Tags: interactive, dynamic, social learning, online multimedia game
Advertisements can be educational, right? That's the question that design/advertising company This is real art has set out to answer. It has recently completed 7 short mesmerizing animated video installments for satellite company, Astra. Below is the second video of the series, "Physics." Satellites have never looked so good!
Source: Creative Review
More highlights from the sessions I have been attending included design based research in science education and developing inquiry-based curriculum materials.
The strand around design based research featured a collaborative National Science Foundation grant funded project with the University of Michigan. They are designing an inquiry science environment based on CAST's Universal Design principles. This session focused on the design aspect of the project and how they were pilot testing the application with multiple audiences and iterating based on the results. The online science environment aims to allow students the chance to interact with avatar's for aid in their learning, and they are looking to find which specific features of their application help what profile of students. This project was interesting in the sense that the UDL principles are becoming more and more relevant as we design applications because if we design at a level for those that may have learning disabilities it allows us to include that population where they may have been left out otherwise. It is a perspective that is abut designing for all students and as certain science policies call for 'science for all' or 'no child left behind' such access for all has to be considered.
Additionally, in the scientific inquiry vein the session featuring multiple BSCS presentations provided a current evaluation of inquiry-based curricula developed and tested with multiple audiences to understand learning gains. The presentations featured at NARST are available on their website for further specific details. But where I found this section particularly interesting was the discussions generated after each of the sessions. Particularly around the acknowledgment that there is still so much unknown around the construct of 'inquiry' and even people who are leaders in developing materials for it struggle with articulating how all the pieces fit together, but recognize and encourage continued scholarship. The session ended with an encouraging message that we need to work as a community to parse out the nuances and build a clearer picture.
PhD candidate Danielle Zurovcik's invention is astounding in its mere simplicity. It acts in a similar way to the negative-pressure pumps found in hospitals by plunging out bacteria and waste from wounds while creating healthy blood flow, drastically reducing the recovery time for victims. But you won't find the expensive hospital price tag on this medical marvel... it only costs $3! Genius.
Source: Popular Science
The Communication, Computing, and Technology in Education Program invites submissions for its 2010 Educational Technology Conference, "TCETC 2010: Technology, Media, and Designs for Learning."
This serves as an opportunity to discuss and exchange information on research, development, and applications of emerging technologies in education settings. Possible topics include:
· Instructional Design of Online Environments
· Integrating Technology across the K-12 Curriculum
· Social Software, Web 2.0 Tools
· Human-Computer Interaction, Computer-Mediated Communication, Mobile Media
· Computer-Supported Collaborative Learning
· Games for Learning, Possibilities of Virtual Worlds
· New Literacies, Identity Formation, the Future of Libraries and Museums
· Cross-Cultural Communication, Gender and Technology
· Media in the Developing World
· Change Issues Related to the Adoption of Technology in Educational Institutions
This might be a great forum to showcase some of the EdLab projects people have been working on.
For more information regarding the conference or abstract submission process, please see the conference website at http://www.tc.edu/tcetc.
Hi Videos, here, Meet Interactive Information Design.
Sputnik Observatory for the Study of Contemporary Culture is a New York not-for-profit educational organization dedicated to the study of contemporary culture. Sputnik, which means “fellow traveler,” documents video interviews with today’s great thinkers in a wide range of disciplines covering various perplexing topics and then visually organizes these video assets as if they are data points.
The project’s central premise goes like this:
Ideas are NOT selfish, ideas are NOT viruses. Ideas survive because they fit in with the rest of life. Our position is that ideas are energy, and should interconnect and re-connect continuously because by linking ideas together we learn, and new ideas emerge.
Members at EdLab's Development & Research Group are initiating a new/trial EdLab blog series from this month called EdLab Research Snapshot on Education & Technology (working title). In this series, we aim to select and review newly published journal articles to benefit EdLab's five missions (Reimagining Schooling, Innovations for Online Learning, New Directions for Online Publishing, Efficiencies in Educational Research, and Charting the Future of Libraries), as well as to propose ideas for future EdLab projects. So, here is our debut (!) and we would be happy to hear your feedback so we can better improve the current trial.
Kebritchi, M. (2010). Factors affecting teachers adoption of educational computer games: A case study. British Journal of Educational Technology, 41(2), 256-270.
Article Review: Kebritchi (2010) presents an investigation of teacher perceptions on adopting gaming into classroom teaching and learning. The game explored in this study is Demensian, a single player game which requires players to complete a series of mathematics-related missions within a 3-D immersive environment. By drawing on the theory of diffusion of innovation by Rogers (1962, 2003), the author collected data from three teacher interviews to understand teachers’ perspectives on adopting Demensian. The theory of diffusion of innovation (Rogers, 2003) includes five attributes for the diffusion of innovative products: relative advantage, compatibility, complexity, trialability, and observability (p. 258). Based on the five attributes, the author analyzed the collected data and provided detailed summaries under each category about teachers’ opinions in adoption factors and improvement of the current game.
