Friday, July 2, 2021

Online Professionalism, Online Safety, Universal Design for Learning

 


·        Online Professionalism

Professional behaviour is necessary for the long-term success of an online student. The basis of this chapter will be learning the fundamental behaviours in an online environment. Moreover, you’ll learn how to exhibit respect in your online lectures, and maintain academic integrity. Following this chapter, you will be confident, prepared, and excited about your online journey. Professional online behaviour includes using the proper tools (i.e. headphones, microphones, camera) to interact with others. This can also include ensuring that you use the “raise your hand” feature and allowing the professor to call on you before speaking. It is common courtesy when in your online lectures to mute yourself until it is your turn to speak. Communication skills play a vital role in an online environment. The most efficient way of communicating with your professors and Teaching Assistants/Graduate Assistants (TA/GA) is by email. Some tips which can help you build a formal relationship include:

1.       Using an appropriate subject line to summarize your email

2.       Using the proper salutation when addressing your professors

3.       Briefly explain your question/inquiry in the body paragraphs

4.       Include a proper closing statement (Regards, Sincerely, etc.)

One of the biggest concerns in the online environment is academic integrity. Academic integrity is the commitment to honesty while exemplifying moral behaviour in your studies. Universities have a very strict policy regarding plagiarism and failure to obey these policies could result in expulsion from your institution

·        Online Safety

Online safety refers to the act of staying safe online. It is also commonly known as internet safety, e-safety and cyber safety. It encompasses all technological devices which have access to the internet from PCs and laptops to smartphones and tablets. Being safe online means individuals are protecting themselves and others from online harms and risks which may jeopardise their personal information, lead to unsafe communications or even effect their mental health and wellbeing. It goes without saying that the internet can be an unforgiving place. Aside from the more obvious risks such as online bullying, grooming or device addiction, the way children are engaging with the online world means that we have to take stock of their mental health and wellbeing, the type of content they are viewing and what they are posting online. This includes the heightened concern around fake news and what impact social media influencers may be having on our children’s behaviour. It also includes the ongoing debate as to whether online gaming and certain features of online gaming, such as loot boxes and skins, are categorised as gambling and are encouraging gambling habits in children. The number of varying social media applications continues to grow too. Previously, if you educated yourself on the mechanics of Facebook, Snapchat and Instagram, you’d pretty much be covered. However, we’re now in an age where a multitude of ‘apps’ exist, and they’re more complex than ever before. Whilst the above remain popular, how many of us have heard of TikTok, YOLO, FaceApp or LIKEE. All of these are all free to download and available at the touch of a button. Such are the range of risks we now need to be aware of and the different platforms that children can access, it’s not easy to keep up to date

Example:

Child pornography

any pornographic or illicit depiction of a child; viewing, sharing, or owning child pornography

is a felony in the United States

Cyberbullying

a form of bullying that uses internet and other technologies as a means for perpetrating

bullying behaviors

Hacking

when a person or program bypasses or tricks normal security procedures in order to gain

access to a site or service

Malware

malicious software or any software or app that is designed to steal your personal information

or cause your electronic devices to behave improperly

Phishing

an attempt to maliciously exploit sensitive personal information online; a play on the word

"fishing," because it implies the use of bait to trap a victim

Personal Security

In this section we will explore three ways that those with malicious intent may seek to make your personal online experience less secure and less safe through malware, hacking, and phishing. As we explore each, we will provide examples of how the threat might impact lay internet users and also provide guidelines for simple threat reduction or prevention.

·        Universal Design for Learning

Universal Design for Learning (UDL) is an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences. Universal Design for learning is a set of principles that allow teachers with a structure to develop instructions to meet the diverse needs of all learners.

The UDL framework, first defined by David H. Rose, Ed.D. of the Harvard Graduate School of Education and the Center for Applied Special Technology (CAST) in the 1990s,[2] calls for creating curriculum from the outset that provides:

Multiple means of representation to give learners various ways of acquiring information and knowledge,

Multiple means of expression to provide learners alternatives for demonstrating what they know.

