Social Software for Education: Collaborative Learning and Research Practices
YouTube, MySpace, Flickr, and Facebook—the advent of web 2.0 has made social software ubiquitous. When used in the classroom, social software has the potential to foster new social patterns, enhance community, and expand the critical audience for faculty and student writing. Social software tools such as blogs and wikis are open, collaborative environments for writing and sharing knowledge. Social bookmarking and tagging are dynamic, socially developed organizational systems that enable collaborative research. In this workshop, participants will explore the world of social software and its uses for teaching and learning and work hands-on to create blogs and social bookmarking projects. Participants will also discuss how web 2.0’s collaborative writing and research environments can best serve to enrich student learning. This workshop is a basic introduction for faculty who find themselves asking, "What is social software, anyway?"
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Podcasting for the Liberal Arts Classroom
Podcasts make audio files available anytime, anywhere. Instructors use them to move content, presentations, and lectures out of the classroom; students use them to publish academic projects; and colleges use them to make information available to the campus community. All of these approaches connect members of a campus community with each other and the larger world of teaching, research, and learning. In this workshop, participants will find out about podcasting on both the pedagogical and technical levels. Participants will learn how to find, subscribe to, play, create, and share podcasts. They will also review audio recording hardware options, basic audio recording, and mixing delivery options (compression, hosting, etc.), and will explore podcasting’s connections with social software. After this workshop, participants—both as consumers and producers—will be able to leverage podcasting’s unique ability to distribute repeatable content to enhance teaching and learning on the liberal arts campus.
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Multimedia Narrative: Communicating with Stories
Current technology makes it easy for people to create and share digital images, audio, and video, pushing the storyteller’s art in new directions. Multimedia narrative combines storytelling and modern media to communicate effectively with an audience. In the classroom, faculty can use multimedia narrative both as a tool for communicating with students and as a tool for teaching students how to communicate effectively themselves. In this workshop, faculty, librarians, and technologists will learn how to make an argument or tell a story through digital media by scanning and manipulating still images, editing digital video (iMovie), and publishing their creations to DVD and to social video sites such as YouTube. Throughout this learning process, participants will focus on effective writing for multimedia, video-based narratives. Participants will leave this workshop with their own version of a multimedia narrative, the ability to use this technique for more engaging teaching, and ideas to promote deeper learning in their students through alternate methods of communication.
N.B. This workshop is available as a one-, two-, or three-day workshop. See Workshop Details for more information on available standard formats.
Workshop Details
Technical requirements for host campus
Participant prerequisites: Any technological skill level is welcome. Participants are asked to bring an idea for a project, along with some materials for its development, such as audio tapes, photographs, VHS tapes, or digital files. NITLE will provide CDs or DVDs to house the final project.
Bring this workshop to your campus: guidelines on requesting Workshops To Go (includes explanation of hosting options)
Gaming and Teaching: Virtual Environments for Liberal Education
From their roots in text and crude graphics, online interactive games have evolved into sophisticated virtual worlds featuring everything from collaborative building projects to sailing competitions buffeted by in-world winds to swordfights and death rays. In the process, they've captured the imaginations of college students, media scholars, and a large swath of the global audience. In this workshop, faculty members and their academic support partners will learn about contemporary directions in the scholarship of teaching with gaming and gain hands-on experience in a virtual world such as Second Life. Participants will consider issues and concerns surrounding the selection, implementation, and support of online gaming in the higher education context. Additionally, participants will discuss and learn from case studies of the real-world use of these environments and games in college teaching and learning. Participants will leave the workshop with a concrete understanding of how to use online gaming and virtual environments as tools to promote active learning.
Special thanks to Bryn Mawr College for partnering with NITLE to pilot this workshop for our community of participating colleges.
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Pedagogical Implications of Wireless and Mobile Technologies
As college campuses set up wireless networks, and the number and variety of networked devices increase, how can we best teach and learn in an environment ripe for interaction? This workshop explores the pedagogy of mobile, wireless computing. Participants consider the evolving world of wireless networks and how devices such as laptops, tablets, cell phones, and personal digital assistants (PDAs) have been used to create a new ubiquitous computing environment. Participants will explore how the learning environment has changed and the effect of this change on the practice of teaching. Ubiquitous computing—including asynchronous and synchronous wireless discussions, publishing to PDAs, handheld simulations, and location-based communication—is affecting small group collaboration, information literacy, and multitasking within the classroom. Workshop participants will examine mobile learning in classrooms, libraries, labs, and general campus spaces through recent case studies of wireless pedagogy from around the world.
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Participant prerequisites: none
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As group processes for doing work gain currency in both education and business, new technology tools make it easier to collaborate locally and globally. From student group projects to inter-campus courses to scholarly partnerships, virtual collaboration has found a place in the academic world. Technology tools enable groups to transcend the barriers of time and place. Easy access, however, hides some of the challenges that are inherent in teamwork and intensified by a mediating technology. This workshop examines uses for virtual collaboration on college campuses, explores appropriate electronic communication and planning tools, and considers the challenges of working with dispersed teams. Participants will leave with a plan to use virtual collaboration to advance projects for teaching and learning, scholarship or other campus needs.
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Participant prerequisites: none
Bring this workshop to your campus: guidelines on requesting Workshops To Go (includes explanation of hosting options)
While face-to-face interaction is one of the great benefits of attending or working at a small residential college, time and distance sometimes mean such interaction is not possible. In today’s global society, virtual interaction is becoming the norm. Web-based video-conferencing offers a technological solution that combines the ease of virtual communication with the benefits of face-to-face interaction. This hands-on workshop will consider how the features of Multipoint Interactive Videoconferencing (MIV) might be appropriate for pedagogical contexts, and when and how best to use MIV to help students learn (e.g., guest speakers or inter-campus courses). Participants will explore interactive video, audio, the collaborative whiteboard, and application sharing to see how faculty, college administrators, developers, and technologists can connect with each other and colleagues around the world, when face-to-face interaction is not possible.
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Bring this workshop to your campus: guidelines on requesting Workshops To Go (includes explanation of hosting options)
Project Management and the Liberal Arts Campus
While project management belongs to the world of industry, many academic applications exist, ranging from student and faculty projects to major IT initiatives. In this workshop, participants will learn the basics of technology-enabled project management: planning a timeline, storyboarding, tool selection, and complementing face-to-face meetings with electronic communication. They will also consider social issues, such as building small group trust, managing collaboration between different sectors (students, faculty, IT staff, librarians, and administration), effective yet diplomatic critique, creating and accomplishing realistic goals, and project assessment. Participants will leave with the tools necessary to plan, manage, and complete projects on the liberal arts campus.
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Digital technology makes it easy for people to create and share digital images, audio, and video, pushing the storyteller’s art in new directions. Web 2.0 takes that art further by moving digital storytelling into the realm of readily available web applications. This workshop will introduce participants to the emergent field of Web 2.0 storytelling. We will explore its many forms across media and platforms, including narrative by blog, wiki, podcast, web video, SlideShare, and microblogging. Other topics will include audience as coauthor, story microcontent, antecedents, multimodal forms, appropriate tools, and emergent trends. Grounded in a series of real-world examples, the workshop will mix presentation with discussion and focus on educational uses. Participants will leave this workshop with their own web 2.0 story, the ability to use this technique for more engaging teaching, and ideas to promote deeper learning in their students through alternate methods of communication.
Special thanks to Albion College and the University of Puget Sound for partnering with NITLE to pilot this workshop for our community of participating colleges.
Workshop details
Technical requirements for host campus
Participant prerequisites: none
Bring this workshop to your campus: guidelines on ordering Workshops-to-Go
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