This is my little tumblr for Adelphi U's Fall 2013 Mobile Learning course.
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For any of you who may be interested in what I did for my final project, check out my little mobile web-app. Open it on your phones for the full experience! This is a proof of concept.
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Week 9 - Never Put Form Before Function
I am volunteering a little with Khan Academy for Bulgaria – translating things and helping with advice. One of the recent discussions we had was actually about the design of the logo for a Khan Academy BG initiative. There were suggestions from many people, but none of them really communicated what was intended. I shared with them some of our readings and general tips on logo design. Design has always been something very important to me, whether for digital or physical products. Through my company, Boglio, I’ve learned a lot about what works and doesn’t work regarding mobile design. Two of the biggest lessons have been that although everyone thinks they can make a logo or design an app, few people can actually do it in a meaningful and effective way; and “business owners need to realize that their design is a reflection of their business even if it is not intentional. If you don’t care about your design then your design is telling people that you don’t care about your business.”
The readings for this week were very useful to me regarding my final project, which is a mobile web-app to walk college students through the beginning research process. The iPad usability study, although a couple of years old, spells out very important and relevant findings. However, I still see far too many apps not heeding the advice spelled out by Jakob Nielsen. One of the first things that made an impression to me was when the author drew attention to how it is better to conduct a usability study by watching users perform tasks than asking them about their experience. Many people would complain much less about design flaws, once they’ve had a chance to explore an app and learn its navigation specifics. As researchers, we won’t learn much from a person sharing their experiences post-use since they will most likely filter out the little issues they run into during their narrative. At Adelphi, we used the “watch users” strategy with our last website usability study and utilized some unexpected techniques to gather rapid feedback. For example, as we were prototyping the website’s look, we decided to hold small focus groups where we showed print-outs to students and asked them to circle areas they would click on in order to complete tasks we posed. Since we didn’t have a functional site, the printouts worked great in allowing us to experiment with different design BEFORE we made a development site for further testing. I will actually be presenting about our usability strategies at the biggest library technology conference this year, Computers in Libraries.
Another thing that stood out to me from both readings was that touchable areas in mobile apps have to be planned really well! This is something I see a lot of apps still have problems with. Ryan van der Merwe draws attention to the importance of carefully planning touchable areas in his “A Dad’s Plea to Developers Of iPad Apps for Children.” There needs to be enough space between touchable areas and the areas themselves need to be large enough to make sure users can easily navigate and avoid wrong taps. Something I hadn’t thought about as much is how much more important this is with kids apps. Kids tap much less accurately and often touch some areas of a tablet accidentally. Therefore, navigation and menus need to be placed very carefully in order to accommodate small, imprecise fingers. Last week’s reading by Mayer drew attention to the need to focus visuals and text and be very succinct and clear with multimedia presentations. Both authors from this week, raise the same issue and urge developers to simplify navigation and make touchable things more clear and known. I like the word van der Merwe used – affordance. The iOS7 guidelines mention a similar design tenant and summarize things aptly with – “The UI helps users understand and interact with the content, but never competes with it.” This is something we should always keep in mind – whether we are designing apps, websites, or multimedia content. Never put form before function.
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There are many questions we can ask about educational apps and many guidelines one can follow when it comes to designing and developing them. Today we will answer the questions – what we shouldn’t do when designing educational apps and how this should affect how we design educational multimedia in general.
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Week 8 - Reading Response - Can We Really Measure Learning/Education?
This week’s readings made me realize how much everything we have read so far has affected the way I think about designing my company’s apps and multimedia training. I think all the readings have prepared me to design better educational apps by utilizing concepts from different theories that aim to strengthen understanding and promote deep learning. Reading through Richard Mayer’s Five Features of Effective Multimedia Messages article, put a lot more into perspective of why the app I chose to review this week promotes successful deep learning (see my other post).
