Complete free online course text books

I have OLDaily to thank for discovering this excellent resource…

Saylor.org are building a library of high-quality free online texts for a wide range of university courses. These all follow US based curricula outlines, but of course most will be equally useful anywhere in the world. The courses are arranged and grouped according to degree subject areas. So, for example, substantial progress has been made towards a complete set of texts for Computer Science degree level education.

There is also a current text-book writing competition, the Open Textbook Challenge, with prizes of $20,000 for accepted texts – and a number of job vacancies. I’d be very tempted to apply other than the requirement to attend monthly meetings in Washington D.C. (a big commute from Scotland!)

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Cypris Chat at the Global Education Conference

I’ll be in Edinburgh when his online session is on, but I know Mike will be great (he always is!)- so I just have to share the following post from Mike McKay (ProfessorMike Merryman if you know him from SL):

**Please Twit, share, post, or 1+ the following to help me promote virtual world language learning. Thank you so much! On with the show!**

I will be presenting at a fairly major international online conference next week and thought I would pass on this information to you. Many of you are aware I have been researching ways to use virtual worlds like Second Life for language learning. In the past few years I have grown my community, Cypris Chat (http://cyprischat.org), to over 500 active members from more than 40 countries. The conference I will be presenting at is focused on global awareness and education. I think it will be very exciting to show how a community like Cypris Chat has brought the world together with one main goal in mind, to learn or teach English. I hope this presentation will help promote this fantastic medium for educating students.

WHEN: Tuesday, November 15th from 10:00pm to 11:00pm JST – 1:00pm – 2:00pm GMT

WHERE: Blackboard Collaborate link will be provided here on the 15th: http://globaleducation.ning.com/page/globaledcon11-schedule-gmt-9-1 Please find my presentation in your time zone (Cypris Chat) I will be on Facebook during the presentation. Cypris Chat members can help you on our Facebook group page and chat channel here: http://www.facebook.com/groups/58820483559/

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Tranforming Assessment

The new season of online presentations on Transforming Assessment continues on the 7th of September with a presentation on “Stealth assessment: embedded evidence-based assessment in games” from Valerie Shute

During gameplay, students naturally produce rich sequences of actions while performing complex tasks, drawing on a variety of competencies. Evidence needed to assess the competencies is thus provided by the players’ interactions with the game itself (i.e., the processes of play), which can be contrasted with the end product(s) of an activity—the norm in educational environments.

This presentation will describe the design and development of evidence-based assessments (embedded in a game) to measure 21st Century competencies. When embedded assessments are so seamlessly woven into the fabric of the learning environment that they’re invisible, called ‘stealth assessment’ (Shute, 2011; Shute, Ventura, Bauer, & Zapata-Rivera, 2009). Stealth assessments within games provide a way to monitor a player’s current level on valued competencies. That information can then be used as the basis for support, such as adjusting the difficulty level of challenges or providing timely feedback. One to two examples of the approach will be provided, time permitting.

Audience members are encouraged to participate and contribute.

More details, including link to local times for your time zone from the Transforming Assessment site: http://www.transformingassessment.com/

A glut of books

As blogged, tweeted and posted elsewhere, the US National Academies Press, which publishes a wide range of books on science, engineering and medicine developed by leading academics has made its entire catalogue of 4000 odd books available in pdf format for free.

Stephen Downes’ first pick is Learning Science Through Computer Games and Simulation, while The Rise of Games and High Performance Computing for Modeling and Simulation looks more at the capabilities of games for scientific applications.

My own recommendation would be the expanded edition of How People Learn – which summarizes a wide variety research findings from across the learning sciences is a very straightforward way.

I’m looking forward to digging into this amazing resource, but perhaps I need to start with something that will help me deal with the sheer volume of knowledge now freely available? Something like Glut: Mastering Information Through The Ages perhaps? Although sadly this one doesn’t yet appear to be available for download.

Power of Distraction

A recent piece (US Unplugged) in the Times Higher collects quotes and stories from a number of institutions and individual tutors now discouraging the use of laptops in lectures and social networking on campus.

Some good quotes from Clifford Nass:

“It seemed as though they could actually do two things at once. What do these kids know that I don’t? It drove me crazy. That’s what inspired my research.”

But he found that “they’re not amazing. They can’t really do it.” His research shows that the students’ memories were disorganised; they fixated on irrelevant data, could not follow specific directions that required paying attention and wrote poorly.

