Sunday, December 2, 2012

The Impact of Open Source



This week’s application focuses on the use of Open Course websites for distance learning.  Resources for Massive Online Open Courses (MOOC) present reusable courses, once conducted with a synchronous group, in an available asynchronous format for curious learners to acquire the knowledge desired.  Open Courses may or may not be linked to an instructor or tutor.  Learners signing up for courses within a designate time frame may have a facilitator and peers for collaboration.  This review analyzes the course, Introductions of Video Game Studies, found at MIT OpenCourseware.  Fernandez-Vara  (2011) designed the course which introduces “the interdisciplinary study of videogames.”  The analysis responds to the following questions:  1) Does the course appear to be carefully pre-planned and designed for a distance learning environment?  2) Does the course follow the recommendations for online instruction as listed in your course textbook?  3) Did the course designer implement course activities that maximize active learning for the students?
Pre-Planning and Design
First, the designer appears to have eliminated most “trial and error preparation (Simonson, Smaldino, Albright, Zvacek, 2012, p. 153)” for this Open Course by considering the audience in the pre-planning process.  Understandably, participants of the free resource become ineligible for access to a professor or peers, feedback with grades, and degreed credits.  The assignments consider that participants may not have contact with other learners.  One activity suggested connecting with a peer or to find a non-gamer outside the instructional context to analyze their experience.  The activities displayed opportunity for interactivity through the assignments.  Prospect of collaborating in groups appears fruitless due to the lack discussion forums, blogs, or v-logs and other communication tools.  The lecture notes connect to videos and images of concept maps relevant to key elements of the topic.  The entire course may be downloaded as an alternative working online. 
Model Recommendation
Next, in our textbook, Teaching and Learning at a Distance:  Foundations of Distance Education, Simonson et al. (2012) recommends following The Unit-Module-Topic Model.  This model steers designers with consistent guidelines for structured instruction.  Four guidelines were examined to explain this model:  unit-module-topic, assessment, content, and teaching.  In the first guideline, a semester equals 1 unit; a unit equals three to five modules; modules equal three to five topics and every topic results in one learning outcome.  This non-credit course does not state the number of units and lacks a distinct separation of modules.  It expands across 14 weeks with meeting two per week for 1.5 hours.  Lab sessions occur periodically for 3 hours.  Next, the assessment guidelines used for grading also show an organized table detailing percentages earned for learning outcomes.  Plus, the course inserts links to comprehensive expectations and hints handouts to reduce misperception of the final product.  Then, the online course presents only three of the five components of multimedia:  reading assignments, internet resources, and graphics.  Embedded videos, audio files, presentation slides, and chat features could be added to enhance learning.  Another disappointment comes with the teaching guidelines.  This model suggests a teacher-student interaction via email, discussion posts, and progress reports along with the coverage of one module per week.  The asynchronous format does not lend itself to teacher-student interaction.  Overall the course does not follow the recommendations presented.
Active Learning
Finally, active learning occurs when learners engage interactively with hands-on manipulatives.  The absences of authentic assessments, goals, timelines, and inquiry results in the “kiss of death (Simonson et al., 2012, p. 201)” for distance education.  The Introduction to Videogame Studies course certainly weaves engaging activities where participants acquaint themselves with featured video games to analyze focused elements.   The course considers the expert or novice gamer to spend 4 to 5 hours playing the game.   Participants familiar with the game actively coach a novice.  Those unfamiliar with the game seek someone familiar with the tool to actively play with as they gain experience in the learner’s role.  The instructor expects students to share novel points, not previously printed about the game.  Similar to the assignment described, the course incorporates engaging activities to maximize learning for students.

References
Fernandez-Vara, C., (2012, December).  Introduction to Videogame Studies.  Massachusetts Institute of Technology: MIT OpenCourseWare.  Retrieved from http://ocw.mit.edu/courses/comparative-media-studies/cms-300-introduction-to-videogame-studies-fall-2011/index.htm.

Simonson, M., Smaldino, S., Albright, M., & Zvacek, S. (2012). Teaching and learning at a distance: Foundations of distance education. (5th ed.) Boston, MA: Pearson



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