Archive for September, 2009

Aion Video Podcast Episode 3: East Meets West

Digital Story telling is now a very valuable skill. Not just for film makers who make these kinds of clips, but because those in the clip are critical thinkers. This podcast is about the process of creating motivating games – though incremental improvement or peer offerings and new narratives. Aion has been in the wings for a long time, and over the last year there has been an opportunity not just to pre-order the game, but to be part of the development journey. This podcast (one in a series) is a great example of how story telling is evolving. Podcasting in the classroom? Perhaps the first steps to a career in film or game? “It not just the game or the action, it’s the challenge that keeps players coming back” – that would be a great thing to say about classrooms.

more about “Aion Video Podcast Episode 3: East Me…“, posted with vodpod

Reflective Writing 1-2-3

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‘REFLECTION’ is a word closely associated with 21st Century Learning. I thought I’d write a post on how to improve critical literacy though a 3 step adjustment to read/write activities in the classroom.

Watson (1997) says “Reflection encourages students to – self examine, self-asses and evaluate their own practice. Without reflecting, the student is at risk of practicing in a manner if unquestioned routines, accepted directives and/or rote learning.”

This short observation highlights the need for students to question, not simply to recount or answer declarative questions with read/write tools. There is bountiful research that suggests talking about what they are doing, not just what they or others have done, encourages the conscious practice of discussing the consequences of their findings and actions.

We need to ensure that testing for prior knowledge is more than asking declarative questions at the beginning of a (lesson or tutorial) learning instance. The facilitator should be conscious of three stages of reflection and also consider selecting different tools to achieve this. For example: Use a combination of micro-blog, game and video. This also encourages students to explore a more diverse media landscape.

1. Reflecting before acting – preventing unnecessary errors. Making sure the student is aware of the outcomes being sought. Asking students to predict the activity, talk about their expectations and possible fears as the activity is revealed to them. What can they do already and show you? What skills are they missing that will help them? This can be though a series of microblog posts for example – as the teacher begins to reveal the activity though providing readings or given them mini-tasks to complete – not just delivering content.

2. Reflect during the activity – use methods to monitor their actions during the event in order to maintain contextually appropriate performance and effort. This is often though feedback from the software itself – such as sound, images, scores etc. In a game this is in-built, but in a MUVE it has to be designed. Teachers need to pay close attention to this phase, to ensure the learner is challenged but not frustrated by poor feedback, or not understanding the importance of it in the learning sequence/pattern – from the teacher or the software.

3. Critically review their actions and experience after. This last action is dependent on recall. Technology often allows recall to occur as events are recorded in some manner such as a blog post, or screen shot. Self and peer assessment to deconstruct the learning process should be combined with encouraging the student to record that event and use that evidence to support their critical reflection.

The outcome,  activity and the assessment should not be limited to a predicted performance. “I think they’ll be able to do it” or “I think I can teach using that”. Design the task so that the student can modify it (up or down), to negotiate their curriculum and perhaps explore incidental or peripheral ideas outside core curriculum content. This might mean making a video, interviewing people, performing a role pay together with text based activities.  Pacing the activity also helps, changing the emphasis from one activity to another to allow you to uncover more about the learner. Keep the tools VERY simple, look for ready-to-learn solutions, so that students learn to select their own tools to demonstrate their learning. Consider that when you first start using read/write media – you students will have little idea what to do and the social dynamics are all over the place. Most games will train you to operate effectively individually rather than in a group -which is much more complex. By default you have ‘groups’ of learners … but initially, this is a good way to learn more about them as individuals, which you can use later in wider approaches.


Ref: Watson S. (1997) ‘An analysis of concept experience”. Journal of Advanced Nursing, vol.16 pp 1117-1121.

Dust in the eye

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I woke up today to red dust on the Central Coast, and the meta-verse was awash with thousands of photos – creating a shared reality that makes news reporting seem rather facile.

I got up, stumbled to the kitchen and looked out the window. What the? – I didn’t turn on the TV, I looked at Twitter – and saw that only a few minutes ago Jo Kay had posted a photo from her balcony too. So did lots of other people. Then my 6 year old came in with her camera and said “Dad, we have to get some photos”. Technology changes how we experience, remember and interact. The visual sharing of images has been clearly amazing.

