Jefferey Gitomer’s Sales Training Channel. (2008). Lifelong Learning.Retrieved from  https://www.youtube.com/watch?v=zh6yd6wfCgU

Week 7- Digital Blurring

This week, we covered digital blurring which is the incorporation of the personal use of technologies into the real world for things such as problem solving and teaching
Jane McGonigal, an online game designer, believes that the integrated use of video games and the gaming culture into the real world, can be the key to solving problems such as climate change and poverty. By using the medium of online games, she believes that if we change the subject matter of those games, to a real world scenario (her games World Without Oil, and Superstruct), that gamers will use those skills and apply them to these real world problems. They will then take these skills that they have learned, and apply them in everyday life. “Gamers are a human resource, that we can use, to do real world work. Games are a powerful platform for change” (McGonigal J, 2010)

While this view might be seen as radical, Hobbs, Brown and Gordon write “with careful planning the intrinsic properties of the virtual world can inform transferable skills and provide a rich case study for learning” (Hobbs, Brown & Gordon, 2008). While their view is on a smaller scale, and talks about using gaming skills in the classroom for higher educational rewards, their idea works along the same line as McGonigals.

My Game-http://www.sploder.com/publish.php?s=d00444s2

REFERENCES

Brown. E, Hobbs. M, Gordon. M. (2008). Using a Virtual World for Transferable Skills in Gaming Eductaion. Retrieved from http://www.ics.heacademy.ac.uk/italics/vol5iss3/hobbsbrowngordon.pdf

McGonigal, J.(2010). Gaming can make a Better World [VIDEO]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

http://www.sploder.com

Week 6- Digital Fluency

This week we logged onto Scratch.mit.edu to create our own cartoon

I found this extremely frustrating to do, and ended up unhappy with my cartoon, due to limited experience on the program, and certain things not working for me.

As a person who grew up with computers, using basic programming comes as second nature to me. Word Processors, Excel Spreadsheets etc. are a piece of cake. This Scratch program, while basic in nature, was extremely difficult to get my head around. This is where I see the real meaning of Digital Fluency and where it could be a problem

We not only need a basic level in which every student needs to reach in regards to technologies, but also need to adjust our viewpoints as to how digitally fluent children are in school. Gerald White writes “The knowledge, skills and attitudes needed to harness new digital media for teaching and learning are an extension of many traditional skills but with the complex addition of new skills and a changed focus” (Digital Fluency for the Digital Age. 2013)

We need to remember that just because schools teach with different technologies, not all students will be able to use them, and compete on the same level

My Cartoon:http://scratch.mit.edu/projects/21521879/#player

REFERENCES:

Howell, J. (2012) Teaching with ICT: Digital Pedagogies for Collaboration and Creativity. South Melbourne, Victoria. Oxford University Press

White, G. (2013). Digital Fluency for the Digital Age. Retrieved from http://rd.acer.edu.au/article/digital-fluency-for-the-digital-age

http://www.scratch.mit.edu

Week 5- Digital Information

It amazes me how much information a site like Pinterest can hold and store. Articles, Infographs and locations all at the touch of a button. However, how trustworthy is this information? How confident can we as digital consumers be that the information is coming from a reliable source?

Therein lies the problem with the internet. While it is a great tool for gathering information and researching topics, the information passes through so many sources, how can we guarantee that it is correct?

Pandora is an Australian web site, designed specifically for the archiving of information. The website states “PANDORA is a selective archive. The National Library and its partners do not attempt to collect all Australian online publications and web sites, but term research value” (Pandora, n.d). Basically, they collect data, and while cross referencing the data, decide whether it is acceptable or not. While this is a great way to stop misinformation, it only adds further to the problem of a centralised source controlling what data is deemed “significant”.

