Showing posts with label emerging technology. Show all posts
Showing posts with label emerging technology. Show all posts

Sunday, August 22, 2010

Bridging the Digital Divide



According to the National Alliance to End Homelessness (2010), in 2007 there were 671,859 homeless people in the United States alone. And, this statistic does not reflect the impact of home foreclosures due to the recent economic recession. Even in a country where many consider access to technology ubiquitous, if one has no home, technology is often beyond his or her reach. The World Wide Web necessarily takes a back seat to those without safe and secure shelter. Technology is not one of the basic tools needed for survival. Or, is it rapidly becoming just that?


Thornburg (2009) believes access to technology a local reality, not a global one. I would take his thoughts one step further and pose that access actually has a much narrower window; that our local reality is actually an individual one. I would suggest that access to technology remains, unfortunately, an individual privilege based on socioeconomic status, culture, level of education, and even gender in some societies. Therefore, schools, public libraries, and community centers must provide opportunities for people to gain online access to housing information, education, career information, and social contacts. If communities, through a strong tax base and advocacy programs, provide high speed Internet access in the schools and public arenas then it will surely help narrow the digital divide. If, however, schools and communities neglect to provide computer-related services, then the residents will surely fall further behind the digital curve, and the socioeconomic curve, too. The bridge crossing the digital divide will continue to be a tenuous one.


Soloway (n.d.) suggested that smartphones might help level the technology playing field. The affordability, portability, and prevalence of smartphones make this technology a key ingredient in making the world flatter. One needs not have a permanent residence to own and use a smartphone. The pervasive presence of cellular towers, and 3G coverage in many communities, allows equal access to technology-related services. In addition, I would suggest that the open sourcing of Web sites would further flatten the playing field. It will break down barriers to resources and knowledge. Free and public use of information and materials will help those without means to communicate and create on par with those who do.


Yet, access is not enough. As educators and leaders in the field, we must teach, train, encourage, advertise, and facilitate users throughout the process. We should be aware of emerging technologies and willing to adopt those that suit our needs. We must make technology easy and efficient to use in order to lessen the intimidation factor. What is transparent and second nature to digital natives remains foreign, fearful, and magical to those with little to no computer skills. It is incumbent upon those with the means and skills to share their knowledge with others.


The following article, by Sheryl Burgstahler, Ph,D., describes ways that computer labs can be designed to facilitate equal access through Universal Design. Specifically she addresses the inclusion of those with disabilities. Read her suggestions here: http://www.washington.edu/doit/Brochures/Technology/comp.access.html


According to the Open Source Initiative, it is a “non-profit corporation formed to educate about and advocate for the benefits of open source and build bridges among different constituencies and the open source community” (¶ 2). The site includes links to blogs and articles related to ongoing issues in open sourcing. Read more about it here: http://www.opensource.org/


References


National Alliance to End Homelessness. (2010). Changes in homelessness 05 – 07 map. Retrieved from http://www.endhomelessness.org/content/article/detail/2797


Soloway, E. (n.d.). The digital divide: Leveling the playing field. [Podcast]. Laureate Education, Inc. Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=5797856&ClientNodeID=984645&coursenav=1&bhcp=1


Thornburg, D. D. (2009). Diversity and globalism. [Vodcast]. Laureate Education, Inc. Retrieved from http://sylvan.live.ecollege.com/ec/crs/default.learn?CourseID=4199715&Survey=1&47=5797856&ClientNodeID=984645&coursenav=1&bhcp=1

Wednesday, June 16, 2010

From Playing Video Games to Designing Them



Many young people are well versed in playing video games, yet few have actually created their own interactive programs and then shared them on the Web for others to enjoy. Scratch, intended for 8- to 16-year-old students, is a recently emerged programming language developed by the LifeLong Kindergarten Group at the MIT Media Lab and made available in a free download in 2007. It allows users to develop their own interactive stories, games, and animations. Students integrate mathematical and computational skills, geometric relationships, and systematic reasoning, with creative problem solving techniques.

Although diffusing rapidly (548,512 registered members), the open-source site suffers from the lack of a viable marketing campaign. The technology, for the most part, relies on word-of-mouth in social and professional networks for people to become involved in the Scratch community. Even though the site has several tutorials to help guide the user, they are inadequate for covering the over 100 programming blocks. Instead, Scratch depends on the creativity, experimentation, and discovery process of the user and the ability of the user to view previously developed programs to interpret how the programs were designed. This can be rather intimidating for those who take tentative steps regarding new technologies. The technology would benefit from easy-to-follow curriculum plans that are linked to national technology and content standards.

According to Silver (n.d.), Scratch is a tool that can easily be integrated into any curriculum at school, but it suggests to the learner that this is a technology that would be fun to use at home. It is a technology that reaches across curricula and cultures to engage students in creative problem-solving tasks. It encourages students of all ages to mix media (graphics, sound, color, motion) and then share the product online. Perhaps the greatest advantage of Scratch is the open-source nature of the site. Users can collaborate, communicate, experiment, break apart and alter programs in the process of running them, and learn from the greater global community of Scratchers. This, indeed, represents the real power of online learning.


You can learn more about Scratch and download it here: http://scratch.mit.edu/


ScratchEd is an online community created for specifically for educators. It includes articles, resources, and a discussion forum. You can find it here: http://scratched.media.mit.edu/stories


The following site includes several demonstration and instructional videos to help a novice get started with Scratch: http://info.scratch.mit.edu/Support/Videos


Silver, J. (n.d.). Media Lab Video [Interview] Retrieved from http://info.scratch.mit.edu/Support/Videos