TOPIC: Annoted Bibliography, PAB1, 2 of 2New Media and Rhetoric by
Discussing Media and Pedagogy (2 of 2)
Guasch, Teresa, and Espasa, Anna. "Collaborative
Writing Online: Unraveling the Feedback Process." Deane, Mary and Guasch,
Teresa. Learning and teaching Online. 13-30: Brill, 2015
Keywords: Communications and
Information Technology, C&IT, computer-mediated communication, CMC, new
media, enhanced learning, social organization, learning orientation, work
modality, emotional climate, group response, gamification of learning
Bibliography
Denning, Mike, and Davis, Kate. "Almost as
helpful as good theory: some conceptual possibilities for the online
classroom." Research in Learning Technology 9.2 (2001): 64-75.
Guasch, Teresa, and Espasa, Anna.
"Collaborative Writing Online: Unraveling the Feedback Process."
Deane, Mary and Guasch, Teresa. Learning and teaching Online. 13-30:
Brill, 2015.
Ivory, James. Virtual Lives: A Reference Handbook.
ABC-CLIO, 2012.
Murray, Janet H. Hanmlet on the Holodeck. New
York: Simon & Schuster, 1997.
Stefan, Livia and Moldoveanu, Florica.
"Gamified 3D virtual learning environment for improved students’
motivation and learning evaluation. A case study on “3DUPB” campus." The
11th International Scientific Conference eLearning and software for Education.
2015. 94-102. Bucharest.
Annotations
“All
media as extensions of ourselves serve to provide new
transforming vision and awareness.”
transforming vision and awareness.”
Marshall McLuhan (qtd from Murray)
Guasch
and Espasa look at how today’s online learning “can overcome challenges that
may arise in collaborative writing tasks” (Guasch).
Their study shows successful online learners, but they wonder about the efficacy
of feedback in the detached world of the internet and dropped connection. Today’s
distance students are much better than those just fifteen years ago when
Denning and Davis decided that online socialization for learners is weakened because
computer-based students are limited to “the single, textual cue” and missed the
benefits of face-to-face interaction (Denning).
We know, from our ODU online community, that today’s camera-based classroom interactions
allow participants in the room, across campus, and around the globe to simultaneously
see and talk with each other in a live stream. We also have a sidebar chat
stream for in-class participation to ask questions or post comments without
interrupting the flow of discussion, enriching the exchange of information and
ideas. At the same time, another manner of online student engagement during
class is the closed group (on Facebook, Google Hangouts or other
permissions-based systems), limiting entry to only course students, giving a
note-under-the-desk opportunity to discuss the class, offer onions, and see if
anyone else shares their views or is as lost as they are during a lecture.
James
Ivory’s “Virtual Lives” supports Guasch and Espasa by analyzing online gaming and the
surrounding communities. He finds that social opportunities for growth and
friendship abound online, and that educational opportunities exist both within games,
such as World of Warcraft (WoW) and in the virtual classroom (Ivory).
I believe that because gamers are mostly “millennials,” or Generation Y,
(Americans born between 1982 and 2000) have grown up on an online environment, so
they are invite an opportunity leave the brick-and-mortar schoolhouse and learn
in a virtual classroom, rendering the Denning and Davis work obsolete.
Download the free game |
otherwise, is a learning experience in and of itself. Ivory points to Linden Lab’s online game
Computer learning
is growing (evidenced by the increased success of this PhD program). This relatively
new synchronous, live-camera, in the classroom collaboration builds a
2.5-dimensional experience more enriching than a cold asynchronous dial-in based
on a read-then-post learning model, but not as immersive as a traditional, tactile,
seat-in-the-class environment. We are not at the point of offering a 3D “holodeck”
experience (Murray),
but students’ desires for a more “real” experience combined with their comfort
of living with new online technologies, will bring us to a rich life-like digital
learning experience that will have a new name, making the term “3D” sound like
an archaically charming way of talking about today’s IMAX movies.
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