E for Educational Technology Foundations
In ETEC 511, Foundations of Educational Technology, taken during the fall of 2010, I explored and critically examined diverse perspectives of educational foundations: anthropological, economic, historical, phenomenological, philosophical, political, psychological, sociological and spiritual. It has allowed me to improve my understanding of the foundations of eLearning and new media. Clearly, the course offered “both a disciplinary tour and poststructuralist deconstruction of the foundations of e-learning, educational technology, learning technologies, and new media” (Course Syllabus, ETEC 511). Learning about all the perspectives from which educational technology may be viewed was eye-opening and this course raised questions and stimulated discussions within our cohort. With educational technology (ET) developing quickly, I believe there is a lot more to come in the area of educational foundations.
One of the perspectives I enjoyed looking at was the psychology and phenomenology of educational technology. For example, Turkle (2004) in “Whither Psychoanalysis in Computer Culture?” suggests that computers are more than just objects that do things for us — they have the ability to change us. Thus, some computer devices may be perceived by the users as “extensions of self” (p. 18) which may change relationship between the object and one’s self. Moreover, she also suggests that the computer may give “the illusion of companionship without the demands of friendship” (p. 21). According to her, computers are not only doing things for us, they are also doing things to us. The relationship people have with objects, particularly with new technology and how they are using it in cyberspace, may be more profound than we believe. For this reason, she suggests, psychoanalysis in a computer age may be more necessary than ever.
Further, in ETEC 511, I first had to develop a definition of a word related to educational technology (ET). Indeed, the process of defining the word ET was explained by Januszewski (2001) in his article. Because I had experimented with a discussion forum involving my face-to-face students in the spring of 2010 while taking ETEC 510, my first course in the program, and because in my previous and second course, ETEC 500, taken during the summer of 2010, I had the opportunity to develop an experimental research proposal on the effects of critical thinking and learning while students are using social networking in high school online courses, I decided to continue on the same path and develop my own definition of Online Social Networking. Click on the image below to read that definition.
Online Social Networking
In ETEC 511, I have learned about and discussed the foundations of ET and how it influences and affects learning. Interestingly, Januszewski’s (2001) article in which I could read a definition of ET produced by AECT in 1994 did not propose any new concepts but in fact was consistent with the terminology of ET. In the article, it is said that “instructional technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning” (p. 103). Januszewski (2001) insisted that the “changing educational environment” and “the growth of educational technology” in teaching and learning had opened new avenues in which diverse tools are enhancing the “educational environment” (p. p68). Even though this definition of ET fits well in the modern environment and is empowering teachers and students in unexpected ways, it is clear that it will evolve as our relationship with objects and artifacts changes (Turkle, 2004).
In ETEC 511, we formed a cohort of two groups — over 45 very engaged MET students who provided 7,202 discussion threads during the semester. In addition, at the time I took this course, I started a new job as a full time online teacher. Hence, I spent much of my day online, from early morning to very late at night. It was challenging to catch up with the discussion forum’s numerous threads and the course material readings; trying to perform in both was quite overwhelming. Moreover, I also had to take care of my own students’ discussion forums in five different courses (over 70 students). Indeed, this context has inspired me to create this cartoon for educational technology I called Technology Dependency (see below).
Technology Dependency
In order to complete this assignment, I was directed to a wiki site where I was exposed to various cartoon eTools from which I chose toondoo.com. I continue using it in my own teaching and the lady’s character in my toon is the one I am using occasionally to provide messages to my online students. It has become my online teacher’s avatar.
This assignment made me reflect on how it can become easy to spend a great deal of time on a discussion forum, how we can depend on technology and how we can almost be embodied by it.
Chosen Artifact
My chosen artifact is an essay review I wrote on Perceived Impact of Video Games on Boys’ Critical Thinking Skills. In this essay, one of the ideas I discussed is how educators should pay attention to the media they are choosing to develop their students’ learning and critical thinking skills. The essay takes a look at the effects of playing video games on literacy skills, attention skills and critical thinking skills and how playing video games can shape the 21st century culture.
Artifact: Perceived Impact of Video Games on Boys’ Critical Thinking Skills
Context
Being the mother of a boy with physical and learning challenges, I am interested in video games as an ET because I know how much my son is learning by playing with this technology. The experience it gives him is beyond what both the real world and the school can offer. Indeed, learning has become a game in which multiple skills are involved.
Reason
My choice of artifact is based on some observations I made concerning video games being a great ET that can improve a boy’s learning and critical thinking skills. For that reason I think that further research should take place in this area, a thought I shared with Dr. Daphne Bavelier in a February 2011 conference I had the pleasure to assist on at the Learning & the Brain Conference in San Francisco called iGeneration: How the Digital Age is Altering Student Brains, Learning & Teaching.
