CFP Open for Emerging Tech for Online Learning Symposium: Submission Deadline Dec. 10

Emerging Technologies for Online Learning Symposium
As a member of the 2013 steering committee, I invite you to submit a proposal for the 6th Annual Emerging Technologies for Online Learning International Symposium, to be held April 9-11, 2013 at The Planet Hollywood Resort in Las Vegas, NV. The Emerging Technologies for Online Learning International Symposium, a joint Symposium of Sloan Consortium and MERLOT, is designed to bring together individuals interested in the review and evaluation of online teaching and learning technologies. Proposals for presentations must be submitted by December 10, 2012 at http://sloanconsortium.org/conference/2013/et4online/call-for-presentations.

The ET4Online Symposium offers you an opportunity to study best practices, understand applications, discover new technologies, and connect to others who share a love for and belief in the promise of educational technology. In 2012 the symposium developed a new mission statement designed to emphasize the innovation and invention that is the focus of the conference: A conference devoted to the emerging and innovative uses of technology designed to improve teaching and learning online. Symposium tracks highlight and demonstrate research, application and effective practices and noteworthy technological tools in the following areas:

  • Learning Spaces and Communities
  • Open and Accessible Learning
  • Evidence-based Learning
  • Faculty and Student Development
  • Innovative Media and Tools

Faculty, students, instructional designers, instructional technologists and academic administrators are encouraged to submit proposals which are engaging, informative and interactive. These sessions can be targeted to all attendees or beginners, intermediates, or experts.

If you are interested in submitting a proposal for this conference, plan to join us for our FREE webinar “Five Tips on How to Submit a Successful Conference Proposal”. The goal of this webinar is to assist you in submitting a successful abstract to the Call for Presentations.

November 29, 2012 – 3:00pm – 4:00pm (Eastern Time)

For today’s educator, selection as a conference presenter is often required in order to attend a conference. For every online learning conference, educators submit and conference committees evaluate hundreds of proposals in order to create a robust program for conference attendees. The number of proposals accepted for a conference depends on program size, topics covered and quality of abstracts submitted. Join this free webinar to learn from experts on the Sloan Consortium and MERLOT Conference Team what they are looking for in proposal submissions. Topics covered will include the importance of topic selection, what reviewers look for in a proposal submission, and tips from track chairs on how final selections are made. Please login or register to sign up for this webinar.

Facilitating Small Group Discussion Online Using Blackboard Collaborate Breakout Rooms

Learn how to use the Breakout Rooms feature within Blackboard Collaborate to facilitate small group discussions during an online session. During this online workshop offered 11/15/2012 we explored the options within a Blackboard Collaborate session for organizing students into small groups for discussion, including creating Breakout Rooms, assigning students to Breakout Rooms (both manually and automatically), moving whiteboard content into Breakout Rooms, and monitoring small group discussion.

For archives of other online workshops offered by NIU Faculty Development and Instructional Design Center, visit our YouTube channel

2012 Presidential Election Results Prezi


Check out this amazing Prezi recapping the 2012 U.S. presidential election.

Teaching with iPad and iTunes U Webinar Series


Join Apple for a three-part webcast series and learn how to bring the power of iPad to your classroom. Watch as educators show you how to build customized courses full of dynamic, interactive content you can share with your students. More details and register here.

The Diffusion Game: Test your change management skills

The Diffusion Simulation Game is a game developed by Indiana University in which players explore strategies that result in the adoption of innovation in a fictitious junior high. The goal is to get stakeholders (the school principal, teachers, and support staff) to adopt peer tutoring. As a player, you can decide whether to gather information, talk to people, visit places, or ask for help as various prompts are presented.

Diffusion innovation as a model for change

The game’s underlying model is the diffusion innovation theory. “Diffusion is the process by which an innovation is communicated through certain channels over time among the members of a social system” (Rogers, 2003, p.11). According to this theory, each member in the social system follows a certain process in adopting innovation.

  1. Knowledge: The member learns of the innovation and its attributes
  2. Persuasion: The member adopts either a favorable or unfavorable view of the innovation
  3. Decision: The member engages in activities that lead either to adoption or rejection of the innovation
  4. Implementation: The member adopts and uses the innovation
  5. Confirmation: The member evaluates the results of innovation implementation and integrates it into his/her life

Within a given social system, there will be different innovation adopter types: innovators, early adopters, late majority, and laggards. Opinion leaders and gatekeepers will also influence the uptake of innovation by a social group. When a certain number of members of the social group become adopters, innovation begins to spread rapidly.

How to influence people

Not surprisingly, there’s a certain calculus that informs adoption—primarily a cost-benefit analysis. Do members of the group perceive that the innovation has value? What are the costs of the innovation? How disruptive will it be? Is it compatible with existing values and work flows? How hard is it to use? The likelihood of adoption also is influenced by a group’s tolerance for ambiguity and uncertainty and different stakeholders will have different views of costs and benefits.

Implications

The Diffusion Simulation Game illustrates the practical impact of innovation diffusion. Innovation requires both a change agent (you, in this game) and the willingness of a particular social group (the stakeholders in a high school) to adopt innovation. This willingness can be manifested in all sorts of practical ways—just see how difficult it is to even schedule an interview with the prinicipal in this game! Individual members of this social group will be more or less receptive to the idea of change and can be change agents in their own right.

Why should instructional designers care about this?

Instructional designers design learning experiences with change in mind (or they should). This typically implicates stakeholders at multiple levels:

  • To obtain initial buy-in for the learning experience
  • To make sure that what’s bought into includes integrating the learning experience into the larger organizational framework so that change is sustainable
  • To perform the analysis required to make sure that the learning experience can be a vehicle for this change
  • To connect to learners in a meaningful way so that change is valued and recognized as a participatory effort

Even if you’re not likely to ever try to influence the members of a school to implement change, the game is worth playing for the more far-reaching lessons it offers.

Reposted here from Dianne Rees

References

Diffusion simulation game. (2009). Retrieved from https://www.indiana.edu/~simed/istdemo/guest.html

Rogers, E. M. (2003). Diffusion of Innovations (5th ed.). New York: The Free Press