Another End of an Era – Ray the Duck

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Ray in his prime.

The end of an era.

Ray, hatched April 1997 – lived till July 31 2014.

Ray taught me an incredible amount about resilience and learning – and that you really can teach an old duck new tricks.

 

Ray in his prime.

He became blind more than 4 years ago (cataracts) and learned how to follow the other birds by sound as well as memorizing where the food and water was.

 

Once he could no longer get around well enough to follow the flock, he learned how to find his way around in various pens. He learned the sound of me dropping grain on the ground near him, and a host of other things.

Ray and Gomez.

Ray relaxing with Helen (duck) and Ra (rabbit), both also retired.

Thanks Ray!

Ray having his bath. 🙂
(About a week before he died).

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Academic assholes and the circle of niceness | The Thesis Whisperer

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THIS explains why I got such a hard time in two of the Faculties where I studied and taught at UCalgary. Department Heads, Deans & Associate Deans: once this kind of culture gets started, only those who are assholes can get into administration.

Academic assholes and the circle of niceness | The Thesis Whisperer.

Jerks step on, belittle or otherwise sabotage their academic colleagues. The most common method is by criticising their opinions in public, at a conference or in a seminar and by trash talking them in private. Some ambitious sorts work to cut out others, whom they see as competitors, from opportunity. I’m sure it’s not just academics on the payroll who have to deal with this kind of jerky academic behaviour. On the feedback page to the Whisperer I occasionally get comments from PhD students who have found themselves on the receiving end  — especially during seminar presentations.

It’s fairly well known that you can’t be too outwardly nasty (although you might be surprised at the amount of down-right aggression that goes on), but academia seems to either attract, or foster the development of a passive-aggressiveness that is equally toxic and, if we want to highlight what the Academy is actually supposed to be doing, completely counter-productive to the advance of knowledge. What’s less well-known, is that people who raise the bar for the group are also disliked, and in the Academy, that often means that these people are subtly and sometimes not-so-subtly punished for being good. Sycophants and flatterers are rewarded, of course, but very often those who are actually good at what they do are a threat to those who run things, and must be either kept in their place, or driven out.

Sutton claims only a small percentage of people who act like assholes are actually sociopaths (he amusingly calls them ‘flaming assholes’) and talks about how asshole behaviour is contagious. He argues that it’s easy for asshole behaviour to become normalised in the workplace because, most of the time, the assholes are not called to account. So it’s possible that many academics are acting like assholes without even being aware of it.

What it really comes down to is that even if you tell yourself that you are not part of the culture – if you keep to yourself and do your own thing without bothering anyone – you are actually helping the asshole. Like Barbara Coloroso says, there are no bystanders. This does not only apply to kids in schools – it also applies to faculty in higher ed.

What about you? Are you an asshole? Are you one of the people who turns away while colleagues are bullied or abused? One thing I am pretty sure of, if you are one of the very few who is willing to stand up for someone – the ally – you are unlikely to get ahead in a great many institutions.

For my part, I’d rather be on the periphery and keep my principles intact. Every now and then, I actually come across another academic who is *not* threatened by the fact that I actually am very good at what I do. Those are the people who earn my respect.

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The real 10 algorithms that dominate our world — Medium

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HACKR010The real 10 algorithms that dominate our world — Medium.

I’ve long thought that every discipline is its own culture. Each has a particular language, ways of working, humour, and generally looking at the world. For a computer scientist, everything is an algorithm.

  • to a musician, everything is a song.
  • to a writer, everything is a story.
  • to thespians, everything is a play.
  • to a film-maker, everything is a movie.
  • to a set designer, everything is a set.
  • to an educator, everything is a lesson.

I’m sure we could fill in a lot more….

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Taylor & Francis Online :: Do Learners Really Know Best? Urban Legends in Education – Educational Psychologist – Volume 48, Issue 3

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Taylor & Francis Online :: Do Learners Really Know Best? Urban Legends in Education – Educational Psychologist – Volume 48, Issue 3.

Digital Natives, Learning Styles, Self-Educators.

Yup. None of these are backed up by any data. I have great respect for Marc Prensky, but the more we learn about living and learning with technology, the more I realize that most tech is magic to most people. Sure, kids may know how to take selfies and post them Facebook, but most of them really don’t know how anything works.

