About Me

I am currently a phd student studying educational technology in the Patton College at Ohio University. My research interests include technology access in rural and developing areas.

Wednesday, November 1, 2017

Reflections on emerging technologies and issues from around the world

Big data, mobile technology, artificial intelligence, the internet of things and other forms of emerging  technology are continuing to make their presence felt within the educational sphere and all areas of society[i]. As these changes keep happening at an accelerated rate, various issues especially the ethical, societal and economic implications are coming to the fore[ii].

Some of the major issues affecting this rapidly changing technology evolution, is the question of who is accruing the economic benefits of these advances, the inherent biases in the technologies from the population coding and developing them, the disparate engagement with technology especially as dictated by socio-economic factors and geography.

These issues as well as those that affect privacy and security of data are all issues educational institutions across the world must contend with. While there is an advanced understanding of these issues in developed world, the same cannot be said for certain areas for the developing world. For example, in the absence of institutions of higher education adopting effective learning management systems to serve their needs, university students on various campuses across countries have turned to WhatsApp and other social media platforms to act as learning repositories and alternative learning management systems. The issue of the provision of basic learning management systems highlights the stark differences between the haves and have-not's across the world.

In addition to the disparate access, the control of use of data especially private and educational data is increasingly worrying. As highlighted with the emergence of technologies like Facebook, Uber and google, there is huge economic and social impact of these technologies. However, it is becoming increasingly clear that this data is increasingly controlled, at least in the western world by private entities. These are mainly Google, Amazon, Facebook and Apple. While some argue this private participation and control work well for innovation, the kind of innovation and use of that innovation does not always align with the public interest including education.

The issue of technology is one that is here to stay. It has been shown to improve efficiency, economic outcomes and enhance overall educational and other interests. As instructional designers, educational leaders and managers grapple with the auxiliary issues raised here, understanding and equipping our institutions, students and practices with more progressive and accessible techniques will go a long way to solving some of these problems.





[i] (Adam Becker et al., 2017; Chukwudi, Henry, Osisanwo, F.Y, Izang, A.A., Kuyiri, 2016; Eynon, 2013)
[ii] (Sample, 2017)

Wednesday, October 18, 2017

Reflections on Mobile Learning

The fact that mobile technology has changed the world is something all fields are facing. From the disruption of traditional businesses like transportation, retail, banking and television, the traditional modes of teaching and learning is not safe from technological disruption[i]

Mobile learning(mLearning) is one of the areas where there has been huge leaps and bounds in expanding what is possible when it comes to teaching and learning [ii]. AAs highlighted by Squire, the possibilities are endless and the innovations are not ending anytime soon.

While imagining the possibilities and endless opportunities mlearning has opened up, one of the questions raised by Kurzweill and echoed implicitly by Romrell et.al, and numerous is the issue of use and consistent engagement with the technology by students for various reasons. As Romrell et.al pointed out, sometimes students need to be taught how to use their own devices beyond the information acquisition and dissemination functions.

This highlights the issues of secondary access especially in education[iii] . While a lot of students have access to technology, using it for more functional operations as required in education is not a strength. In addition, the technical and management issues that affect standardizing educational tech products across all the different phone platforms is not easy. This puts the onus on the instructional designer to be mindful of design choices and practices and how they affect learning and teaching for all students, not just the ideal student.



[i] (Bill Joy, 2004; Chalmers, 2010; Kurzweil, 2005)
[ii] (Dikkers, Martin, & Coulter, 2012; Romrell, Kidder, & Wood, 2014)
[iii] (Dolan, 2015; Helsper, 2012; Norris, 2001; Warschauer, 2003)

Wednesday, October 11, 2017

Learning first, tech Second.

The important aspect of viewing games and how their impact is affecting education is tackled from the design perspective here.  With the different pedagogical approaches to how games can be effective in teaching and learning, understanding how design and its implementation ultimately affects both the teaching and the learning process is essential[1](Hirumi, Appelman, Rieber, & Van Eck, 2010; Shelton & Wiley, 2006)

By trying to understand how the instructional goals of designers does not necessarily lend itself to games at first brush the papers make a case for instructional designers to understand the aspects of play and flow.   This is because by understanding the perspective of the ‘play’ as encompassed by games, helps the instructional designer to come up with a better educational game as highlighted by Shelton et.al and Van Eck[2]. I believe the instructor and by extension the instructional designer is helped in their design of curriculum and instruction processes.

The other interesting aspect of this is how even with dgbl and all this cutting edge technology, the learning experience is highly impacted by the knowledge and expertise of the designer at the design level and that of the instructor at the instructional level. This is a traditional educational problem plaguing dgbl which with all the technology still needs to be solved.




[1] (Hirumi et al., 2010; Shelton & Wiley, 2006)
[2] (Van Eck, 2015)

A reflection on Halverson and Collins’ Rethinking Education in the Age of Technology.

