Escolar Documentos
Profissional Documentos
Cultura Documentos
Group 4:
Brendan Alexander
Diana Loewen
David McMullen
Christopher Sandor
Introduction
Computers, smartphones, tablets, and other forms of technology have been a part of our lives for
many years. As many classrooms shift away from traditional models of teaching, some educators want to
use this technology to support their curriculum, but fear that they lack the skills or knowledge of how and
where to begin (Spencer, 2012). Perhaps more than any other subject area, the humanities relies heavily
on the conventions of classical education. Willingness for educators to adapt to new methods of
technology-supported instruction will go a long way in propelling humanities education forward. In order to
discover methods, content, and practices that we can use in our careers as educators, we have compiled
and analysed content and literature related to four main facets of technology in education, as applied to
the humanities: 1) Social Media, 2) Media Creation / Mashups, 3) Game-based Learning, and 4) Online
Learning. Our hope is that a comprehensive approach will serve to illuminate the complicated marriage
between technology and humanities education, while providing a sound basis for our own professional
use.
Students who use Social Media outside the classroom are constantly learning but more often
than not educators perceive a students Social Media use as frivolous and assume they are doing very
little learning at all. Many educators express concerns that students are using Social Media for all the
wrong reasons and for no actual purpose. They believe that when a student posts content on Instagram
it is only to share the details of their lives and perhaps to see how many likes they can get or when a
student creates a movie and uploads it to YouTube it might only be to see how many subscribers, views
or followers they can receive for their channel or a video they have posted. These activities essentially
distract from learning rather than help learning, (Andrews, 2016). It should be noted that while many
students may create content for these reasons, certainly not all students are creating content for these
purposes. Regardless of the purpose for this creation and posting of content students are certainly
learning and creating on their own time. I think, as educators, we need to understand and come to the
conclusion that whatever the reason for the creation and posting of content through Social Media that
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learning is certainly happening and more often than not this learning is significant (Bull, Thompson,
The fact that a student is choosing what and when to learn in an informal manner is
significant. The power of student choice and a student fueling their own interests when and how they see
fit does have a significant impact on student learning as plain and simple a student is choosing to learn on
their own time and therefore this is more engaging and will be learning on a deeper level than being told
what to learn and when to learn at school. The difference between formal and informal learning can be
significant and we must not be quick to dismiss the informal learning that a student is choosing to do as is
discussed by Bull, Thompson, Searson, Garofalo, Park, Young & Lee (2008). In fact, we should be
looking to tap into this informal learning that many students are spending significant amounts of time
on. This will be an issue for both secondary and postsecondary institutions as students embark upon
Engagement
To engage students in learning we need to begin to meet them where they are. Increasingly
secondary students are using Social Media in their everyday lives and educators are now starting to meet
the students in this world. It is important for students to understand that using Social Media for formal
learning is a much different prospect than using it in their everyday lives and until schools are ready to
take on the challenge of awarding students for informal learning educators will need to help students
differentiate between informal and formal learning. Secondary schools and secondary teachers are
beginning to have students use Social Media for learning and what Social Media really does is to make
student learning visible and forces students to engage with content (Dabbagh and Kitsabta, 2011). When
used properly Social Media can extend the learning far beyond the classroom. This visible learning can
be for their classmates, parents but it can also go far beyond the classroom and this is where the power
of Social Media lies. Many students wish to produce quality work for their teachers but when the
possibility that all of their classmates, school, parents and a wider community will see their learning this
certainly raises the stakes. Once these stakes are raised the quality of student work improves as well as
engaging students further (Heick, 2015). Whether this is a student blog or using Instagram this all
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revolves around making learning visible and when this happens we often see an increase in student
It is important to acknowledge that using Social Media for learning does come with
challenges. Schools, school districts and institutions all have guidelines or are developing guidelines for
both teacher and student use of Social Media and some of these guidelines are more restrictive than
others. Student privacy is and will continue to be a concern for schools and educators who use Social
Media. Other barriers to using Social Media in schools is also school culture. Many educators are loath
to add something more to their plates unless it will actually add value and enhance the learning for
students in their classrooms. Educators must also think very deliberately about why they are using Social
Media prior to using it for learning (November, 2012). Social Media needs to be used appropriately and
the correct tool needs to be chosen for the correct task or learning outcome (Vie, 2015). Using Social
Media without deliberately thinking about the purpose can certainly be very discouraging for those who
Allows students and teachers to share and comment on pictures published Instagram
on this app. Can be used in a variety of ways from the simplest form in a
photography class to publish work, can be used in physical education
classes to share locations on hikes or even geocaching events. It can be
used in geography classes to show examples of landforms.