… “We’ve reached a period where attention is no longer valued. There’s been a cultural change where we’ve forgotten about the idea of paying attention,” he says. “And people have started to resent that.”

I haven’t banned laptops from my own lectures – indeed, only small numbers of students bring laptops to lectures at UWS, so it hasn’t really been a major issue. In some classes I’ve given out laptops – but that has been to allow students to do practical work at set points in a class (its hard to teach programming in a lecture). I have this year used mobile phone based response/poll systems in class and that did work well – using the technology to concentrate attention on the task, without allowing it to become a distraction seems to be key.

Sherry Turkle makes a very worthwhile point:

But what professors are learning to say is: ‘You know what? In this class we’re here to be with each other. We’re here to be a community. Let’s make the most of it.’

There are of course two sides to this – lecturers need to do their part to engage students and to try to promote learning – and students need to learn how best to help themselves and understand the negative impacts of partial attention.

(See some of the other posts here on multi-tasking for links to other studies)

Computer Games and Instruction

Nothing for ages, then it all happens at once…

My short piece for EDUCAUSE Review “Second Life is Dead. Long Live Second Life?” is now online. I’ve had a few emails from different folk, generally in agreement. No hate mail yet :-)

In the same week, I learned that Computer Games and Instruction, edited by Sigmund Tobias and JD Fletcher, is now available. I co-wrote a chapter in this book with Jon Richter on Multi-User Games and Learning – trying to encapsulate this broad, broad area in a single chapter, quite a challenge. The book also contains chapters by James Paul Gee, Chris Dede and Kurt Squire amongst others – so we are in very good company. I’m looking forward to receiving my own copy, but for now I have to settle for scanning the pages available via the Google-books preview (available from the book page, here)

Table of contents below.

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A virtuous circle?

Like me, you’ve probably got used to calls for educators to think more like game designers, to consider how good games help players learn how to play, from James Gee and many others over the past few years.

In this months Edge (UK gaming magazine, Issue 216, July 2010), video-game design consultant N’gai Croal resets a cosmic balance when he suggests that game designers think like teachers…

the primary goal of the developer should be not to punish the player … the developer should be invested not in the player’s failure but in the player’s success

and

developers could probably learn a lot from talking to teachers

Bringing Gee and N’Gai together then tells us that educators can learn from how the best games teach their players – and game designers can learn from how the best teachers teach their students. The circle is complete!

OA Week 2010

Open Access Week has moved to Ning (funnily at the same time that lots of educators are considering ways to move out of Ning!). OA Week 2010 will run from October 18th to 24th – plenty of time to start planning and thinking about what you’ll do to support and promote Open Access…

On The Horizon – Free access week!

On the Horizon is the strategic planning resource for education professionals in the international post secondary and life-long learning arena. An environmental scanning journal, On the Horizon covers corporate universities, e-learning, private for-profit degree granting institutions as well as the traditional university. Areas include the business of education delivery, content and certification, as well as rules and regulations in areas such as institutions and intellectual property.

And for this week, as the featured journal of Emerald Press, online access to the journal is free – including full text of all articles. See the list of issues here [EDIT: Link broken as of 10am 29th April - hopefully a temp problem at Emerald - the journal page is here, but no access to contents until link fixed]. The 2009 issues are well worth a view – including special issues on virtual worlds, gaming and simulation, distributed learning environments and (an intriguing title!) Future consciousness in learning.

Remember – this is for one week only!

BBC study on Brain Training

The BBC will tomorrow broadcast a programme on a study they funded on ‘Brain Training’ type programs – and which has had its results published in Nature. The study found that:

While players got progressively better at the games, the gains were not transferable, Nature journal reports.

Players gained nothing in terms of general reasoning, memory, planning or visuospatial abilities, experts found.

But they say more work is needed to see if workouts for the mind can help keep the brain “fit” as it ages.

More on the program here.

Note that this is distinct and quite different from the Brain Training study that LTS ran in Scottish schools – which did find that math Brain Training games did help students learn math (published in BJET). There will be a number of reasons for the difference – the LTS study was using games which asked students to do exercises similar to normal arithmetic exercises – and math was still being taught in class. Perhaps successful transfer of learning is boosted when learning in a game is reinforced with learning in a second setting?

(Offhand, a lot of work on transfer of learning has shown that being able to apply problem solving skills in multiple domains requires learning in multiple domains – which is why some children can solve problems in math class but not solve similar problems in different settings, or vice versa).