According to Mayer’s cognitive theory of multimedia learning, students process information in two channels – visual and auditory. When students learn about how causal systems work, they create mental models that make sense of all the moving parts and the relationships between them. To help them in this modeling process, Mayer encourages the use of explanative multimedia messages that follow five specific concepts in order to be effective. In my own work creating presentations and training, I had learned from experience and have been following Mayer’s suggestions unintentionally. I also believe in the power of the visual and the engagement of the learner’s other senses in the learning process. Although Mayer doesn’t talk about tactile engagement in learning (he touches only on visual and auditory), I think he would agree in including it as appropriate in certain types of training. For example, in a tablet app teaching a bus driver what the different buttons and levers in the bus controls are, it will help to have the driver actually push, pull, swipe, etc. the virtual controls in a simulation. This will be in addition to the multimedia training provided.
When talking about systematicity, Mayer discusses pre-training and this is something I plan on using more when designing multimedia at Adelphi. During pre-training, students can get exposed to the individual components in the system they will be studying. Pre-training can also allow for a sort of hands-on exercises where students play with different components and animation while they understand how everything works. This concept (and Mayer’s general thoughts) are related to constructivism and situated cognition because Mayer shows that context and exposure to that context (how individual parts fit) in advance is very important to learning.
The discussion of the concepts of conciseness and sociability reminded me of experiences I’ve had throughout school. In public speaking classes during my MBA, we had to create multiple presentations and being concise and to the point was very important. We had to omit anything unrelated to what we were presenting or anything we felt like adding just for some flair or color. Slides with more than one concept on them were ineffective and clipart or sound effects were just distractions that didn’t engage our audience. Simple really is best. Mayer’s own research also seems to show that less is more. While presenting our powerpoints, we also spoke in more informal ways and made sure we were sociable. Light humor was very effective in connecting with the audience and having them follow through. I’ve also noticed that I have learned the most from professors that are more personable, sociable, and connect with the students better in order to actually engage them in listening to the material presented. Mayer talks about the importance of sociability when it comes to the voiceover used in multimedia presentations, but I think it is also important when we give actual in-person presentations.
Steve Ritter et al.’s article on applied research in mathematics education centers on the Cognitive Tutor computer application and ACT-R theory. The authors do not really describe in detail their ACT-R model of cognition (briefly introduced), but rather discuss their work following the model and developing Cognitive Tutor. The authors’ theory is definitely related to the concepts Mayer discusses, although it generally views things differently. In ACT-R, learning is a process of encoding, strengthening, and proceduralizing knowledge. There is no discussion of mental models creation, but ACT-R relates to Mayer in that “learning takes place at the level of the knowledge components,” which have to be individually explored similarly to how the components of a causal system should be explored individually in order to elicit better learning. Ritter at al. discuss the importance of the learning context – something that, as previously written, I believe Mayer indirectly touches on as well. Students break things down into individual parts that are put into specific contexts through practice.
“Since the ability to perform a task relies simply on the individual knowledge components required for that task, education is most efficient when it focuses students most directly on those individual knowledge components that have relatively low strength.” Ritter built Cognitive Tutor around this model to track different skills and adjust problems so it works on the skills students lack the most. I appreciate this approach to designing curriculum, but am also somewhat cautious of the fact that Ritter’s approaches rely heavily on quantitative data and identifying, what they deem, the important components. However hard we try to quantify cognition and learning, there is actually a lot left that can’t be measured or identified. Furthermore, experiential learning that happens outside the classroom (and Cognitive Tutor) can be of higher importance/value and I don’t believe we can ever break everything down into a complete list of specific individual knowledge components. Therefore, I believe it is important to not let just quantitative data and ACT-R’s prescribed tips to influence our curriculum building. What are your thoughts on the matter?
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App Review - Duolingo (Week 8)
Week 8 – App Review
There are many apps that I use in my day-to-day activities that have educational applications. One of them, however, stands out as possibly one of my most favorite apps for many reasons such as its design, goals, and educational value. This app is called Duolingo, a completely free language-learning application and platform that successfully rivals many of the titans in the field and was recently chosen as Apple’s, Google’s, and Mashable’s best app of 2013 – a first for an educational app.