Allows students and teachers to interpret text together. A very strong and PRISM
relatively unknown tool for collaborative writing as well as reading of
text. Prism claims they are crowdsourcing interpretation.
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There are many different blogging platforms students can use to make Blogger
their learning visible. Blogs can be effective in publishing any type of
writing, whether it is the humanities or the sciences. Most blogging
Glogster
platforms invite feedback and this is where they can be most effective in
improving writing and learning.
This can be effective for not only consuming content but especially for Youtube
producing content. Instead of having students watch or consume the
Khan Academy mathematics lessons why not have students produce their
own lessons to share with the class and the wider world. Students will
gain a deeper understanding of the content and concepts they are
teaching. Students can also record activities in physical education to look
at form or share their learning or performance at home.
Mashups
Definition
Web 2.0 technology created a more interactive internet where users could mix and remix content
on the Web (Liu, Horton, Olmanson, Wang, 2008. p. 246). Out of this participatory technology emerged
things like wikis, blogs, and something called a mashup. This is a creative combination of two or more
sources of digital content to produce something new. It can be created using source material from things
like photos, text, video, wikis, or social media. Google, Amazon, Microsoft, Yahoo! and other web
providers have released open access to web content allowing users to produce original creations using
samples from other sources. (Mashups for Education. n.d. Whats a Mashup? para 2.) This would allow
someone to take photos, upload them to a site like Flickr, and then geotag these photos using Google
Maps.
Uses in Education
There are two ways an educator may use mashups in their classroom: using created mashups to
teach a lesson; or having students create their own mashups. The benefit of using mashups in the
humanities classroom is that it is an experiential learning process. Students are actively participating and
experiencing learning, rather than passively taking in information like they may have been with a more
traditional lesson. When they are engaged in learning the content in this way they are also developing
21st century skills such as problem solving, communication, collaboration, and critical thinking.
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engage students in deeper learning; ask students to classify and organize knowledge; connect to real-
world situations; encourage collaboration; create ideal conditions for learning (experiential learning); and
Considerations
Some of the more particular concerns educators have related to creating mashups are issues of
copyright; content flexibility; content appropriateness for age group; lack of mashup development
resources in educational settings; and lack of technical support for people interested in creating mashups
Copyright and Appropriation. Many educators are concerned about appropriation when
students begin to work with content creation on the internet. To address this issue, organizations such as
Common Sense Education offer lessons and resources to help educators teach digital citizenship and
specifically copyright law and plagiarism in early grades. (Copyrights and Wrongs. n.d. Common Sense
Education. first para.) Lessons on plagiarism and copyright are available from Common Sense
Education, the link to which will be provided in the section below. Teaching digital citizenship may help
students understand that there is content online that is not age or school appropriate. There are many
other resources available online, or you might try contacting your school district to see if they have
Technology. A final concern that may influence an educator's ability to integrate mashups into
their lesson planning is the technology itself. Whether or not teachers are familiar with, or skilled in the
use of the technology, there can still be challenges that may limit their ability or desire to include this
activity in their humanities classroom. Some of these are: infrastructure and access can be spotty;
budgets are small and resources scarce, opportunities for professional development are limited, and
technological obsolescence means that keeping up with upgrades and the latest apps or gadgets is too
time consuming.
classroom, we recommend that they try some of the lesson ideas from the following section for
themselves.
