Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Sunday, April 25, 2010

Putting a Face with that Brain

I finished reading iBrain during a recent trip with friends. Keep in mind that we enjoyed each other's company and conversation yet respected the individual's need for reflection. During those quiet moments of reading and dreaming I came to value our face to face conversations. It was the perfect time to be reading chapter 7 "Reconnecting Face To Face" because the authors were addressing how technology has impacted the usual personal interactions that build everyday social skills. This trip allowed me to practice some of the tips the authors invite technology users to embrace such as turning off your gadgets, becoming an attentive listener,increasing awareness of nonverbal cues, and most of all maintaining off-line connections.

Chapter 8 identified the tools a person needs to have in their technology tool kit. Within that toolkit there needs to be knowledge of the etiquette for messaging and emailing, efficient use of search engines, online safety and privacy,and authentication of material found online.The authors state that the good news is that at any age our brain can create new neural pathways as we update our technology skills.

"Bridging the Brain Gap" closes the book with an identification of two subgroups found within Digital Natives and Digital Immigrants. The natives are defined as the Millennials (1981-2000) and the Generation Xers(1965-1980)while the immigrants are defined as the Baby Boomers (1946-1964)and Seniors (before1946). There is no one solution on closing the gap, it will vary and "involve finding a balance between adapting to new technology and nurturing people skills." (p.186)

I'd like to leave you with an interesting statement made near the end of chapter 9 that you may find distressing or exciting. It all depends upon your personal perspective on life. "As brain-computer interface research advances, it will not only help us find ways to prevent and repair neural damage but also lead to an era when our minds will directly control electronic devices- hence the post keyboard age."(p.187) I realize it may sound like science fiction but it is becoming a reality in today's world. Feel free to comment. I would love to hear your views.

Sunday, February 14, 2010

Out of my Comfort Zone

I recently attended the Midwest Education Technology Conference with a group of teachers. We elected to divide and conquer as many of the workshops deemed desirable. The conference offered a wide array of topics at various levels. One that moved me beyond my current technological state of being was the session on Second Life. First I should state the presenter did not show; however, there was a spectator that stepped forward to impart his knowledge on the topic. The professor from Southern Illinois University was scheduled for a session on Second Life the following day but offered to share his uses of the virtual world.
As he shared how students in his German class utilized their avatars to engage in conversations I began a search on how to sign up. By the end of the session I was determined to create an avatar and expand my level of knowledge. That night I designed an avatar and spent the wee hours flying around worlds. I met another avatar from Germany that was practicing his English in Second Life. Through trial and error I began to understand the virtual world. Not being an arrow key manipulator I moved rather clumsily around the objects and bumped into other avatars. As I became friends with others I began to ask questions and learn more about the experience.
The following day I attended the professor's session on Second Life and he invited my avatar to his island for German students. I am a member of a group that is working towards learning German in a nonthreatening environment. This virtual world offers the creative mind a way to learn and interact with one's surroundings (people, land, & objects). At first I did not understand the difference between it and the SIMS games but now I get it. This is not a game, there are no levels to be reached, and each avatar is a representation of a real person not a computer.
I look forward to expanding my knowledge of Second Life and just maybe our school will embrace Teen Life as a creative way to connect students with the curriculum in the near future.