I would argue against the claim that learning styles don’t exist at all – it seems pretty clear that people have preferences and find some ways of approaching things easier than others, but perhaps a person’s preferred style changes depending on what they’re trying to learn. AND, while I usually try to provide a variety of ways to look at any topic I teach, I do not think we should pander to the students preferences, at least, not all the time.

I did have some fun mapping various learning styles and personality types onto games some years ago:

Becker, K. (2005) Games and Learning Styles Presented at the Special Session on Computer Games for Learning and Teaching, at The IASTED International Conference on Education and Technology ~ICET 2005~ July 4-6, 2005 Calgary, Alberta, Canada (accessible on ReaserchGate & Academia.Edu)

As for the final one, people don’t know what they don’t know. I am all in favour of giving my students all kinds of choices, but still guide them through it to make sure they meet up with the important parts.

This article takes a critical look at three pervasive urban legends in education about the nature of learners, learning, and teaching and looks at what educational and psychological research has to say about them. The three legends can be seen as variations on one central theme, namely, that it is the learner who knows best and that she or he should be the controlling force in her or his learning. The first legend is one of learners as digital natives who form a generation of students knowing by nature how to learn from new media, and for whom “old” media and methods used in teaching/learning no longer work. The second legend is the widespread belief that learners have specific learning styles and that education should be individualized to the extent that the pedagogy of teaching/learning is matched to the preferred style of the learner. The final legend is that learners ought to be seen as self-educators who should be given maximum control over what they are learning and their learning trajectory. It concludes with a possible reason why these legends have taken hold, are so pervasive, and are so difficult to eradicate.

Curiously both the first and last myths were very popular at the school where I did my PhD. Given that we still effectively have the same people running the Ed Tech area, I would imagine they still are.

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10 Essential Tips For Meeting Tech Needs of Low-Income Schools | MindShift

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COMP110 Essential Tips For Meeting Tech Needs of Low-Income Schools | MindShift.

  1. Keep goals and mission in mind.
  2. Tech should complement not replace.
  3. Involve families.
  4. Don’t let trends dictate decisions.
  5. Support teachers.
  6. Use tech to free up teacher time.
  7. Track data.
  8. Expect excellence, not achievement.
  9. Understand start-up world.
  10. Build relationships with vendors.

This is a good list.

Many years ago, when my son was in grade 2 his school had a parents meeting to discuss the purchase of new computers. They’d come into some money and wanted to buy some new equipment.

My husband (also a computer scientist) and I sat in the meeting for some time, listening to their tech guy talk about the features of the computers they wanted to get – they sounded cool – they had all kinds of bells and whistles. After some time, we stood up and asked what the school planned to do with the computers, you know, how they intended to use them for learning. The room went silent. They had been so busy looking at hardware and other do-dads, that they had not actually thought about why they wanted them in the first place. We made some suggestions, but the conversation went back to hardware features and cool do-dads as soon as we were done.

The school ended up wasting a pile of money on computer equipment they had no idea how to fit into their curriculum.

I suspect that in most schools very little has changed.

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An Oldie but a Goodie: Designing Games for the Wage Slave – GameDev.net

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  • Make every moment the player spends in your game time well spent.
  • Spend that time entertaining and rewarding the player for choosing your product.
  • Challenge without frustrating, and guide while still keeping the player in control.
  • Your world, your choice. If something isn’t fun, don’t put it in the game.
  • Keep the player in the game as often as possible.
  • But let him leave whenever he wants.
  • And remove any barriers that stop him from picking up where he left off..
  • Keep it simple, keep it accessible, and keep it fun.
  • Don’t demand a huge time commitment from the player or dictate the length of his sessions; let him take it at his own pace.
  • Don’t fix things that aren’t broken.
  • Test with a wide spectrum of players and non-players to find out what’s intuitive and well-received.

“”I can afford to buy any game I like; but I rarely have the opportunity to play them.”

This sentence embodies the sad reality that has hamstringed my gaming hobby since becoming an unwilling maze-dweller in the rat race of full-time employment. Four years ago, when not otherwise distracted by the mundanities of dodging college work or chores, I could (and did) devote countless hours to the challenges and pleasures of digital worlds. My funding was limited, but I took pride in completing every game, every cover disk demo that I purchased. I reveled in replayability, gloried in gameplay depth, marveled at multiplayer. Life was good.

“So why should I care, you nostalgic cretin?” I hear you ask. Why? Because my cubicle-dwelling cogs and I represent a substantial slice of potential software sales.