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The following table is dedicated to helping educators use mashups to facilitate student learning in
Remix Culture
So much of what we do on the internet is integrated and mashed up today. We might take
pictures using Instagram, then upload these photos to a program where we can digitally add paint or
stickers and then we post them to our Facebook account. Students engaged in creating mashups in a
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humanities classroom will be learning the curriculum and developing their 21st century skills in a
Teachers and parents often complain about the difficulty in engaging young peoples interest and
attention in the face of their enthusiasm for video games. In response, educators and researchers have
sought either incorporate the engaging elements of video games into pedagogy, Game Based Learning
(Gee, 2011, Willis, 2011), or incorporate video games into the classroom to provide an engaging
supplement, Gamification (Shapiro, 2014). This part of the inquiry will look at potential barriers to
incorporating games into a classroom. I will use my own context, a grade 3-4 class, as an example to
Key Terms
Gamification. Uses game design elements that are not game based to engage and motivate
student learning. Gamification transforms the learning experience into an educational game through the
use of achievement badges, leaderboards, point systems, level progressions and quests (Pappas, 2015).
Game Based Learning. Integrates games into the learning experience to teach a certain skill or
achieve a learning objective. It can be integrated either in or outside the digital realm. (Isaacs, 2015)
Social Impact Games. A genre of electronic game that deal with challenging social issues with
the purpose of generating interest and comprehension through virtual experiences and encourages the
Time
As more gets added to the curriculum without any change to the amount of time students spend
in school, the issue of time is of great concern. This is one of the greatest barriers for teachers
implementing game-based teaching strategies (Joan Ganz Center, 2014). However if we look at games
as a way to present concepts in an experiential way and see them as an activity or project to introduce
new concepts or reinforcement; then they can be viewed as a valuable use of time. In my context,
elementary classroom teachers have more latitude in how they plan their day as they teach the same
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students for most of the day. With this flexibility, activities can carry over for multiple periods as the need
arises.
Cost
In a time of strapped school budgets, the cost of games is a major consideration. Teachers and
administrators will want to ensure that the purchase of games are worth the investment. Where financial
constraints are an issue, free games would be a good way to introduce these tools to the school. When
they have been successfully utilized, further investment may be more easily justified. In my context this
would be the best approach. Although there is already a growing interest in my school board for using
games in mathematics (Prodigy), we dont have the financial resources to invest in a class subscription to
a commercial game.
Teachers worry that time and attention taken away from meeting curriculum expectations and
preparation for standardized testing is wasted. Firstly, as games require different skills that are across
Many sites like Graphite, allow you to filter your searches based on curriculum. There is also a growing
interest in game developers to meet the expectations of the educational market and therefore are trying to
incorporate expectations into the game design (Shapiro, 2014). In my context, we are already
encouraging students to play games to supplement their learning in mathematics, so using a game in the
humanities or arts as a project would not be seen as a distraction from implementing the curriculum.
Resources
Access to resources is also a major barrier to the use of digital games in the classroom. It is
important to access what infrastructure and hardware are available, as this will affect the type games that
can be used in the classroom. Does the classroom have wifi? What hardware is available to
students? Is BYOD acceptable school policy? In my context, I am fortunate to have a fairly reliable wifi
connection in my class. I have almost unlimited access to 10 iPads and 10 HP touch screen
notebooks. I have access to a set of 10 HP tablets and 10 Chromebooks. My school also has a
computer lab with desktop computers for the whole class, where I have a full period of access each
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week. I feel that my class has sufficient resources, as it is recommended to have a variety of hardware to
Our school BYOD policy is at the discretion of the teacher, but as a Primary/Junior teacher, this is
not really an option as my students are too young to have mobile devices. However, most of my students
have access to computers or mobile devices at home. Also our school has access to programs that
One issue that I see in my context, is that the programs for school devices are centrally
purchased and managed. This may limit the games that can be loaded onto devices and decrease the
Finding Games
It can be overwhelming looking for a suitable game to use in the classroom. It is a good idea to
look at reviews in blogs or sites that specialize in games and apps. Sites like Edutopia, EdSurge,
Edudemic, TeachThought, and Gamesandlearning.org can be a good source for game reviews. Sites like
Graphite and Games for Change have search engines and reviews that can be useful in finding an
appropriate game.