Or you could just watch Koshie and advertising on a loop. Right now I’m flicking though Cool Iris, drinking coffee and posting my instance of Sydney’s Red Dust and talking to people about the amazing narratives that are embedded in some of the photos taken as micro-stories. Twitcaps allows you to search and view images via Twitter in real time – The image above is an almost CCTV vision of Sydney. Technology is tremendously time-sensitive and search is increasingly not about text.

Unity3D

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There are times, when I see something new and think, oh my god. Game changer. Unity3D is that.

It might not look much here, but go and see how fast it loads, how graphically rich it is, how it deals with sound, runs on a browser, allows flash like interactions, and is already in commercial use on multiple consoles and even iPhone.

Spend 20 minutes playing with it, watching it, using it – then ask yourself – why do I still believe that content and online experience will not move from my computer to my phone, my car, my wall or my console. Here’s a starter world just to get you immersed. As you are looking at this think about all the flash content you’ve used … blend it all together with game-play and instructional design – and you can see why game and content developers are flocking to it. Before you rush off, you may remember playing Timez Attack - the Mathematics Video game … it’s on Unity3D.

Still feeling left out? Not into solo games – how about a serious game, WolfQuest, where multiple players form a wolf pack and explore life – well, as wolf. Why is it serious? – Because it is instructionally designed for a real zoo and real organisation to engage kids in a social game, to learn about the environment. It’s co-produced with an educational developement company – EduWeb – a to me represents a new avenue for educators to explore professionally – designing learning for immersive environments. Taking ‘play’ and wrapping it in ‘learning’ is what games based learning is all about. Unity3D is just another technology changing the role of teachers online and why teachers can ill afford to limit themselves to teaching procedural functions of computer and Internet use.

Web2.0 – A Guide for Teachers

via Judy. Great communication, personal feel and great method in leading you deeper into thought. Loved it.

Marionettes to avatars

This is a presentation given to Macquarie University staff about considering the opportunities that are presented by virtual worlds in education. I tried to keep it simple and included some of the uses of Second Life Campus. The aim was to get them to look past the visual and to consider how shared reality is a familiar way to experience technology in informal situations such as Facebook. During the presentation In a time where Web2.0 is abundantly available for read/write, virtual worlds offer instructional designers a controlled and measured ability to deliver eLearning in experience/evaluate. It was followed by a tour of several educational spaces to support the presentation.

Infinate Ammo and Indie Games

“I believe that video games are not only entertainment – but art. My purpose is to create interactive experiences that come from the heart – worlds in which people may explore, feel, think and play.”

Alec Holowka is a game designer, programmer and composer from Winnipeg, Manitoba. Infinite Ammo is home to his personal projects and collaborations with other talented independent game developers. Indie Games are fertile grounds for artists of all kinds and programmers, resulting in hundreds of great examples. Their work demonstrates the power that is in the bedrooms and home-office-studios around the word in a community that is producing a wide range of games with agendas not purely driven by commercial gain.

Teachers may be using applications like ‘Scratch’ in the classroom; but the idea of ‘games’ today is not about geeks cutting code (not that it ever has) – it’s about story telling. For teachers willing to explore new narratives, looking up the Indie Game community (http://tigsource.com/ and http://offworld.com/) will reveal some very talented people, producing some inspirational work – that is accessible. It also demonstrate how collaboration is more than comment and paste, but allows them to begin to understand how large projects can be achieved by teaming up with people who have complimentary skills and ideas to yours.

They are great ways to engage students with writing, from a review, or writing new matrial – away from programming and ICT. And of course they can put their review in the blog comments or even contact the game makers directly. These people are far more accessible that GTA developers. Accessibility is key to student eLearning – they have to see what they are doing as novices leading somewhere later.

Wayne Gretzky, hockey legend said “I skate where the puck in going to be, not where it has been”.

Exploring Indie Games will introduce students to the idea that games are not only made by huge studios with mega-budgets – but there is art and craft to be learned and shared. Here is a great place to start looking. Games are stories we can shape and immerse ourselves in socially, not just as players, but as developers. Just like blogging really, but with code. Is there a market for Indie Games? YES – How many students play Newgrounds and Miniclip? – Is the game industry moving away from physical media? of course. There are some great games out there, such as Time Donkey, and better still these people are on Twitter, on Ustream, they blog and they talk back. Accessible, authentic motivation, you bet.