Duolingo’s app can be used on its own or in conjunction with the platform’s website. It allows anyone to learn Spanish, French, German, Portuguese, and Italian in a very natural way, teaching both listening, writing, and speaking skills. The app uses gaming principles to engage and motivate learners more by turning learning into a social competition with one’s friends or just with oneself. Students have a set number of lives that they can lose when giving wrong answers and earn points and achievements as they get answers right. Content is locked until the user progresses through the preset levels or, if they so choose, short quizzes can establish a level of knowledge and unlock more advanced content. Duolingo analyzes which questions users struggle with and learns from the studying patterns it sees.
What makes Duolingo very special, however, is the fact that it is absolutely free and never includes any advertising or soliciting for in-app purchases. This relates directly with the company’s business model and here Duolingo does something very innovative. As part of the learning process, the app prompts users to translate real-world content into their first language. Learners get to also vote and comment on each other’s translations and this increases accuracy and engagement. The content is provided to Duolingo by customers who want their texts translated and are willing to pay a fee for an accurate, natural-sounding, crowdsourced translation. In effect Duolingo charges companies such as CNN and BuzzFeed in order to include their content in its lessons and have it translated better than Google Translate or an individual translator could. This allows the company to offer language learning completely free and offer its students real-world learning opportunities. Duolingo’s goal to make the Internet more accessible to anybody is really admirable.
Duolingo is such a successful app because it utilizes several different learning concepts. Its adaptability and the variety of problems it presents to users (some visual, where users have to select an image, some where users have to speak, some where they have to write or select words) follow principles from universal design for learning and accommodate individual learners’ styles. It utilizes gamification principles to make learning more interesting and motivate students better. Duolingo also puts constructivist ideas and situated cognition into practice by offering students real-world problems they can tackle where students learn material in a context that is relevant to them (one can choose the type of texts to translate). The company even held a real-world challenge where users had to film themselves conversing with a natural language speaker after they had completed several levels in the program. Duolingo has also allowed for the establishment of communities of practice when using the app in conjunction with their website. On the website, one can connect with learners with similar goals and/or ask for help with particular exercises or translations.
EDIT: I did my app review before I was able to read the articles for this week, but now I see other principles Duolingo follows that make it a successful app that promotes actual learning. Everything in Duolingo is visual - you aren't just shown a word and then given its translation, you are shown specific images that depict your word or phrase. Duolingo's use of multimedia has most of the characteristics Mayer talks about in his Multimedia Messages article. The images help language learners build referential connections between what they hear, read, and see. They are also very concise and focused while the voice/sound provided alongside them is sociable and helps avoid overloading the learner's visual channel. Mayer would definitely consider Duolingo to be following the characteristics of successful multimedia messages.
Duolingo’s design is colorful and simple, with a direct focus on the content and the learning. Everything is very intuitive and I never had to wonder what to do the first time I opened the app. I can’t comment much on accessibility since this is a language learning app where speaking and hearing are required abilities, but the app’s design seemed to make it very easy to navigate and required minimal gestures.
Overall, Duolingo is a great app that can quickly get one ready for a trip abroad or teach them the basics of a language. It offers learners an intuitive interface and takes advantage of game design and several learning theories. Its end-goal, to make the Internet more accessible by crowdsourced natural-language translations, is very admirable and positions the company as an innovator in the crowded language-learning space.
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Week 7 - eReading and Harking Back to Previous Discussions
The readings this week were quite interesting to me for the main reason that, at work, we’ve been having a lot of discussions about changing needs for library literacy classes. The changes from traditional literacy to more of technological and information literacy is something that has prompted big changes in the services libraries provide and in the job responsibilities of librarians. Last semester, I actually wrote a paper about the changing librarian profession. Because of the different types of literacies needed nowadays, librarians have to learn many new skills and turn into support personnel even for things such as media creation. They will take a more central role as educators and guides to authoritative information. Methods for literacy instruction have also changed drastically at the library – we now utilize our Library Moodle block, a variety of web and video tutorials, a mobile information literacy app that I will develop as my final project for this class, and an augmented reality app for expanding what our print guides offer. The change from print to electronic and the advent of ereading have really affected academic libraries.