One way to distinguish between types of games is short-form and long-form. Short-form games
that you might find on smartphone that can be played in a short period of time. They are good for
learning a specific skill and can be played within a school period. Long-form are games that are more
open-ended that may take multiple school periods to play. They are known to facilitate skills like critical
thinking, problem solving, collaboration, creativity, and communication. Crossover game based platforms
can be used as either a short-term or long-term game. They can be used as a short simulation or for
more lengthy projects. Minecraft is a good example of a crossover game based platform.
Within these types of games are many genres that may interest students, for example, strategy,
role-playing, sandbox, and social impact games. Among these genres here are some games that would
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Social Impact Republica Times is a free simple game that helps teach
media literacy. The player acts as a newspaper editor to
shape public opinion, increase readership while not
getting on the wrong side of an overbearing government.
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Conclusions
In my school context, there is already the understanding of the benefit of using digital games in
the classroom. The barriers appear the cost of purchasing a commercially available game. As our school
board has been promoting the free Prodigy game for supplementing the mathematics program, my
choices are limited to games that they students can play at no cost to the school. So while I would love to
use the game Never Alone with my students, we dont have the budget for it at this time. Other
considerations include the age appropriateness of the games and whether they can be adapted to the
curriculum. The Fort McMoney game, while it aligns with the Ontario Social Studies Curriculum, it is too
Historia seems like it might be promising as it aligns with the curriculum and could probably be
utilized at a variety of grade levels. As it a free game that is part of Google Play, access would be easier
as our board has recently moved to providing students with google access.
Ultimately incorporating digital games into my arts and humanities program is an area that I plan
Online Learning
Perhaps no other academic subject is more closely connected to classical modes of learning than
the humanities, where the university campus has long been considered the hub of scholarly discourse.
With the massive shift in higher education towards online learning, the Humanities appear to be at a
crossroads; while news outlets report a crisis in enrollment in humanities-based programs, other
disciplines have adapted their programs to offer more inclusive, flexible, and economical online learning
models.
Meanwhile, educators in the humanities are left searching for answers to a modern dilemma for
classical education: how does humanities-based education embrace online educational delivery systems
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while staying true to its core traditions? An in depth look at the issues that face humanities programs
today, a look at the potential benefits of a shift to online learning models, and an overview of different
examples of implementation of online learning in the humanities, will allow us to better understand, as
The Guardian online asks the question Could online courses be the death of the humanities?
(Mondon & Hoffstaedter, 2012). The article envisions a world where online learning is generalized and
ends up replacing other education delivery modes could seriously impact the original purpose of a
university (Mondon & Gerhard, 2012). The writers, Mondon & Hoffstaedter, are not alone in their
concern. Gene I. Maeroff, educational reformist and author of A Classroom of One, sees online learning
as a pursuit of career-oriented students (p. 144) rather than humanities students more interested in the
marketplace of ideas (p.144). Maeroffs opinion is echoed by a pair of New York Times articles: As
Interest Fades in the Humanities, Colleges Worry (Lewin 2013) and Humanities Studies Under Strain
Around the Globe (Delany 2013), which paint a grim picture of the current state of humanities programs
under economic strains that limit their breadth, effectiveness, and intellectual capital. There is universal
evidence of a drop in enrollment in the postsecondary humanities programs across North America;
Statistics Canada reports a decrease of around 3% from 1997 to 2007 (Statistics Canada 2015), while the
Office of Institutional Research shows that the percentage of humanities majors awarded in the U.S.
