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ACC Technology Research Team


TRT Home I Second Life I Lecture Capture I Social Networking


computerlab

The purpose of an Austin Community College Technology Research Team (TRT) is to review and assess new technologies and their applicability to the college’s missions and goals. The results of the research conducted by team members will culminate in a formal report with recommendations submitted to ACC's College-Wide Technology Committee (CWTC) and will help determine if and how ACC should invest time and energy in a particular technology.

The team recommendations should address:

• Viability for use in an educational setting
• Effect on students, faculty, staff, and others
• Cost considerations and scalability
• Implementation processes
• Areas of responsibility for implementation, maintenance, etc.
• Plans for ongoing evaluation and periodic review of continuance
• Additional items for consideration that require further study

Each team can be assembled based on real or organizational needs, a desire to become more informed about a new technology, or a directive from the administration. Teams will be made up of at least three people but no more than ten, to better facilitate coordination of meetings, participants, and information. Anyone inside or outside of the college can propose a TRT be established but only the CWTC can sanction a team as an official college initiative. It is recommended that teams include people from a range of stakeholders. At a minimum, a team should include full-time faculty, adjunct faculty, and an Instructional Development Services (IDS) representative. Each team will be assigned a team leader. Team leaders will organize the team around the project and have final oversight on the recommendation report submitted to the CWTC. The teams will begin meeting at the start of each academic year and as needed for no more than twelve months.

Second Life/Virtual Worlds

virtual world

A virtual world is a computer-based immersive online environment inhabited by "residents" (represented by avatars) who interact with one another and the virtual environment. Many institutions are experimenting with virtual worlds for educational purposes due to their significant potential to foster constructivist learning. Virtual worlds can facilitate unconventional learning, allowing students to discover and create knowledge, not for its own sake, but as they work to accomplish other goals.

How can virtual worlds be used in education?

• Business and Science simulations
• New media studies
• Student research projects


Second Life Team Members



Lecture Capture/Virtual Meetings

mouse attached to books

Online virtual meetings combine audio, video, chat, whiteboards, and shared applications into a collaborative environment that can fit the needs of today's online and face-to-face classrooms. Students and faculty connect to the virtual meeting using common browser plug-ins, so little or no additional software is required. Presenters can be heard and seen in real-time by participants who can communicate with one another and the instructor through chat, audio, and video. Instructors can show slides, text files, multimedia, and a variety of resources through the content pane. They can even demonstrate applications and share access to applications with students. Sessions can also be recorded for later access.


How can virtual meetings be used in education?

• Real-time interaction for distance learning classes
• Online office hours
• Mentoring sessions
• Bringing remote lecturers to the classroom
• Team meetings
• Collaboration on group projects

Lecture Capture Team Members



Social Networking

global networkOnline social network services such as MySpace, Facebook, and Linkedin are websites that allow people to post profiles of themselves, link to profiles of their friends and contacts, and leave comments or messages on each other's pages that are viewable by others. Some networks, such as Linkedin, focus more on business and career, while others are more focused on community, hobbies, shared interests, and dating.

How can Social Networking be used in education?

• Foster Interaction
• Support metacognition
• Build online communities
• Personal development
• Online journaling or portfolios



Social Networking Team Members



The ACC Technology Research Teams/Group idea was based on the concept of "ETS Hot Teams" established at Penn State University.