Hillesund’s article gives an interesting look at that change and the differences between physical and digital reading. I had never read an article on this topic that focused on the tactility in reading and ereading and was quite eager to learn more and relate it to my own experiences. It was interesting to see how my reading evolved as I read about the different types of reading. I started reading the article on my laptop by mainly skimming it, but I didn’t find the medium well suited to go in-depth. Thus, I converted the page to Adobe PDF and opened it in my Adobe Reader on my tablet. There I explore different reading modes, including one, which allowed me to take notes and highlight things directly on the virtual page, albeit slower than I would do it on paper. I decided to take advantage of that and go completely digital this week.
As I was reading about the skimming, my roommate, Steph, immediately came to mind as I always see her with books, but she never reads them linearly and always skims. I think her style of reading has largely been affected by ereading on the computer, which I believe may be negatively affecting a lot of people. There are so many distractions on the computer screen as ads, images, videos, etc, that we have become conditioned to always seek more visual stimulation while reading and not to go too in-depth or focus on the reading as much. I think this inability to devote full attention to a piece of text is affecting a lot of students’ performance in classes.
As Hillesund was covering the different materials available digitally, I was reminded of the extreme cost of ebooks that our library pays. In fact, right now it is, on average, more expensive for libraries to buy ebooks for lending than physical books. I have always found that situation ridiculous and hopefully things will soon change. Otherwise no matter how wonderful devices get, if it is not affordable and cheaper to get the actual content for them, it wouldn’t matter if I can have my textbook on my iPad or as an actual book. This is where the second article from the New York Times comes into play.
Winnie Hu touches on some important points in the “Schools Embrace the iPad” article. As I wrote in my MOOCs paper for our Philosophy of Technology class, sometimes we (in education) jump into technology without much thinking of the exact goals we want to achieve and we do tech for the sake of doing tech. One failed example are smartboards, which everyone on Earth decided to buy into, but have been largely used just as glorified projectors. Tablets in schools are definitely great and there is no denying they have a huge potential to expand what we can teach/show and how we can do it. However, there are many reasons why they haven’t been as effective just yet. Erin Flynn (our classmate) emailed me a while back about how she and her colleagues get very little support as teachers when it comes to effectively using these devices and support is paramount! Hu writes how ”school leaders say the iPad is not just a cool new toy but rather a powerful and versatile tool with a multitude of applications, including thousands with educational uses.” However, how will teachers learn and more importantly find the time to learn all these thousands of educational uses and applications? I am definitely positive ereading and tablets will alter education for the better. We just have to keep in mind that students don’t need more technology just thrown at them – we need to carefully plan how things will be used and train our staff to use them in the most effective manner.
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Week 6 - Gaming Can Make a Better World!
The articles for this week were quite interesting and related well to our previous discussions. One the first things that made an impression on me while reading Facer et al.’s article on mobile gaming and learning, was how games, because they emphasize fun and pleasure, are seen as a distraction in education. Games are often viewed as not a suitable medium for delivering education because they are fun! The first thing that popped into my head was a series of TED talk videos by Jane McGonigal that I had seen. In them, she discusses how gaming can make a better world and has many positives - http://youtu.be/dE1DuBesGYM We seem to forget that learning and education can and should be fun too. It should be a pleasure. In fact, I remember research I’ve read that spoke about how we learn better when we enjoy the material and have fun.
I liked how gaming and the digital world were combined with a physical experience in the Savannah game. Exploring an actual physical space and a den adds a much deeper level of engagement and opens up more possibilities for “learning by experience”. Students felt like they were actually experiencing the savannah. One thing I had recently read was about the big trend for experiential gaming that is developing right now. People are not happy with just immersing in a digital world on their screens – they want to feel physically immersed as well. Mobile gaming is distinctly different than desktop gaming in this regard – it provides more opportunities for bridging the physical and digital worlds. As the article suggested, we should take more advantage of this – few mobile games I know of really take advantage of the possibility for cross-over to the physical world. Augmented reality games are a step in that direction.
The Savannah game article confirmed something I had already been aware of – that formal schooling in a game environment rarely works well. In a game, as in everyday life, learning happens naturally and just-in-time through the gameplay and social interactions. This made me think of connectivism and how such an approach may be beneficial to designing educational games. Emphasis needs to be placed on building the learning network available while leaving it up to the students to chart their own learning and reach outside of the offered resources to what interests them.