dropped from approximately 25% to just 16% from 2005 to 2014 (Mariani, 2015). It should be noted that
there is some dispute over the validity or significance of these numbers. The Association of American
Colleges & Universities points out that while the humanities have decreased as a percentage of all
degrees, there has been an increase in the percentage of all Americans with humanities degrees
Whatever your stance on the enrollment crisis in the humanities or its source, there does seem
to be a sense among reporters and educators alike that interest in the humanities is waning in the face of
increased focus on STEM programs. With enrollment and funding issues ongoing, and an apparent need
for the humanities to modernize to meet the interests of contemporary students, a deliberate shift towards
the online classroom may be the answer humanities educators are searching for. Pew research has
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indicated that transitioning courses to online platforms made them more learner-centered and flexible,
with more precise student support, easier access to multi-media resources, and cost-cutting staffing
Despite the apparent advantages to online learning, the humanities still lags behind other
disciplines with regards to quality e-learning degree programs. A 2013 Chicago Times article Online
courses changing college classrooms: But humanities classes remain rare in the digital world depicts the
shifting paradigm of higher education, where online learning not only allows for a flexible, affordable
degree pathway, but also acts as a counter-balance to the biases of traditional brick-and-mortar university
education (Keilman 2013). The article quotes a number of Chicago area students who prefer to study
online because it promotes active learning over the spectator sport of the lecture or face-to-face
classroom, while also giving a strong voice to those who may be less comfortable speaking out in a
traditional classroom setting (Keilman 2013). These benefits align well with the traditions of humanities-
based education which promotes democracy of ideas, participatory learning, and equal contribution in
discussion from all members of the learning community. A deliberate shift toward learner-centered
communities of web-based learning (Anderson 2008, Hutchins 2001, Khoo & Cowie 2011), in theory,
would provide a framework from which humanities programs could redesign portions of their course
In his article A New Frontier for Online Learning, Martin Kurzweil outlines how the CIC intends to
utilize online learning as a solution to the struggle for small colleges to to maintain a robust humanities
course catalog (Kurzweil, 2015) due to budget constraints. Educators of the Council of Independent
Colleges look towards online learning, not as a hindrance to traditional learning in the humanities, but as
a way to elevate it by building their capacity for online [instruction], improving their students learning
outcomes and making more effective use of their instructional resources (Kurzweil, 2015).
The CICs initiative is a multi-year project (2014 2016) to assess the effectiveness and cost-
savings potential of online teaching and learning in the humanities at CIC colleges and universities (CIC
Consortium for Online Humanities Instruction 2014). In all, 21 colleges and universities will participate in
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the study, which will be reviewed for merit by digital education research and consulting firm Ithica S+R
(CIC Consortium for Online Humanities Instruction 2014). The 2016 review, paired with the second
evaluation from 2016-2018, should help to determine the validity of humanities-based online learning,
along with the effectiveness of cross college collaboration and course sharing (CIC Consortium for Online
In her New York Times article, Digital Keys for Unlocking the Humanities Riches (2010), Patricia
Cohen asks what the next big thing in language, history, and the arts is. Her answer: data. Educators at
top tech-minded universities such as Stanford and UCLA are at positioning themselves at the forefront of,
what has been dubbed, the Digital Humanities movement. The Digital Humanities simultaneously acts to
enhance the traditional knowledge and information base of the humanities while invigorating computer
science and data analytics by bringing new opportunities for data collection on history, cultural artifacts,
and the human experience, to the table (Stanford, 2015). The Digital Humanities movement evokes
another innovative solution to the tech vs. tradition conundrum, and offers a glimpse into how effective
online learning communities in the humanities might look. Rather than being at odds with traditional
learning, the Digital Humanities advances that modern technology be used to form new insights into
cultural artifacts and the human condition, through data and digitization. Ostensibly, the movement could
lead to a comprehensive change in the traditions of postsecondary humanities study, by shifting research
from the textbook to the spreadsheet, and discourse from the classroom to the lab or online community.