The study might be of interest to researchers and teachers who want to apply gaming in classroom teaching. It contributes to the understanding of teacher perceptions in applying gaming into classroom and adds to a limited body of literature in this field. Meanwhile, in order to make readers understand this study better, it would be helpful for Kebritchi to make more clarification in the theoretical framework. The theory of diffusion of innovations is based on “an innovation is not necessarily new in its design, but it is new to its users (Berger, 2005)” (p. 258) and in this study “Demenxian had not been used by the research participants in this study and therefore it was considered an innovation” (p. 258). However, in describing the participants of this study, Kebritchi provides that "two of the participants were frequent computer game players..." (p. 259). One assumption of Kebritchi could be that though two of the participants had been game players, they were not familiar with the game features within Demenxian, which needs to be clarified explicitly.
Furthermore, the study would be enhanced if Kebritchi could clarify more about its connection to “case study” (as entitled) in the methodology section, since it is briefly mentioned that three 2-hour teacher interviews constitute the data for the “case”. In data analysis, Kebritchi applied grounded theory (Charmaz, 2000) to identify emergent themes within "an implicit belief system" (p. 260), and actually coded the data according to the five attributes offered by Rogers (2003). Thus, it would help readers to understand this piece better if more explanation for using grounded theory could be written.
EdLab Connection: Several future project ideas at the EdLab could be considered. For example, it might benefit the EdLab’s radio project by inviting teachers interested in gaming to talk about their experiences and perceptions in applying gaming to classroom teaching. Follow-up short video series could also be produced regarding students’ classroom experience.
This article on Tech Crunch introduces the Instapaper app for the iPad. Like the same app for other devices (mobile and not), it allows a user to bookmark content they don't have time to read so they can easily return to it later.
1. Has anyone used Instapaper or use (or prefer) another similar app?
2. Does anyone find they have a problem returning to digital content that they bookmark for later reading? I will always go back to an email I've marked unread, but my Google Reader is filled with articles I just keep putting off. Does this happen to anyone else? How would this change (or maintain) the way students interact with long, thick textbook passages?
Yesterday, Blackboard announced the planned release (in June) of Blackboard Mobile Learn, a mobile learning application :
Blackboard Inc. announced plans for Blackboard Mobile Learn(TM), an application that will bring two-way teaching and learning to mobile devices, creating an interactive mobile learning experience for students and teachers on the go.Blackboard’s existing Blackboard Mobile Central(TM) application already delivers a mobile campus experience that includes news, events, maps and sports among a range of student life and service options.
Blackboard Mobile Learn will be available initially to U.S. and Puerto Rico higher education and professional education clients on Blackboard Learn Releases 8, 9 and higher. Details on availability for K-12 and international markets, as well as for previous versions of Blackboard Learn and the WebCT and ANGEL platforms, will follow. Blackboard Mobile Learn will be enabled with the free Blackboard Mobile Web Services Building Block(TM), which is available for download today at Blackboard's client support website, Behind the Blackboard(TM).
Specifically, the next step will be bringing the classroom experience and learning content to the mobile environment, aiming to arm campuses with a high-quality option to cater to the growing demand from students who want to do more with their smart phones (such as Android and Blackberry) and other Web-enabled devices, while the company has not got a plan for iPad applications yet.
As a comparison, it is interesting to notice that Moodle so far only provides Java-based resolutions for non-iPhone mobile phones, which brings me back to a recent study mentioning percentages of types of mobile devices held by university library users.
Together with the Society for Entrepreneurship and Education, the EdLab is hosting an engaging and informative panel discussion on the initial challenges of starting and expanding educational and entrepreneurial endeavors. This will by a dynamic discussion among the nation's top educational entrepreneurs!
Moderated by Luis Huerta, Associate Professor of Education and Public Policy at Teachers College, the lecture will feature Deborah Devedjian, Founder of Copernicus Learning Ventures, Dave Levin, Co-founder of KIPP and Superintendent of KIPP New York, and Amy Rosen, President and CEO of the Network for Teaching Entrepreneurs.
Title: Taking the First Step Panel Discussion
Date: Monday, April 19, 2010
Time: 6:00pm - 8:00pm
Location: Grace Dodge Hall Room 179, Teachers College
RSVP: Event is free, but you must register with SEAE and print out tickets. Space is limited. Register at: http://seae.eventbrite.com
If you didn't catch it on Comedy Central, below is the clip of Stephen Colbert interviewing David Levin about the KIPP Schools.
As quoted from the SEAS website, "With thought-provoking and diverse viewpoints, this discussion is sure to ignite ideas for your own endeavors." This is an event not to be missed!