The game-based learning in science continued on the topic of how gaming can work in education and offered very useful list of game principles applied to science education. I loved the discussion on World of Warcraft as I’ve noticed similar learning in other games I’ve played online. In fact, there is a lot of literacy going on in any multiplayer game I’ve been part of – especially in “strategy” games. I played “Magic: the Gathering” card game at some point in life and that is a great tool to learn about probability, valuation, strategy, etc.
The discussion of authentic resources and tools being directly embedded in the game is exceptionally important. Many games have whole books available for players to find in the virtual environment so they can learn more about the world around them, its mythologies, etc. This furthers their new identity commitment and game immersion. The author concludes that game-based approaches to learning should have us look differently at learning and education. I wholeheartedly agree with this statement as I don’t think our current educational paradigm is suited for anything more than the idea of “transmission” of knowledge from a sage-on-the-stage to a student. Education as it is currently revealed (hi Heidegger) does not work in a game where learning happens in a more natural manner.
For my third article I chose to read an article about augmented reality (AR) in libraries as this will be an area I am working on a grant for. You can find it here - http://search.proquest.com.libproxy.adelphi.edu:2048/docview/1080978753?accountid=8204 The article reminded me of some of our previous discussions about augmented reality and introduced good cases for practical usage of AR in libraries. When the author was discussing museum use of AR, I was reminded of one of our previous reads. A common theme discussed in this article is the fact that AR requires a different approach to education and what we understand as learning in order for it to be effective. I really liked an application for AR that I didn’t think about – the augmenting of already digital content. The author talks about library databases and how their interfaces can be confusing at times. An AR view could overlay specific help when a student points their device to a problematic area in the interface. It will allow librarians to develop tutorials for any database interfaces and not have to rely on the vendors’ own help sections.
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I admit I went a bit overboard with this, but had too much fun not to. I was a Communications major in my undergrad years although I graduated with Finance. I've always been interested in movie-making and took this assignment as an opportunity to have some fun and remember the good old times in the comm department!
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Reading Response Week 5 - Let's Not Get Caught Up in Solutionism
The readings this week were quite interesting and I think meant to provoke us, to open our minds to other definitions for terms we have gotten used to or for processes we had grown to accept as a given.
I liked Evgeny Morozov’s talk the best and actually spent some time afterwards looking him up and watching more videos of his. I think he clears up something important and it’s that ‘more internet’ doesn’t necessarily equal more democracy. To think that by giving people more access to technology, social media, or broadband you can have them fight for more democracy is a utopian idea. The idea that someone who has an iPod is also more likely to support Western values does sound logical, but it is never as straightforward as that. Being from Bulgaria, I’m quite aware that owning an iPod doesn’t make me aspire to democratic change any more than owning an old Russian vinyl disc player aspires me to communist ideals. There is a lot more at play and I’m glad Morozov is drawing attention to how different political, social, and cultural aspects influence actual change.
There is something else Morozov talks about that I think is also very important to keep in mind, especially with all the issues with the NSA spying on Americans that have been in the press recently. He talks about how social media can be a double-edged sword because of how one’s actions can be visible to anyone. In the past states used to torture to get data and information out of people and now they can just go on Twitter. Governments can use postings against people and use the information they find to tailor their campaigns or to figure out exactly what to say. “How much do people know about what is the extent of our spying on them? Not much? Ok, then we won’t say anything extra.” In any case, at the end Morozov asks some important questions and we have to keep in mind that technology and social media in itself is never enough to enact real social change. Thousands of Facebook groups and tweets won’t necessarily always get young people into the streets because, maybe, they simply don’t care, for example.
The other articles cleared up quite a bit about terminology we use nowadays. I liked Adrian Mayer’s explanations of a network and quasi groups. When he started discussing how those groups are ego centric and depend on a specific person for the main organization, it made me wonder about the group called “Anonymous”. Are they a quasi group? A faction? I wonder how much they are organized around a particular person that steers them.
