Monday, November 7, 2011

Please click the link to view the Concept Map. http://edswork.wikispaces.com/file/view/ConceptMapSpencerK.docx


In understanding static and dynamic technologies I found it difficult to identify technologies that fell into only one category. This difficulty came mostly because identifying technologies as static or dynamic is determined by the user. All technologies have the possibilities of being dynamic if utilized that way.  As instructors think of utilizing technologies, they must also take full advantage of these technologies. Instructors should use the community of Inquiry model to not only form community but also provide dynamic experiences for students.  I identified the following as static because the user can use these technologies just to gather information: Hand held wireless devices, RSS and atom feeds, wikis, instant messaging, blogs, web conferencing, steaming multimedia, and file sharing. However, these same technologies can be dynamic. The two technologies that I consider to only be dynamic is virtual worlds and digital gaming. These two technologies require the user to take a more active part in the experience and without being part of the experience not content,  communication, or collaboration will take place, nor will the participant be successful in the virtual world or the digital game.

1 comment:

Mrs. Stiff said...

Kaija,

you bring up a very valid point. It is difficult to place the different media forms on the continuum since the level at which the learner engages varies. For example, I thought the discussion forum should be listed as dynamic. Whereas, in the article is was used as an example of a media that would fall into the middle of this continuum. Yet, a large part of my thinking - - as depicted throughout my multi-media presentation, was inspired and influenced by some of the discourse I engaged in via our discussion forum. So those discussions definitely impacted by performance with media that fell into the dyname part of the continuum.