Sunday, December 9, 2007

Skype Tutorial

I created a video tutorial on how to use Skype for one of my Emerging Tech assignments. Had a little bit of trouble uploading it to YouTube, and actually lost my working file. The type of technology Skype utilizes is in different communication methods. You can text message, chat, phone call, or best of all video chat. I haven't figured out why there is a fee to talk online by phone but not by video chat with Skype? I would think the video chat would cost before a normal phone call would? Skype can be used in a number of different settings. Business' can chat online with multiple conference rooms for meetings. It can be used in a classroom setting, we "Skyped" a student into class one day when she was ill and could not make it. My audience for my video is anyone who wants to learn how to operate Skype software from scratch. It is a step by step tutorial that should be beneficial to someone in a corporate and educational setting. The objective is for viewers of this tutorial to know how to download and run skype successfully by the time they are finished watching. The goal of this tutorial is to introduce Skype to anyone interested in using new communication methods for the education or business setting.

Tuesday, December 4, 2007

Emerging Tech Questions 4 Ferdi

These are my responses to Ferdi from working with on Second Life:

1. Creativity and Innovation
Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology. Students:
A. apply existing knowledge to generate new ideas, products, or processes.
B. create original works as a means of personal or group expression.
Building in Second Life, this is almost like being able to give an art show in a virtual world. You can build and create objects from the ground up in SL. Second Life is now emerging as a useful tool in educational technology, new uses are being developed for it on a routine basis. This is can be one of them.
C. use models and simulations to explore complex systems and issues.
D. identify trends and forecast possibilities.

2. Communication and Collaboration
Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students:
A. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media.
B. Communicate information and ideas effectively to multiple audiences using a variety of media and formats.
Wiki’s can be used to express ideas, and can be edited by multiple groups at remote locations. Not only can multiple groups edit the page of a wiki to keep it updated, it can be viewed by anyone in the world who has internet access.
C. develop cultural understanding and global awareness by engaging with learners of other cultures.
D. contribute to project teams to produce original works or solve problems.

3. Research and Information Fluency
Students apply digital tools to gather, evaluate, and use information. Students:
A. plan strategies to guide inquiry.
B. locate, organize, analyze, evaluate, synthesize, and ethically use information from a variety of sources and media.
C. Evaluate and select information sources and digital tools based on the appropriateness to specific tasks.
Youtube can be used as a video media site to research and support ideas. There are many resources that are available and recorded about on YouTube, but you will have to filter out which ones are credible and which ones are not.
D. process data and report results.

4. Critical Thinking, Problem-Solving, and Decision-Making
Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:
A. identify and define authentic problems and significant questions for investigation.
B. plan and manage activities to develop a solution or complete a project.
C. Collect and analyze data to identify solutions and/or make informed decisions.
Data search bases on the interent can search for existing information and conducted research. When information is gathered from the search, the data can then be analyzed. Critical thinking, problem solving, and decision making can then be applied in ordr to draw a conclusion or develop a hypothesis.
D. use multiple processes and diverse perspectives to explore alternative solutions.

5. Digital Citizenship
Students understand human, cultural, and societal issues related to technology and practice legal and ethical behavior. Students:
A. Advocate and practice safe, legal, and responsible use of information and technology.
Creating a digital video and uploading it to the internet. YouTube is a popular site where users upload the videos that they have created, for a variety of possibilities. You can find informational videos, instructional videos, personal videos, etc. You have to make sure that you follow copyright law and practice ethical behavior. There have been cases where students have been held responsible by the school they are attending for the content they have uploaded to the site.
B. exhibit a positive attitude toward using technology that supports collaboration, learning, and productivity.
C. demonstrate personal responsibility for lifelong learning.
D. exhibit leadership for digital citizenship.

6. Technology Operations and Concepts
Students demonstrate a sound understanding of technology concepts, systems, and operations. Students:
A. understand and use technology systems.
B. select and use applications effectively and productively.
Using Second Life to teach curriculum. The first step is to know how to navigate through second life and how to work the operating system. Once that is understood, classrooms and meetings can be conducted in SL. Virtual slideshows, PowerPoints, and other visual examples can be used as supporting examples of how visuals can be used in a 3-dimensional setting.
C. troubleshoot systems and applications.
D. transfer current knowledge to learning of new technologies.