Bruno Latour’s discussion was a very good one in the way it challenged our common use of the word “social”. It truly has been used as a sort of an ingredient in many situations or as if it’s a type of metal – like silver. Latour argues quite well that we have tried to focus the meaning of the word too much, we have shrunk the definition of “social.” The truth, which I agree with, is that “the social seems to be diluted everywhere.” I like that Latour writes that he will be opinionated in his article because his theory can be easily squashed by others – he just wants us to give it a chance, to have it be something we consider. He had me convinced by the end of it and I read with more critical eyes the rest of the readings and the media items.
Manuel Castells had a very good discussion of media and politics. Power relations are definitely increasingly decided in the communications/media field. In Bulgaria, it isn’t as much as in the US, but I have noticed recently the same could be said for power and media there too. The article made me think of Obama and how people were attributing a big part of his win to his social media strategy. I also kept thinking of Jon Stewart for some reason. I like how his show debunks a lot of what we see on TV.
Castells drew attention to an important point about how the media are not actual holders of power, but constitute the place where power is decided. I’d be quite interested to see what Morozov thinks of Castells. I have a feeling that he won’t approve too much of how Castells reasons.
The article about the Arab spring cleared some things for me and put things in better perspective. At the time of Occupy Wall Street I wasn’t sure I understood the movement much and even after this article I am not sure if I understand it any more. I just never saw what OWS really achieved and personally never got involved in it. I watched another talk by Morozov afterwards in which he warns against the culture of “solutionism” we live in. He spoke about how, although movements such as OWC achieve stuff, they can detract from real issues or from achieving progress for other serious issues. Sometimes we get caught up in the technology, in the tweeting, instagramming, organizing, chanting, and media propaganda that we forget what we need to really do to achieve true progress in the issues we are fighting for. Harder to explain without showing so I am posting the video here - http://www.youtube.com/watch?v=fOvaNzIxz54
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Response Posting - Week 4
Chaiprasurt et al.’s article, albeit very hard to download from Chinese servers, provided some very useful ideas about motivating students more in classes and integrating mobile technologies to improve various motivational factors. Right in the beginning, the article hit a chord with me, stating something I’ve mentioned on multiple occasions in my previous blog posts. Online learning can cause a lack of sense of community and alienation – something both the authors and I seem to agree on. Chaiprasurt et al. even suggest that blogs, such as Tumblr, and chat don’t fully help with reducing that sense of alienation. According to their study, however, integrating more mobile technologies do make a difference. Although, the numerical results the authors showcased didn’t seem that conclusive to me. The most interesting part of this article for me, however, was the description of the ARCS model. I didn’t know about this model previously and plan on using it more in my work at Adelphi.
The PDAs in teacher training experiment ended with mixed results, but I was not surprised by that. The author concluded that teachers viewed PDAs as mostly personal devices and I couldn’t help but giggle at that statement since PDA stands for “PERSONAL digital assistant”. From my experience working with faculty at Adelphi, it wasn’t surprised that immediacy of communication was not deemed a very important factor by the faculty using the PDAs. Teachers definitely have different needs and uses for mobile devices than students and future studies should attempt to identify and factor these in better.
The study about iPods usage in education was quite informative, but right from the beginning it was obvious the writing with biased in favor of Apple (which makes sense since they paid for it). Some of the uses for the iPads, such as a video/audio player weren’t very compelling because there are multiple alternatives to this device that don’t cost as much and can serve as better media devices. Anyone who has tried to watch a movie on the tiny screen that used to be the iPod’s screen a few years back, knows that we’d watch an educational movie on it only if we have to, not because it is more convenient or useful to us.
However, I did like the discussion of the iPod as a media creation device that helps further media literacy. The first thing I thought about was our video interview assignment, which aims to further our skills with our smartphone cameras and editing tools. I believe media literacy is very important nowadays and iPods, iPhones, tablets, and all other mobile devices are becoming primary tools for media creation. At Adelphi libraries, we plan on expanding our offerings to students to really turn the library in a “maker” hub and that would involve the loaning of certain mobile devices to students. The author didn’t really mention augmented reality for iPods and it was because it probably wasn’t as popular at that point in time. However, augmenting reality will be one of the primary uses of mobile devices in the near future. In fact, iPods and iPhones already are the most popular augmented reality viewer device. This holds a lot of potential for education – from the ability to bring to life history books and epic battles to the ability to take a library tour or “visit” a museum remotely and explore its collections.