Discussion
ET is more than just using any kind of educational tool to fulfil a lesson plan. A good ET program, as we have discussed in ETEC 511, is one that allows both educators and learners to meet in the learning process. It is the opposite of what was traditionally done in education, learning in a unidirectional way (Hawkridge, 1981).
Further, ET helps design materials for every student’s needs (e.g. special needs, physical disability). It provides students opportunities to share thoughts, experiences and knowledge with an extended learning community. Indeed, the use of ET may involve the development of networks like video games and it may promote exploration, experimentation and the development of self-confidence as students’ social abilities are expanding. Hence, video games are a good example of ET that can help students develop their learning abilities.

Gee (2003) stated that the more a player manipulates the game characters by making different choices as the game evolves, the more he/she becomes invested in and motivated by the game. Watching my son playing video games is fascinating because I know that he becomes the main character — the hero — of the game. Consequently, it allows him to have experiences he doesn’t have in real life, for example by becoming the hero of a game where he may have to walk, run and jump. In that way, video games are empowering him.
Turkle (2004) discussed a similar idea when she talked about the embodiment of a person with a machine like a computer. In this case the video game machine provides the possibility of having a “real life” in a virtual world (Gee, 2003; Feng et al., 2007).
In video games, the successful completion of the quest requires the player to engage him/herself in the game; every moment of it is one more step toward achieving a goal. Indeed, since video games are “action-and-goal-directed preparations for, and simulations of, embodied experience they allow language to be put into the context of dialogue, experience, images, and actions. They allow language to be situated” (Gee, 2007, p. 205).
Reflection
Interestingly, situated learning is provided in video gaming; key information is given in context to the gamer through dialogue, images or even actions. It is like being in an authentic situation where decisions need to be made, actions need to happen. As is suggested by the metaphor of my ePortfolio, in order to progress it is necessary for the gamer/learner to make decisions to transform and be in a better position in the game or in real life. The elliptical machine is the mechanical tool used to go through that process, just like the video game is the ET used to learn and improve skills.
When writing this essay, I found that even though the research has evolved in video gaming as an instrument of learning, there is still a need for further research and experimentation as it is becoming evident that video gamers, very often boys, are developing multiple skills in playing video games. “As mentioned by Gee (2003) and Shaffer et al. (2005), the disconnection between the kinds of experiences available in schools and in the online environment is obvious and it is imperative that teachers start to look at them as valuable tools for learning” (Brochu, 2010).
Clearly, using a media like video games can also encourage collaboration among players. Gee (2007) stated that “even single-player gaming often involves young people in joint play, collaboration, competition, sharing, and a myriad of websites, chat rooms, and game guides; many of them produced by players themselves” (p. 197). Indeed, this type of knowledge distribution is helping people develop the qualities and skills they will need in the workplace (Gee, 2003; Shaffer et al., 2005). For this reason, it is important to look at how and why some particular technologies like video games are working (Bavelier, 2010) while others are not.
My sincere thanks to Dr. Matiul Alam for his engagement toward his students’ accomplishments and successes; my learning growth in ETEC 511 (Fall 2010) was undeniable.
References
Bavelier, D. (2010). Children, wired: For better and worse. Neuron 67, 692-701.
boyd, d. m., & Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship. Journal of Computer-Mediated Communication, 13(1), article 11. Retrieved from http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html
Brochu, J. (2010). Perceived Impact of Video Games on Boys’ Critical Thinking Skills (unpublished graduate essay). University of British Columbia, Vancouver, Canada.
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855. Retrieved from http://individual.utoronto.ca/jingfeng1107/files/FengSpencePratt_2007_GenderGame_PS.pdf
Gee, J. P. (2003). Semiotic domains: Is playing video games a “waste of time”? Chapter in: What video games have to teach us about learning and literacy? Retrieved from https://www.vista.ubc.ca/webct/RelativeResourceManager/Template/PDF/Gee-SemioticDomains.pdf
Gee, J. P. (2007). Learning theory, video games, and popular culture. The International Handbook of Children, Media and Culture. 196-213.
Hawkridge, D. (1981). The telesis of educational technology. British Journal of Educational Technology, 12, 4-18. Library Portal Access.
Januszewski, A. (2001). Educational technology: The development of a concept. Englewood, CO: Libraries Unlimited.
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. University of Wisconsin-Madison and Academic Advanced Distributed Learning Co-Laboratory, 105-111. Retrieved from http://ddis.wceruw.org/docs/08%20ShafferSquireHalversonGee%20PDK.pdf
Turkle, S. (2004). Whither psychoanalysis in computer culture. Psychoanalytic Psychology, 21(1). 16-30.

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