Multiple means of engagement to tap into learners' interests, challenge them appropriately, and motivate them to learn.[3][4]

Curriculum, as defined in the UDL literature, has four parts: instructional goals, methods, materials, and assessments.[1] UDL is intended to increase access to learning by reducing physical, cognitive, intellectual, and organizational barriers to learning, as well as other obstacles. UDL principles also lend themselves to implementing inclusionary practices in the classroom

Copyright and Open Licensing and Digital Equity

 


·        Copyright applies to any tangible or electronic creative work, such as a book, movie, video, song, lyrics, poem, picture, lesson plan, web page content, etc. Any creative work is copyrighted as soon as it is created. Intangibles, such as ideas, concepts, and mathematical equations and works that lack originality cannot be copyrighted. The copyright symbol may be placed on a work to remind and inform users of its copyright status: ©. However, the copyright symbol is only a reminder. The absence of the symbol does not mean that the work is not copyrighted, and the presence of the symbol is not proof that the work is copyrighted (as will be discussed further in the case of public domain works). Copyright generally means that others cannot use copyrighted material without the permission of the author and that permissions are restrictive. For instance, downloading a bootleg version of a movie is a violation of copyright, because you did not purchase the copy from the copyright holder. You can generally provide a web link to copyrighted material from your own materials without permission from the copyright holder. This is different from copying/pasting the copyright material into your own work, because it allows the copyright holder to maintain control of their content and to generate revenue through web traffic. The primary exception to this rule would be if you provided a link to materials that should not be publicly accessible and, therefore, allowed your users to bypass restrictions placed on the content by the copyright holder. Advancing technologies, ranging from the player piano to the internet, have always had unintended consequences for copyright law, and copyright law has always been slow to keep up with advancing technologies. Copyright law has changed over time, but as new technologies empower us to share and use copyrighted materials in new ways and at greater scale, copyright law gradually changes in response.

·        Positive Examples

These are examples that would probably qualify as fair use (i.e. they probably do not violate copyright):

Quoting a few sentences from a book in a paper on literary criticism;Adding text to a movie screenshot to critique/parody the movie;Including a paragraph of text from a book in a quiz as background for asking questions;Showing a short clip from a popular movie to analyze how it was made.

Negative Examples

These are examples that would probably NOT qualify as fair use (i.e., they probably violate copyright):

Copying pages from a workbook for students to complete;Copying or remixing a lesson plan;Creating a calendar of pictures that were photographed by someone else;Including a popular song as background music on a YouTube video your students create;Holding a public screening of a movie in the school auditorium that you have purchased for personal use.

·        The terms "open" and "free" colloquially have many meanings. "Free" generally has two that may be best understood by referring to their latin equivalents: gratis and libre. In the context of openly licensed materials or open educational resources (OER), gratis means that content and resources are provided at no cost. Libre means that you are free to do what you want with these resources. The Five "R's" of Openness, Openness may mean different things to different people, but when we refer to openness in terms of open licensing, we mean openness that gives us freedom to do the five R's: Retain, Reuse, Redistribute, Revise, Remix

Open licenses have arisen as a means for openly sharing content while at the same time preserving desired rights to the author. Open licenses find a nice balance between the restrictions of copyright and the unfettered freedoms of public domain, making them a good option for anyone desiring to share their work with others. Authors of creative works have the right to release those works under any license they choose (except in cases where they have signed over that right to a publisher, employer, etc.). Open educational resources (OER) are made available from many different sources. This list, though not exhaustive, includes some of the more prominent providers.

 

Legal, Ethical, and Socially-Responsible Use

 

Legal, Ethical, and Socially-Responsible Use

The Teacher Educator Technology Competencies provided by the Society for Information Technology and Teacher Education (SITE) state the following:

Teacher educators will address the legal, ethical, and socially-responsible use of technology in education.

This section addresses a number of legal and ethical issues that teachers face when using technology in their classrooms and their personal lives and also provides guidance for teachers in determining how to best use emerging technology tools in a socially-responsible manner

STEAM Mindset

 


STEAM as a collection of curriculum areas (Science, Technology, Engineering, Arts, and Math) this chapter suggests that STEAM can be an acronym for another relevant combination of attributes (Self-starter, Thinker, Energizer, Adventurer, and Maker). In this model, learning “under your own STEAM” is a mindset that encourages exploration, experimentation, and learning in every curriculum area for every student. This chapter uses an outline convention called CARTS (Concept/Content, Activities, Resources, Technology, Support) to provide information and realistic consideration of the topic, a STEAM Mindset. The educational community is abuzz with the words STEM and its expanded relative, STEAM. STEM refers to the renewed emphasis on Science, Technology, Engineering, and Mathematics and the co-mingling of these curriculum areas. STEAM includes the Arts as an integral component of the academic landscape. Teachers and students are asked to develop their skills in these areas in an effort to enhance their academic prowess and career success. STEAM is a mindset of Self-motivation, Thinking, Energizing, Adventure, and Making. The five attributes are significant because they encompass internal and external elements of a mindset that foster growth.