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Tech Report - Augmented Reality Annotated Resources
CNET (June 7, 2013) Google glass ancestors: 45 years of digital eyewear (photos) http://news.cnet.com/2300-11386_3-10017075.html Mostly visual overview of the precursors to Google glass, with brief descriptions.
Gabo, M. T. (2011) Prototyping augmented reality. Indianapolis, IN: Wiley/Sybex. http://site.ebrary.com/id/10501260 A good overview of Augmented Reality, this book focuses on computer vision-based AR, which generates robust 3-D images based on a fiduciary marker.
How Augmented Reality Works. (n.d.). HowStuffWorks. Retrieved November 23, 2013, from http://www.howstuffworks.com/augmented-reality.htm/printable Great introduction to how augmented reality actually works. Different technology examples provided.
Madden, L (2011) Professional augmented reality browsers for smartphones: Programing for junaio, layar, and wikitude. New York: Wiley. http://site.ebrary.com/id/10484850 The introductory chapter, “Introducing Augmented Reality,” gives a good broad overview of what technologies fall under the umbrella category “augmented reality” from a developer who stumbled across AR and went on to devote his professional efforts to it, starting the website http://augmentedreality.com (which, ironically, has not been updated since 2012.)
Olson, R. (2010). Augmented reality. http://123seminarsonly.com/Seminar-Reports/021/44664310-Augmented-Reality.pdf A concise overview of Augmented Reality in its past, present and future manifestations, with a particularly good discussion of its historical developments and the stable nature of its basic components.
Optinvent. (n.d.). AR Glasses. Retrieved November 22, 2013, from http://optinvent.com/ The website for the ORA-S glasses. Useful videos demonstrating the actual view you would get through those glasses.
SlashGear. (n.d.). SlashGear. Vuzix Smart Glasses M100. Retrieved November 22, 2013, from http://www.slashgear.com/vuzix-smart-glasses-m100-hands-on-06263466/ Overview and hands-on of the Vuzix glasses mentioned in our presentation.
SlashGear. (n.d.). Microsofts Google Glass rival tech tips AR for live events. SlashGear News. Retrieved November 22, 2013, from http://www.slashgear.com/microsofts-google-glass-rival-tech-tips-ar-for-live-events-22258053/ Good discussion of Microsoft’s plans to develop their own augmented reality glasses.
Ubiquitous cameras: The people’s panoptica (Nov. 16, 2013). The economist. http://www.economist.com/news/briefing/21589863-it-getting-ever-easier-record-anything-or-everything-you-see-opens Ubiquitous computers and GPS create technological innovation as well as threats to privacy, especially through facial recognition.
Wikipedia. Steve Mann (19 October 2013) http://en.wikipedia.org/wiki/Steve_Mann Overview of the life of an innovator in wearable computers.
Wired. “Augmented Reality Just Beginning to Change How We Interact With the Real World.” Conde Nast Digital, 13 Nov. 2013. Web. 22 Nov. 2013. http://www.wired.com/insights/2013/11/augmented-reality-real-world/ A good, recent article about modern changes in the technology and upcoming projects that would bring ubiquitous augmented reality closer to us.
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Augmented Reality: An Introduction by Stan Bogdanov, Chris Grunert, and Kristin Hart
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Stan, Kristin, and Chris are doing Augmented Reality
This is just to confirm that bronxkristin, cgrunert, and I will be working together as a team on Augmented Reality and its educational applications.
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Week 3 Reading Response
I started the readings for this week by first taking a look at the OLPC video and reading a bit more about the initiative on Wikipedia. I had known about OLPC for a while and almost bought one of their first laptops when they had their “buy one – give one” program. I had read a lot of negative press on OLPC (including this study that showed learning didn’t really improve) and it was interesting to hear about the initiative from some as deeply invested in it as Negroponte is.
