INF530 Critical Review
I came to INF530 with a very different perspective, as I had already completed three other units and this semester saw me working my way through a further two units, almost an information overload! In the past I have seen my previous knowledge almost as unwanted baggage, but in INF530 I think I have now checked my baggage into the plane’s cargo hold for the rest of the trip.
This subject has helped revisit and consolidate a great deal of learning that I’ve already completed. I was challenged and able to delve into topics that were of interest to me and my work such as the impact of the Internet of Things, Big Data, Personal Learning Environments and Blended Delivery.
Throughout this course I have often felt that we are looking at a giant personalized jigsaw puzzle and we have to search to find the meaning and thus all the pieces will click into place.
The only way to discover what the personalized puzzle looks like is by engaging with the content and peers. Knowing how you learn and working to your strengths along with your peers is the way forward to successfully grapple the content into a manageable and meaningful form. This is why our tasks are designed to be authentic, active learning activities (Buzzard, Crittenden, Crittenden & McCarty, 2011; D’Aloisio, 2006; Day & Kumar, 2010; Herrington & Parker, 2013; Herrington, Reeves, Oliver, & Woo, 2010).
Learning by doing is almost the mantra of the whole of this course, and because of this fits with the makerspaces movement ethos well (O’Connell, 2015). In keeping with this philosophy of active learning and makerspaces to I try to challenge myself to create something different every unit with a new technology as part of my ongoing professional learning. The digital essay enabled me to trial Sway (Microsoft, 2015), so simple and I will be showcasing this again. I also created collage images using Adobe Photoshop and a nice simple jigsaw puzzle creation online software (BigHugeLabs, 2015). All of this means that I take away from this unit a new set of skills and a solid understanding of how these skills can supplement a VET practitioner’s bag-of-tricks in creating a satisfying digital experience for students.
I’m always happy to share snippets with others of information, such as around Digital Preservation – Snow Byte and the Seven Formats.
I featured this video in an INF443 assessment. Reviewing the Digital Preservation content from both INF530 and INF443 bought to light some serious issues in preservation of student’s digital content for audit purposes in the VET sector. This content has formed the basis of a webinar presentation I have created for the Department of Training and Workforce Development to inform organisations of their ongoing obligations.
The Big data topic really made me stop, think, research and reflect on the Unique Student Identifier code that has been rolled out for the VET sector. There is such an impact of big data and how we deal with it that this will be an ongoing issue into the future especially in relation to personal data which of course linked into the Internet of Things (IoT). I specifically chose a book about IoT for my scholarly review, to challenge and enlighten my throughs around this topic so I can inform others.
My journey is far from complete, and my puzzle still has more than a few pieces missing, (I may have to look under the table for them). The final destination of course is not where you learn. The journey and the people you meet and work with along the way will always be where you grow and learn. I look forward to moving onto the next step of my journey and finding the next set of puzzle pieces to help me finally complete my personal jigsaw.
BigHugeLabs. (2015). Jigsaw: Create jigsaw puzzles from your photos [Computer software].retrieved from http://bighugelabs.com/jigsaw.php
Buzzard, C., Crittenden, V., Crittenden, W., & McCarty, P. (2011). The Use of Digital Technologies in the Classroom A Teaching and Learning Perspective. Journal of Marketing Education, 33(2), 131-139. doi:10.1177/0273475311410845
D’Aloisio, A. (2006). Motivating students through awareness of the natural correlation between college learning and corporate work settings. College Teaching, 54(2), 225-230. doi:10.3200/CTCH.54.2.225-230
Day, J., & Kumar, M. (2010). Using SMS Text Messaging to Create Individualized and Interactive Experiences in Large Classes: A Beer Game Example. Decision Sciences Journal of Innovative Education, 8(1), 129-136. doi:10.1111/j.1540-4609.2009.00247.x
Herrington, J., & Parker, J. (2013). Emerging technologies as cognitive tools for authentic learning. British Journal of Educational Technology, 44(4), 607-615. doi:10.1111/bjet.12048
Herrington, J., Reeves, T., Oliver, R., & Woo, Y. (2004). Designing authentic activities in web-based courses. Journal of Computing In Higher Education, 16(1), 3-29. doi:10.1007/bf02960280 Retrieved from http://link.springer.com.ezproxy.csu.edu.au/article/10.1007/BF02960280
Microsoft. (2015). Sway [Computer software]. Retrieved from https://sway.com/
O’Connell, J. (2015). Hackerspaces and makerspaces [INF530 Module 5.4]. Retrieved 20 May, 2015, from Charles Sturt University website: https://interact2.csu.edu.au/bbcswebdav/pid-249314-dt-content-rid-635373_1/courses/S-INF530_201530_W_D/module5/5_4_Hackerspaces_makerspaces.html