World Shaker in Second Life

World Shaker is a book by Richard Harland, set in an age of steam-punk when vast mechanical monsters roll across the continents, competing for trade and power amongst rust, iron and imperial ideology. It’s supposed to be for 13+ audience, but don’t let that fool you. I’ve started reading it with my kids (8 and 4), who listen and at the same time like to flick though steam-punk images with Cool Iris. This has led to scrounging junk and a trip to the shops to buy lots of gold paint.

World Shaker is a tale of rebellion in a dark, steam driven age. It has all the elements that game story-telling oozes, and utterly enjoyable. Judy O’Connell put me onto the book, and has her own tale to tell about having the author work with her students. It really made me think just how perfect this books would be within Teen Second Life.

Second Life has a big steam-punk sub culture and many visual artists and designers have been able to explore the amazing mechanical and romantic ideas. These objects can be purchased in Second Life and immediately allow students to create shared reality to do all sorts of tasks around the novels narrative, using a range of online tools. They can use the ’set’ to create alternate plot lines; characters; inventions; conversations … without having to create them.

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At times I am asked, why Teen Second Life and not some other virtual world (in high school). Resources and maturity seem to be the obvious reasons. These images from Second Life scream quality and investigation – just as Myst (enjoying classroom revival) did to Gen X.

The difference today is that we can shape learning outcomes to adapt and change the resource AND share the immersive experience. The quality of the images, interaction and storytelling is critical to motivation and engagement. This can be achieved in Teen Second Life, though instructional design and learning objects – though game-based-activities.

It seems utterly facile for anyone to deny this approach and attempt to convince teens that ‘virtual worlds’ are cool; with a shared reality any less. This is what makes Ramapo so outstanding – Peggy understands how to lift the experience and motivation – while at the same time align it’s use to outcomes and assessment. Similarly with Quest Atlantis; the narratives and activities are purposeful from the outset – with a clear vision and passion. Other attempts often fall flat, as they are an idea, looking for a purpose. Content may be king, but motivation is God. This is why Quake was always such a great game and why Warcraft has a subscriber base greater than the population of NSW. (sorry I probably lost a few on that last sentence).

World Shaker, in my view is a sim worth creating for high school as a pilot. Rather than try to create a world and find a purpose, World Shaker is a book seeking further augmentation with technology. It would be great to see an instance created where students could undertake a series of activities both in the classroom and online. The online simulation would see students interacting specifically with a role-play, perhaps including a collaboration between University drama students and pre-teachers, where the author plays a key role in dropping in new narrative or tweeking the experience. We have to think about virtual worlds as story telling – and forget seeing them as places to complete ‘units’ of work. They are a place to immerse yourself in a new kind of learning experience.

Inside the sim, we can provide ‘teacher areas’ – perhaps in the officers quarters, we can cast students as Filthies or Menials. Students can take rooms on the Upper Decks. Teachers can request students to present themselves to the Northumberland Rooms for a briefing. We can crate virtual school – inside the novel and do what we like. That’s the point to me for a High School Virtual World – to take a compelling back story and use it to motivate curricula in multiple directions.

The problem with Virtual Worlds in the hands of bureaucrats and pilots is that the reason they are there is to explore a technology to which a purpose is added. It is completely the WRONG approach to engaging students and teachers with technology in today’s Xbox live world. Story Telling is the BIG DEAL and is reshaping narratives. Ask the games industry what the ‘hot job’ is going to be in the next decade – writers.

What the World Shaker Sim needs is a Librarian, a Virtual World facilitator, an instructional designer, creativity and an author willing to turn the book into an experience though curriculum. There will be some minor ‘Lindeness’, but rest assured the World Shaker sim would make a fantastic basis for some ‘brave’ Australian Educational System to develop in conjunction with a certain University and a Virtual World Community.

But you can’t own it … as World Shaker would be owned by the inhabitants. In fact it would be more than Wonderwall. :) and really, if kids access it outside the bubble; are teachers not already working at night? I must go talk to the Jokaydians.