Central to the Digital Humanities movement is the digitalization of resources. Project MUSE, a
non-profit online archive of free digital books and journals, currently features almost 40,000 books and
close to 90,000 journals with over 60,000 and 20,000 reviews (Project MUSE). The project is a leader in
the ongoing movement to digitize and provide free public access to cultural artifacts such as texts, art,
photographs, recordings, and data. As technology has improved and become more ubiquitous too have
the possibilities for digitization or resources. The Metropolitan Museum of Art in New York leads the
charge for museums to provide an online window into their exhibits in order to enhance the physical
experience of exploring their museum while providing more points of access to the artwork (Lohr 2014).
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Efforts to digitally archive texts, resources, and artifacts, may render the traditional university campus less
desirable for humanities coursework than the online classroom because online learning platforms permit
students to conveniently explore and share a multitude of digital resources, allowing for a more
If the digitization is a way to reaching back to the past using modern technology, humanities labs
enable the humanities to reach forward towards the future. Humanities labs such as the HUMLab at
Omea University in Sweden, Humanities Lab at American University, and the Digital Humanities Lab at
Yale University, provide blended workspaces where students can collaborate across online and physical
environments. The concept is simple; provide a shared, digitally equip workspace where students,
researchers, artists, entrepreneurs and international guests come together to engage in dialogue,
experiment with technology, take on challenges and move scholarship forward (HUMlab). Humanities
labs are a way of bridging the gap between traditional on-campus learning and the digital age. These
workspaces are pivotal in modernizing the humanities as they provide a place on campus for students to
engage with others in imaginative, progressive dialogue, spawning communities of thought and
cooperative learning that are more predominant in STEM programs (Hiatt 2005).
Conclusions
At a time when the humanities seems to need a reboot most due to declining enrollment and
budget cuts, movements in online learning, blended workspaces, and the digitization of resources, have
effectively given secondary humanities programs a lifeline. Whether or not the University campus remains
the traditional hub of scholarly discourse in the humanities may be less a product of the choices of
program administrators, and more a reaction to an overall shift. As higher Ed. goes, so do essential
higher Ed. programs. However, the path is clear for humanities programs to reap the benefits of a forced
revision. Embracing digital movements will enable humanities programs to diversify while remaining
economically viable and relevant to modern learners. Meanwhile, online learning solutions provide a more
student-centered approach, with flexible and fiscal learning options, convenient access to key resources,
and access to learning communities that promote equality, participation, and democracy of ideas.
Summary
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Whether due to fear over the lack technological aptitude or a strong bias towards traditional
modes of learning, humanities educators and administrators have been more apprehensive to embrace
movement in education looking to push the humanities forward to better meet the needs of todays
students.
In online learning the humanities has a potential way to combat budget restraints, maintain
diverse course catalogues, and provide a learning experience that is more attractive to contemporary
students, all while providing a learner-centered educational experience that reinforces core humanities
Game based learning and gamification provide an engaging learning environment and a well-
designed learning experience to students by introducing games into the classroom and using aspects of
game design as a model for pedagogy. Games are well suited to language learning and literacy as well
as helping students to think critically by examining the games that they play and engaging students in the
collaborative activity that enhances their learning experience through technology and their own
imaginations. Using or creating mashups provides an opportunity for dialogue about digital citizenship,
Using social media in education has the ability to engage students in deeper learning both inside
and outside of the classroom. Social media requires that students engage in the learning process,
produce rather than merely consume content and make their learning visible to others rather than hide in
in the classroom. Using social media for learning is one way to bridge the gap between informal learning
that happens outside of the classroom to the formal learning of the classroom.
Through careful analysis of content and literature related to four main facets of technology in
humanities education, we have attempted to explore ways to integrate its use into our educational
context. It is hoped that our work will enable educators confidently include some, or all, of these
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