As a technology skeptic, who also understands that we are in the midst of the most profound tech revolution to disrupt not just education but society at large, Halverson and Collins speak to me in how they lay out the history of the pro and con side of technology in education[i].

 By laying out the point of view of the technology optimist, the authors as far back as 2009, identify different areas where technology has the potential and ability to change education. In 2017, their words have proven to be prescient. Online learning is expanding and gaming has become a mainstay of education across different educational settings[ii]. In addition, scaffolding and distance learning have become mainstays at the higher educational levels[iii] where they are main selling points in recruiting and retaining students. there is also a battle royal going on between all the  major technology companies; Amazon, Apple, Google, Microsoft, Facebook and others to control the educational technology space.

While technology is gradually fulfilling the optimist’s utopia, significant problems as identified by Halverson and Collins still remain. Some of these include cost, the lack of training for instructors and the continued co-option and marginalization of technology by schools. The problem of solving primary access to technology to provide a 1:1 ratio of equipment to students has for the most part been solved[iv]. However, what is becoming increasingly clear, is the fact that, there is a second level technology divide which is increasing inequality contrary to the promise of technology in the educational and by extension, social realms[v].

In the end, while normally a skeptic, I do understand and appreciate the great promise of technology. This promise is being fulfilled in the continued democratization, expansion and access to education and information facilitated by technology since 2009 when the authors published this piece. In addition, I believe technology is slowly winning the battle to become a core functionality of education as argued by skeptics. However, as has been outlined by Cuban and numerous others, technology still faces a lot of challenges the least of which is the unintended expansion of the inequality gap it is exacerbating.




[i] (Collins & Halverson, 2009)
[ii] (Allen & Seaman, 2017; Ho et al., 2014)
[iii] (Vlachopoulos & Makri, 2017)
[iv] (Dolan, 2015; Miller & Norris, 2016; Yelland & Neal, 2013)
[v] (Büchi, Just, & Latzer, 2016; Helsper, 2012; Meyers-Martin & Lampert, 2013; Warschauer & Matuchniak, 2010)

Wednesday, October 4, 2017

Reflections on DGBL Literature

The extensive reviews done for digital game based learning (dgbl) shows a growing body of research using different taxonomies, methodologies and subject areas. They are all mostly coming to the same conclusion that games and simulations are increasingly proving to be effective in both the cognitive and psycho motor learning process in  various settings [1].

 While the effectiveness of dgbls is true and increasingly being shown, the other aspect is the traditional nature of the challenges facing the field. It is unmistakable that, digital game based learning is faced with some of the same issues faced by traditional approaches to learning. This includes effective pedagogy, understanding cognitive process and effective evaluations and taking into account the cost-benefit of implementing dgbl in place of other models.

For as exciting and exhilarating as dgbls are, these leads to the question of how different are they, if we are still answering the same questions as it pertains to traditional education and learning models. As pointed out by various researchers and authors including Prensky, van Eck and others, the experience in a dgbl environment while cutting edge is still highly dependent on the instructor, curriculum and available resources[2] . This makes for sober reflection and understanding of the dgbls as serious educational tools. They need to be utilized with h understanding that they are not the cure-all for all that ails education.




[1] Koehler, M. J. ( 1 ), Arnold, B. ( 1 ), Greenhalgh, S. P. ( 1 ), Boltz, L. O. ( 1 ), & Burdell, G. P. ( 2 ). (2017). A Taxonomy Approach to Studying How Gamers Review Games. Simulation and Gaming, 48(3), 363–380. https://doi.org/10.1177/1046878117703680
Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-Based Learning. In Handbook of Research on Educational Communications and Technology (pp. 485–503). New York, NY: Springer New York. https://doi.org/10.1007/978-1-4614-3185-5_38
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22. https://doi.org/10.1186/s41239-017-0062-1

[2] Cuban, L. (2009). Oversold and Underused: Computers in the Classroom (Google eBook). Harvard University Press. Retrieved from http://books.google.com/books?id=sdSutyVQfzYC&pgis=1
Hirumi, A., Appelman, B., Rieber, L., & Van Eck, R. (2010). Preparing Instructional Designers for Game-Based Learning: Part 2. TechTrends, 54(4), 19–27. https://doi.org/10.1007/s11528-010-0416-1
Lester, J. C., Ha, E. Y., Lee, S. Y., Mott, B. W., Rowe, J. P., & Sabourin, J. L. (2013). Serious Games Get Smart: Intelligent Game-Based Learning Environments. AI Magazine, 34(4), 31.
https://doi.org/10.1609/aimag.v34i4.2488
Prensky, M. (2001). Digital Game Based Learning. icom (Vol. 152). Retrieved from
http://www.amazon.de/exec/obidos/redirect?tag=citeulike01-21&path=ASIN/3866440103
Van Eck, R. (2006). Digital Game-Based Learning: It’s not just the Digital Natives Who are Restless. Journal, Vol 41(Issue 2), 16–30. Retrieved from http://edergbl.pbworks.com/w/file/fetch/47991237/digital game based learning 2006.pdf