Activating Leadership

PRESIDENT Lincoln is reported as saying “Men moving in an official circle are apt to become official – not to say arbitrary – in their ideas, and are apter and apter with each passing day”. He was talking in relation to his social philosophy in which he valued communication with ‘ordinary’ people, not just receiving office-seekers and bureaucrats. It strikes me that despite our almost god-like technology that our current leadership seems grotesque oppositional to Lincoln’s philosophy, a man who was often called disruptive in his time.

I wonder if technology, once used to create hierarchy and singularity now needs leaders who can receive ‘ordinary’ people.  I get this feeling that we are increasingly involved in the unification of science with disciplines such as the humanities. This is activating the intrinsic human mind’s pre-programming to participate in the process of learning. The artifacts of 21st Century learning; blogs; wikis; podcasts; youtube; virtual worlds and games are conflict with mechanisms of the past – firewalls, filters, proprietary software, private networks, experts etc.,

edumacators_001

It seems plain to me that the authors of the hidden-curriculum, those who are 21st Century teachers are seeking a much greater rallying point than some appointed bureaucrat responding to marketing, surveys and political party lines. This activates nothing, and places emphasis on the ‘cost’ and ‘opportunity’ that they are providing us, passing responsibility of professional learning principles or executive. These people are likely to make poor(er) decisions, follow the guidelines of office-seekers and ideology.

We need to activate executives and principals as collaborators with an ability to act independently for their community. Something enjoyed by Catholic and Independent Education – both of whom have the SAME duty of care as public. Yet the policies and ideologies are massively different.  Mr Whitby says is a consistent voice in the community,  Greg Black, tirelessly tries to open up conversation – we don’t see this reflected in pubic education – which loves to give itself titles that end in the world ‘Authority’. Open up, we want to come in.

How worse would a school be if it took ONE laptop out the look and re-allocated funding?

Take $5000 and throw it into pedagogy. A virtual world $2000.00 (blocked), a campus blog ($1000) blocked; pro-flicker account ($50, blocked) – for less than the software cost of one laptop – schools can activate so much more opportunity, but have been lock-stepped from it though the policy now in place, which is driven by notions of centralised governance; in a world which clearly rejecting socially. Don’t let the costs and numbers fool you – all of this investment needs activation. The DNA to do that is with online communities.

Like the naughty independent senator – there is a collabatorium manefesto won’t tow the line without negotiation. We wish to inform and be informed. In addition to infrastructure we also want pedagogy, citizenship, open resources, open learning, virtual classrooms and better policy. Its a global problem, but Australia has less people to solve it than our American cousins who are equally dissonant.

Data, transparency, and public availability of educational information are all highly desirable elements of education reform. It’s ridiculous that today a parent can find more information about choosing a new washing machine or automobile than about choosing a school, and it’s a travesty how frequently ideology trumps evidence in education policy making. Andrew Rotherham

How can they organise effective professional learning for their staff – who do they access, and how do the find these people? – This is why the back channel is important and why Twitter matters. Mark Pesce remarked to me “by any means necessary” in regard to maintaining pressure on change. To me we cannot allow the door to close in the next 6 months, as laptops find their way into schools.

DET/DER need to be far more open to alternative scenarios (and people) to actively receive advice from those who are able to help them with reform in the classroom – as well as having technocrats to interpret the operational requirements. It seems to me that though policy, action and marketing – the message, let alone the people is not yet being received.

Bureaucrats in public office have a public social duty of care to train teachers how to become active, informed online learning facilitators – not just filter out what doesn’t suit them.

For example, I want my local community to be fantastic – as that is where I live. I’m willing to help the local high school communities learn about teaching with laptops, because it matters to me, my kids and my community.  DET/DER needs to continue to expanding it’s appetite  to receiving people whom it currently sees as ‘the crowd’. This will help them recognise how in-accessible some of their current goals are unless they open up more grass roots opportunities and stop messing about with pilots.

So if you’re in 2251 postcode; give me a call – lets talk. It’s not too late – or come to the Unconference.

Diigo Update (weekly)

Posted from Diigo. The rest of my favorite links are here.

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Head of EdTech at the Learning and Teaching Centre, Macquarie University, Sydney.

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