STEAM Attributes

Self-Starter, Self-Motivated, Self-Driven

Realize your self-worth. Believe in yourself. Live in a state of mindfulness. Have a purpose. Set goals. Take the initiative. Develop strategies. Synthesize your thoughts. Gather support, connect, communicate, persevere, persist, seize an opportunity. Be a self-manager. Write your own story.

Thinker, Embrace Technology

Thinking, critical thinking, innovative thinking, creative thinking, design thinking, decision-making. Use your talents. Use your tools. Use technology. Be a problem-solver and a questioner. Have a curious inquiring frame of mind. Apply what you learned to new situations in school and in the “real” world. Reflect on your learning and use your reflection to build new learning.

Energizer

Engage. Energize the people around you. Smile. Be a positive force. Build relationships. Be a team builder, an ethical person. Empower others. Be filled with empathy. Embrace eclectic learning. Contribute.

Adventurer

Be authentic, and aware. Be an explorer, experience, investigate, experiment. Engage in active learning, appropriate risk-taking, action, analysis, and personal assessment while being resourceful.

Maker

Be motivated. Have a meaningful purpose. Use design thinking, tinkering, generative learning, mastery learning. Engineer. Authorship. Share your talents. Let your actions and your work be seen. Let your voice be heard.

A STEAM Mindset suggests that an individual is an energizer. The person works with others, encourages others, supports others, and is supported by others. The person is ethical, honorable, and has integrity. Communication and collaboration are hallmarks of an energizer. The energizer empowers others by encouraging comments and actions. A teacher can provide opportunities for students to become energizers with authentic project-based activities and genuine feedback.

Learning is an adventure. A STEAM Mindset brings out the adventurer in individuals. An adventurer takes reasonable risks in learning. The learner investigates, explores, experiments, and discovers. The learner is resourceful, exploring various avenues to find answers and leaves no stone uncovered. The learner is open to new information, techniques, and challenges. Notice how these attributes mesh with the STEM/STEAM curriculum, especially with scientific exploration. Educators can foster an adventurous spirit by posing open-ended questions, encouraging students to seek answers for themselves, inviting students to ask questions, and leading students to plausible answers, rather than declaring responses as correct or incorrect.

Gamification

 

Gamification is the use of game-design elements and game principals in non-game contexts. For example, in-game principals and themes such as acquiring virtual ‘points’ or other currency, and completing series of tasks or activities to advance to the next level, may be used in contexts other than gaming to provide fun and stimulation for the learner. Gamification can also be defined as a set of activities and processes to solve problems by using the characteristics of game elements. Whilst typical game elements are by no means new, they have indeed become increasingly common in non-game contexts such as websites, digital marketing, enterprise applications and even virtual to-do lists and productivity tools. One huge area where gamification is highly prevalent, however, is in education.

·        Some examples of game elements that can be used to engage and motivate learners include:

1.       Narrative

2.       Immediate feedback

3.       Fun

4.       “Scaffolded learning” with challenges that increase

5.       Mastery (for example, in the form of levelling up)

6.       Progress indicators (for example, through points/badges/leaderboards, also called PBLs)

7.       Social connection

8.       Player control

·        BENEFITS OF GAMIFICATION IN THE CLASSROOM

1.       Students feel like they have ownership over their learning

2.       A more relaxed atmosphere in regards to failure, since learners can simply try again

3.       More fun in the classroom

4.       Learning becomes visible through progress indicators

5.       Students may uncover an intrinsic motivation for learning

6.       Students can explore different identities through different avatars or characters

7.       Students often are more comfortable in gaming environments, so are more proactive and open to making mistakes

8.       Higher engagement and concentration levels amongst students

 

English course poster