Negroponte brings some valid points that OLPC needs to work on. I agree with him that primary education is a big problem in the world and it is almost not about what you learn, but about learning to learn itself. However, I was often left questioning throughout the video whether people in those 3rd world countries didn’t have needs that outweighed in priority the need for a laptop/tablet. However, thinking about the UN’s MAMA initiative I got involved in, I do realize technology is important as an access point to satisfy some of those other needs – such as more information about what to do during pregnancy.
As I went back to read the other two articles and read the research synthesis about one-on-one computing initiatives, my hesitation about OLPC didn’t change. The Penuel article introduced the reasons behind why we’d need a program such as OLPC, but the results and analysis the author shared weren’t as convincing to me – mainly because the studies examined weren’t as thorough or expansive as needed. I think that an important point the author brought was about the role of teachers’ attitudes and the professional development they receive in the success of one-one-one computing initiatives. There’s only a limited value that can be provided by dropping an OLPC laptop on a child. To have it truly affect their learning and development, other factors need to be in place – including the full cooperation of teachers and the support they get in order to take the best advantage of those systems and not use them simply as word processors.
This leads me to the first article assigned for the week, Papert and Harel’s “Situating Constructionism.” Initially, I got confused and mistook the term for constructivism. Luckily the authors spent some time defining the differences. I appreciated that, essentially, the authors allowed us, the readers, to construct our own definition of constructionism. Furthermore, they didn’t make any claims it was the best theory available – after all, everybody learns differently and there’s no best method of learning. The examples Papert and Harel provide, however, seem not just interesting, but also important in the context of OLPC and the other reading. Are we able to just learn by reading about something? By typing or solving equations non-stop? Is it enough to just have a computer in order to boost our learning capabilities and test scores? Papert and Harel think, essentially, that there is a lot more value in learning through practice, in constructing.
The Logo work the authors discuss reminded me a lot of a class Prof. Curinga had where students learned programming through NXT Lego robots. It certainly is logical that someone learns better when they are more excited to learn. Thus, using construction kits in order to learn math or having children build learning software instead of just using it is a great idea. This is something I think the OLPC (and other one-on-one initiatives described in the second article) doesn’t particularly consider or strive to do. While it certainly is interesting to find whether kids can “learn to read on their own” as Negroponte is attempting to do, it makes me feel like OLPC initiatives approach 3rd world countries as a big lab to perform behavioral psychology experiments in. Are they really doing something to drastically improve education and learning there?
I will end with a quote from Negroponte’s video that I really liked – “education is cheaper than ignorance.” However, simply providing the technology as OLPC tries to do is not enough and will never be enough – unless, of course, the super cheap tablet/laptop and the infinite mesh network are achieved. Until then, I think using some ideas from constructionism both here, in the developed countries, and there, in the 3rd world countries, is definitely a way to improve education, motivate students, make math interesting, and even make computer programming fashionable again.
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Mooooocs theory vs. reality - this is exactly what happens with me :) lol
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We all need to get together at the end of the class. So much is lost by not having the physical connection - I think huge part of the college experience (not that I'm not done with that experience lol) is the getting-to-know your classmates and the diverse set of characters you meet in the classrooms. However hard we try - we can't emulate this online. Maybe this is why some research points to the fact that MOOCs are alienating and we learn less when we learn alone/alienated.
Stan Bogdanov
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I am from summer savory, from banitsa and Lactobacillus bulgaricus. I am from the fire pits between the blocks of flats. (Big, smoky, made of stone, like castles.) I am from the poplar trees the off beaten paths that led to lakes and streams where nature was the ruler.
I'm from stories and paper toys, from Jordanka and Stoyan. I am from the inventors and the imagineers, from Play outside! and Tinker with this! I'm from the cool marble halls with cloth-lined walls and dark rooms I can explore.
I'm from Thrace and Rhodope, thirteen centuries of history. From the lands my ancestors bled for to Ottomans, Romans, and Nazis, the strength to never give up.
In the flat were pine shelves overflowing with books, old stories and fantastic adventures to spark my imagination. I am from those pages-- romantic and wise-- a Renaissance Man because of my family.
All photos taken with cell and edited with app called snapseed. They relate to the content of the poem.
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