Finally, I’m attaching a report on Jeff Goldblum, in which he was pronounced dead on a social media site. Within hours, the news had spread to “more respected” sources of information, such as news programs. This goes to show how quickly false information can be spread in the digital age

http://www.enstarz.com/articles/7485/20121003/jeff-goldblum-dead-hoax-2012-actor-died-in-new-zealand-newest-hoax-target.htm

REFERENCES:

Ghermezian, S. (2012). Jeff Goldblum Death Hoax: Actor died in New Zealand, Newest Death Hoax. Retrieved from http://www.enstarz.com/articles/7485/20121003/jeff-goldblum-dead-hoax-2012-actor-died-in-new-zealand-newest-hoax-target.htm

http://pandora.nla.gov.au/

http://www.pinterest.com

Week 4- Digital Divide

This week we covered the Digital Divide

There are many reasons for the Digital Divide in today’s society, but I thought I would look up close and personal at two in particular. Affordability and accessibility

Affordability is probably the biggest reason for the digital divide. Some people simply cannot afford a computer, or the internet, or any other digital devices. Statistics have shown that children from higher socio-economic backgrounds have more digital fluency than those of lower socio-economic backgrounds. In fact, of the children that showed average or higher technological fluency, 72% of those were children from middle to upper socio-economical backgrounds (MCEEDYA National Assessment Program- ICT Literacy Years 6 & 10. 2008)

Accessibility is still a huge issue in Australia. Metropolitan areas have better access to the Internet than rural areas, which puts them at a disadvantage. Jane Curtin writes “There has been an increase in the percentage of people in rural and regional Australia who have access to computers at home and the percentage of country people with access to the Internet has more than doubled since 1998. However, use by country people has yet to reach the level of use in capital cities” (Curtin. 2001.)She continues “The cost of Internet access remains higher for those who live in rural and regional Australia….” (Curtin. 2001)

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REFERENCES

Patterns of Internet Access. Retrieved from http://www.abs.gov.au/ausstats/abs@.nsf/mf/8146.0.55.001</p

Curtin, J. (2001). A Digital Divide in Rural and Regional Australia. Retrieved from http://www.aph.gov.au/About_Parliament/Parliamentary_Departments/Parliamentary_Library/Publications_Archive/CIB/cib0102/02CIB01

Howell, J. (2012) Teaching with ICT: Digital Pedagogies for Collaboration and Creativity. South Melbourne, Victoria. Oxford University Press

Mahesh, S. (2013) Digital Divide still an issue for Low Income Earners. Retrieved from http://www.smh.com.au/digital-life/mobiles/digital-divide-still-an-issue-for-low-income-earners-20140226-33i7l.html

Week 3- Digital Security

This week we studied digital security

Digital security covers a broad range of topics, such as scamming or fraud. I’ve decided to look a little closer however, at cyber bullying, and the effect it has on those involved

Due to society’s growing use, bordering on dependence, of social media, people can be found quite easily. This easy access makes people easier to cyber bully. School children are usually most affected. This has led to increases in depression rates of school children, and also suicide rates of children (http://www.medicalnewstoday.com, 2014)

However, it’s not only the victims who are affected. Bullies are also being affected. Devyne Lloyd from MSU’s School of Journalism writes “According to Utterly Global, an organization dedicated to anti bullying, children who were bullies in grades six to nine are 60 percent more likely to have a criminal conviction by the age of 24″. These numbers may shock people, and go to show the level of support and guidance cyber bullies need at younger ages

Finally, I wanted to post 2 videos, detailing the terrible story of Amanda Todd. The first video speaks for itself. The Second video is a reaction video from the Fine Brothers, who with the help of everyday teenagers, react to online videos

 

References:

Lloyd, D. (2012). What Happens When Bullies Become Adults. Retrieved from http://news.jrn.msu.edu/bullying/2012/04/01/bullies-as-adults/

McNamee, D. (2014) Cyberbullying. Retrieved from http://www.medicalnewstoday.com/articles/273788.php

TheSomebodytoknow. (2012).My Story: Struggling, Bullying, Suicide, Self Harm. Retrieved from https://www.youtube.com/watch?v=vOHXGNx-E7E

TheFineBros. (2012). Teens React to Bullying. Retrieved from https://www.youtube.com/watch?v=VF6cmddWOgU