We balance on the knife’s edge between our glorious time-squandered youth, and the commitments of inevitable middle age. However, the needs of independence (and dependents) have forced us to adapt our playing style to meet our circumstances. Most gamers in this range still game whenever they can, but lack the time to maintain their previous commitment, especially when wives, children, and other such distractions enter the mix. If games can adapt to the needs of the working gamer, they can find a lucrative niche. If not, we will have no choice but to leave our childhood behind and surrender to mundane reality. And when we do, we will take our regular monthly salaries with us.

Here’s a few suggestions to better accommodate the time-deprived; many of these ideas could also create a more enjoyable gaming experience for all:”

tags:designing games wage slave game design

Posted from Diigo. The rest of my favorite links are here.

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Right and wrong methods for teaching first graders who struggle with math | Education By The Numbers

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Well, surprise surprise:

A new study concludes that those first-graders who are behind their peers would have learned more if their teachers had just taught them to add and subtract the old-fashioned way. And then practiced it a lot.

Right and wrong methods for teaching first graders who struggle with math | Education By The Numbers.

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Seven Key Elements of Gamification, Plus or Minus Two

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gamificationA little while ago I wrote a reaction to a post about 8 steps to make your course less boring, and at the end of it I promised to post my own list. Here it is.

I will qualify this list by saying that my interest is in gamification for learning – I currently have no interest in gamification as marketing or for business more generally.

Good gamification is not about adding badges, or leaderboards, or even about a narrative that makes each learner the“hero” of their own story. A good gamification design draws upon the best aspects of games and incorporates those into the very core of the course design. Good gamification is about altering the fundamental ways in which learners can progress through a course, demonstrate mastery, and earn grades.

I’ve decided to use George Miller’s “Magical Number Seven, Plus or Minus Two“, so my list consists of 9 things. 5 are essential; 2 are nice to haves; and the other 2 are optional …..

