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Sunday, July 25, 2010

Week 3 Activities: The Future of CMS


What does the future hold for CMS? Honestly, the possibilities are endless, but there is one possibility that shows more promise than others, “massive multiplayer online gaming (MMOG) [this] technology… offers unique education, training, and performance support opportunities.” (Bonk, 2005, p.1) Here is a place where education has no boundaries, where students can learn first hand what it takes to be successful in virtually any field of work they choose. Here they are able to try again and try again until they learn or give up. Practice makes perfect, or close to it.
The initial cost of implementing these MMOG may be massive but think about what will the end result be. Gaming has become part of our everyday lives and to not incorporate gaming, as part of our training and or classes is not only foolish but also detrimental to our next generation of digital natives. “Simulations can help learners understand how to run a business, build a town, or save an environment. Learners can watch changes in processes, explore different assumptions in key military battles, and create alternative worlds and histories.” (Bonk, 2005, p.4)
Many people look at games negatively because it’s assumed that those who engage in such game play will be isolated and or lack social interaction. But with MMOG, “The widespread availability and popularity of gaming has led to questions about its effects on our lives…many people stereotype computer games as isolated or individual activities. However… computer gaming should no longer be connoted as a solitary activity, but instead it should be considered a social endeavor involving friends, more like traditional board games.” (Bonk, 2005, p.2) The interaction in MMOG is not only massive but also much more complex and intricate than your average everyday board game.
There are many people who are opposed to gaming being part of our education and or training. But the truth is that we as educators have ignored the possibilities of games and a medium of instruction. “Already the gaming industry attracts more than 60 percent of the American population, with an average age of 28. The numbers are higher for teenage boys, 75 percent of whom play computer games. The opportunities to play online games are projected to soar during the coming decade.” (Bonk, 2005, p.2) Teach them the way they learn and interact.

Reference:

Bonk, C. (2005). Massive multiplayer online gaming: a research framework for military training and education.



Sarah Hodge

LMS Choice

Before selecting a Learning Management System, an organization should go through a process to ensure they have selected the most effective and cost efficient choice. “Every organization’s requirements for a learning management system differ. Once you have made the decision to implement an LMS, the next step is to analyze your needs” (The Academy, 2010, p.1). Analyzing the needs helps to narrow down the selection process.

It is first an important factor to set goals up as a business or organization so it is clear what needs to get done, who is going to do it, and how it is going to work (Parkin, 2005, p. 4). In other words, “Do not think in terms of LMS functionality, but in terms of process” (Parkin, 2005, p.4). By doing so, the main objectives stated and formed will be met instead of choosing a system for its unique features that will never be used.

Parkin (2005) suggests creating a list of critical success factors for the e-learning system. He lists some of the factors that should be included at this part of the selection process. They are:

1. •Will you need local support in multiple countries?
2. •What is your budget?
3. •Do you want to host internally or have the vendor host for you?
4. •How diverse is your target learner platform and your IT infrastructure?
5. •Do you want to manage classroom activity (scheduling, evaluations)?
6. •Will you be integrating third-party content?
7. •Will you need a system that integrates with CD-ROM content or allows offline work to take place?
8. •Do you need e-commerce or departmental charge-back capabilities?
9. •How granular are your tracking and reporting needs?
10. •Do you have to track compliance or certification training?
11. •Do you have special requirements for data security?
12. •Do you plan to integrate collaborative activities such as e-mail, chat, or communities in your learning?
Will you be managing synchronous virtual classroom activities?
(Parkin, 2005, p. 6)

After carefully evaluating the needs, a list of different LMS systems can be made of systems that meet those needs. After reducing the list, additional evaluation, and crafting an RFP, the list should be cut down to about three systems or enough to create demo sites to explore (Parkin, 2005, p. 13).

Following these steps will help an organization feel more comfortable and prepared in their choice of an LMS system.

vote4pedro2ice
After reading your blog I realized why FullSail decided to create their own CMS/LMS. So much work goes into choosing. And even then you might not still get what you really need. Sometimes is better just to destroy and rebuild or in FullSail's case just build from the bottom up.







Brown_Quinn_Going
Nomadic: Mobile Learning in Higher Education_What is Mobile Learning?

The future of e-learning can go in so many directions. There are numerous trends, such as distance education, embedded learning, and cloud computing. This blog will focus on mobile learning. According to Alexander (2004), “The combination of wireless technology and mobile computing is resulting in escalating transformations of the educational world”. Mobile learning can be only thought of as learning through the use of a mobile phone. This is not the case. Mobile learning refers to making learning portable and mobile. A mobile phone is just one of the tools by which this type of learning can be administered.
Mobile learning is a new concept for many. It seems as if education is just getting used to incorporating the Internet, let alone a new way of learning. Alexander (2004) states “in some ways, we are presently in a state resembling the early 1990’s, when we were wiring up campus spaces for the first time and wondering about the new World Wide Web concept”. Schools have found that utilizing mobile learning can aid them in this time of economic pressure. “Some colleges have considered ceasing to include lab funds in their capital campaigns because labs are being replaced by wireless lab equipment and configurable furniture” (Alexander,2004). Students are used to being able to access anything they need through their cellphones, laptops, or PDA’s. Students should have the choice to complete coursework through these mobile devices. They are constantly on the move and are used to being on the move. Mobile learning benefits the digital native, which students in 2010 are. “Moreover, since technology is mobile, students turn “nomad,” carrying conversations and thinking across campus spaces, as always, but now with the ability to google a professor’s term, upload a comment to a class board, and check for updates to today’s third assignment - all while striding across the quad” (Alexander, 2004).
Technology is not slowing down. Mobile learning will be the next phenomenon in e-learning. Everything is being made smaller so that it can be mobile. Education has no choice but to embrace mobile learning at some point. Education must in order to survive.


vote4pedro2ice
The way the world is moving it seems that if you are not mobile you, as a teacher will become outdated, the way that students interact and learn has changed. If educators don't adjust to the future of education than you as a teacher have become obsolete. Its time to upgrade.

1 comment:

  1. @Pedro, According to general research, the gaming industry is calculated in billions. If gaming technology is so popular and an important part of the economy, educators and educational institutions are missing a huge piece of the educational technology pie. With that, we loose the opportunity to engage our digital natives through a learning tool that they are very familiar with. I agree when you wrote that “educators have ignored the possibilities of games and a medium of instruction.” I understand the concern of some institutions and educators, but there are games for the purpose of entertainment only, and there are serious games for education. Our experience last month with Quest Atlantis is the perfect example of how the use gaming in education can be focused on educational goals. Having quests where the students are learning by researching and collaborating with others is what makes gaming a great tool for all learners.

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