Edupunk: Redefining Ed Tech


Edupunk is a neologism for a growing trend among educational technologists who are attempting to restructure the way we use technologies for learning. One of the prevailing themes is that we shy away from using programs that have only one use, or that can only be used within strict confines. Edupunk promotes the use of programs and technologies in new ways; rejecting the adoption of new technologies by corporate interests that have been bundled into cookie-cutter'esque products.

Seemingly, the biggest target of this movement is Blackboard. The omni-present Course Management System, which has become a staple of higher (and more recently, secondary and elementary) education. It is accused of stifling creativity among instructors and students. Due to the fact that Blackboard has a standard layout and form every course looks the same, and is being administered the same way. Due to this, it's difficult to find new and innovative ways to teach.


The DIY attitude of Edupunk seems to be personified in the open source movement. If this is the case, the flagship of the movement would have to be
Moodle; the open source course management system. Since it is open source, instructors and students can personalize the experience, and make it their own. Educators looking to put their own spin on things have taken advantage of Web 2.0 applications like delicio.us, social networking, image sharing using sites like Flickr, and video sharing. The convergence of these tools is meant to create a personal and meaningful experience for students which will result in better retention and deeper interest.

One instructor took Wikipedia and gave his students a seemingly insurmountable goal: create featured articles. Keep in mind that about 0.01% of all Wikipedia articles are able to attain this level of achievement. You can read more about how the instructor created his course and used Wikipedia here

The idea of Edupunk beginning to catch on, with many musing about how exactly we will be able to transform this attitude into something more useful. It's been making its way across the blogosphere and has penetrated the news outlets. Perhaps the lack of clarity in the concept is its strength; allowing others to interpret and create their own definition of what Edupunk is, and how to use it. I'll leave you all with a notable quote and a video I found regarding Edupunk, which I feel embodies the spirit of the idea

I’m going to have my students this Summer do a collaborative project using Drupal because BlackBoard is too closed and they can’t take ownership of the site they’ll create. When I asked the EduBUNK people at my campus for an install, they were like ‘We don’t know that is, therefore you don’t need it. How about a Listserv?’

So I’ll be creating the site and hosting it myself, and the students will take over by the end to make it representative of their research. Universities need to start providing fully capable (i.e. with MySQL, PHP, and whatever else) and BLANK webspace for faculty to do what they want in.

A one-size-fits-all approach with BlackBoard and its ilk is like forcing No Child Left Behind in higher education. Take no account of individual learning styles and creativity, teach only to whatever parameters are handed down, and you got yourself a bunch of passive, lame ducks. Just the kind of citizens we want in this age of abundant technological media.




Related Links:
The Chronicle of Higher Education:
Jim Groom: The Glass Bees
Stephen Downes: Introducing Edupunk

Oregon Trail is the Best Educational Game Ever

It's appropriate that I begin a series of postings about educational software with one of the classical heavy hitters of the genre. I think that practically everybody from my generation has played some version of Oregon Trail at least once in their lives. Personally, my all time favorite is the old school Apple II version.


For the uninitiated, Oregon trail is a simulation where the player takes the role of a pioneer and must navigate from Independence Missouri to the Willamette Valley and arrive with at least one traveler still alive. The player has the choice of choosing a pioneer with one of several backgrounds; each occupation having particular benefits. For instance, starting as a doctor results in a much higher beginning cash balance, while a school teacher (as in real life) starts out very poor.

Throughout the journey, the player must make important decisions, such as what supplies to purchase, and in what amount, what paths to take, when to hunt or forage for food, how hard to push your wagon team, and the ever popular choice to attempt to ford the river or wait for an Indian guide.

The game is excellent for conveying such learning objectives as planning for unforeseen consequences and cause and effect relationships. It can also be a collaborative effort where students must vote on each important decision, much like settlers may have done on the real Oregon trail.

The game also teaches valuable information along the trail about historical landmarks and in later versions, gives students the opportunity to talk to other settlers about their experiences and learn a little more about the trail, and the locations they visit.

Curiously, it was a little hard tracking down a current copy of Oregon Trail, as MECC, the original publisher appears to have closed down in january of 1999. The Learning Company now holds the lucrative license to this piece of educational nostalgia.

For teachers looking to justify using this in the classroom, let your administrators know that it fulfills several of the ISTE's Educational Technology Standards for Students (NETS).

Creativity and Innovation:
c. use models and simulations to explore complex systems and issues
Critical Thinking, Problem Solving, and Decision Making
Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources. Students:

a. identify and define authentic problems and significant questions for investigation.
b. plan and manage activities to develop a solution or complete a project.
c. collect and analyze data to identify solutions and/or make informed decisions.
d. use multiple processes and diverse perspectives to explore alternative solutions.

Not too shabby for a $20 program that was originally designed over 25 years ago.

For teachers on a budget, there are several free versions floating around which offer the authentic Apple II version of the game in a emulated environment right in your browser. While the original version doesn't offer the same depth as newer versions, it's just as valuable today and the NETS standards are still addressed.

Consider it the perfect addition to a US history unit. Older students will appreciate it just as much as the younger ones and they might even learn something.

Virtual Apple Game

The Facebook Game

Purchase Information
The Oregon Trail
Grades: 3+
Ages: 9+
Operating System: Windows + Mac
Price: $19.99
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