  1. badge01FLEXIBILITY: This is a big one, and there are two main approaches: one for how to get through the content, and the other for how to demonstrate mastery. Giving learners choices is key to helping them take ownership of their own learning.
    1. FLEXIBLE LEARNING PATH (Choice I)
      Most traditional courses are presented in a linear fashion. If there’s a course textbook, then it is common for the course to follow the textbook from beginning to wherever the course ends. In fact textbooks are often selected specifically for their fit with a pre-determined linear progression through the course ‘content’. The truth of the matter is that many subjects don’t actually lend themselves to a nice linear progress through a series of topics. Laying out a course map that identifies key concepts, topics, and skills and then creates links between those that rely on each other allows for learners to choose a variety of paths through the course material. It also helps both the instructor and the learners see how topics are interrelated. If they are struggling with concept ‘D’, and it relies on an understanding of concepts ‘F’ and ‘P’, then perhaps going back to those and working with them more will make a second crack at topic ‘D’ work out better.
    2. FLEXIBLE ACHIEVEMENT PATH (Choice II)
      Most traditional courses present the learner with a specific set of tasks to complete. These usually include a set number of assignments, quizzes, tests, and exams, possible papers to write, and sometimes smaller activities or credit for participation. Many courses have hard deadlines for assignments?—?some even reject submissions if they are late, no matter how well they were done. In order to earn a perfect score learners often need to get a perfect score (or an ‘A’) on each and every item. A bad day, technology failures, or a forgotten assignment can cost them an ‘A’, even though they have mastered the material. This kind of grading is often more about compliance training than measuring subject mastery. A flexible achievement path is one that provides the learner with multiple ways to demonstrate mastery. It also allows for a learner to make up for a missed or inadequate assignment by providing alternate assignments, re-submission, and flexible deadlines whenever possible.
  2. REWARD STRUCTURE: Points for things done well/right.
    Grading should be cumulative rather than reductive. Scores should not go down, only up. Sure you can take away points, but unless your intent is truly to punish the learner for something (and there might be valid reason for doing this), then taking points away in a context where people are earning points for demonstrating competence is effectively saying the learner has UN-learned something. That doesn’t make any sense. Unless there is an extremely good reason for it (like this is a crucial element of a life-saving procedure) there should be no single quest that can result in a learner failing this course.
  3. CLEAR RULES
    Make your rules clear, and make sure everyone know what needs to be done and how it needs to be done. Connect all required activities to the course objectives. Your rules should be laid out at the very start of the class, and most, if not all quests should be available, along with their assessment criteria right on day 1.
    Also make sure that it is possible to earn a perfect score. A gamified system is never graded “on a curve”. If everyone in the class earns enough points to qualify for an ‘A’, then everyone in the class should get that A.
  4. QUESTS
    Quest is simply another word for the tasks that the learners are to complete. It doesn’t really matter if you call them assignments, learning tasks, quests, or something else, although I have found that using the word “quest” has opened up possibilities I would not have considered when I called them assignments.
    Each quest should connect with at least one node in your learning path map. If not, you seriously have to ask yourself why you are asking your students to do this. You can use game vocabulary here, or not, depending on your audience. The use of game vocabulary (i.e. naming quests according their type, such as ‘defend’, talk-to’,’epic’, etc.) can help to underscore the fact that the approach in this course is different from what most of the learners will be used to.
  5. FEEDBACK
    Feedback must be timely. In a game, players watch their scores change immediately as they perform various tasks. Having a variety of both large and small quests allows learners to do do little things to increase their score (and confidence). If these are not assessed quickly and their scores adjusted appropriately, you undermine the motivation to complete the tasks?—?especially the smaller ones.
    ———————————————————————–
  6. BADGES – OPTIONAL
    Badges, when used, need to be connected to meaningful achievements. They should not normally be used for things everyone will do. Badges should not be a surprise. Take a lesson from the Boy Scouts on how to do badges well. Each badge should be associated with a clear set of criteria for how they can be earned. You may even allow for several ‘grades’ of badge (bronze, silver, gold, for example). If you are not going to do badges well, then you are probably better off not using them at all.
  7. LEADERBOARDS – OPTIONAL
    Leaderboards have been a common external motivational tool (weapon?) in marketing and sales for decades. They drive competition, but it is not clear that they actually drive learning. Competition tends to motivate extroverts, but it tends to DEmotivate introverts. In many formal educational situations, you will not be allowed to associate grades or scores with learners by name, so be very careful with how you post and use leaderboards.
    ————————————————————————
  8. AVATARS – OPTIONAL
    Many people associate avatars or game characters as essential elements in games, but in a gamified learning context, the use of avatars should be optional in most cases. However, avatars can be a mechanism that allows for the publication of achievements via badges and leaderboards?—?so long as the real life identities of the avatars is known only to the individual student and the instructor. Avatars can also be treated more casually as simply profile images. If they are to be used as profile images, then having some connection with the real person (appearance, hobby, etc.) can help to build or strengthen a sense of community. This can be especially helpful if it is an online course.
  9. NARRATIVE – OPTIONAL
    Finally, narrative or storyline, although it is often one of the first things many talk about when they talk about gamification, it is probably the most expendable. Unless you are teaching a course where a narrative is a natural fit (such as a literature class, or a case-based course) imposing a narrative on a course can easily backfire. A poorly designed narrative is almost guaranteed to disengage your learners, which is exactly the opposite of most people are trying to achieve through gamification. If you are going to use a narrative for your class, make sure that all of your topics, quests, and other activities tie in to the narrative, or you run the risk of falling into the same old trap of assuming that a game-wrapper will somehow magically increase engagement. It won’t.

You may have noticed that Levels aren’t included in the list. It’s not that they aren’t useful, but they should not be allowed to stand alone. When used, they can form support structures for both the learning path and the quests. Levels can be determined simply on the basis of how many points the learner has earned, or they can be more complicated, allowing for certain rewards and quests to be unlocked only once a particular level is reached. They can serve as a useful mechanism for ensuring the completion of certain tasks before others are attempted.

There is more to this of course?—?MUCH more?—?and there are specific ways in which these elements can be implemented effectively. It is very easy to get carried away and create a very complex system. It is extremely important to remember that most people play games voluntarily while very few people will be taking your courses simply because they want to. This means you must remain sensitive to the extra load being placed on your learners by the gamification system. Keep it relatively simple so learners can get started quickly and so they can spend time on the course content rather than learning the rules of your game.

For more details on how to do this, stay tuned for my upcoming books:
— 
Gameful Learning: A Practical Guide for the Classroom
Death to Deadlines: Gamification and Other Subversive Thoughts on Formal Education
—?
Game On! The 4 C’s of Gamification

 

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