Showing posts with label educational technology. Show all posts
Showing posts with label educational technology. Show all posts

Sep 19, 2010

EduTech: ClassDroid, Collaborative PrimaryPad, Android Apps - Lots of Possibilities!

ClassDroid is an application designed for Android-based smartphones. It lets you take a picture of the student's work, or of the student, or anything else,  and instantly upload it to the student's on-line portfolio. 


ClassDroid is available for free from the Android Market. According to Johnny McClear, the app "supports images being stored on the wordpress site which can be accessed through a web browser on any web-enabled device. Parents and pupils can then view their work and grades online."


UPDATE
ClassDroid might be a great app for the new Android-based Galaxy Tablet:


People compare the performance of Apple's iPad (L) and Samsung's Galaxy Tab tablet devices at the Internationale Funkausstellung (IFA) consumer electronics fair at ''Messe Berlin'' exhibition centre in Berlin, September 2, 2010. REUTERS/Thomas Peter
Credit: Reuters/Thomas Peter
Samsung launches Galaxy tablet for U.S. market (Reuters, 9/16/10)
SAMSUNG:  Do More on the Go with the GALAXY Tab


Here is a demo video of ClassDroid:


PrimaryPad is a "web-based word processer designed for schools that allows pupils and teachers to work together in real time"

Primarypad - Etherpad Guide from ian addison on Vimeo.

PrimaryPad is a clone of EtherPad, a web-based collaborative word processor application that is now part of Google.  It is similar to PiratePad, which is powered by EtherPad. The EtherPad code is open source and can be found at http://code.google.com/p/etherpad/   Additional information can be found at http://etherpad.org/

Exciting Ways to Use Primary Pad in the Classroom 
Primary Paint goes public Beta! (Primary Paint is part of Primary Pad, I think.)


RELATED
John McLear's School Technology
Top 10 Google Android Apps for School #education (John McLear)
Richard Byrne's blog: Free Technology for Teachers

Aug 16, 2010

"The World Is Open: How Web Technology is Revolutionizing Education", by Curtis J. Bonk

I couldn't resist posting all of the book-study resources for Curtis J. Bonk's book, "The World Is Open: How Web Technology is Revolutionizing Education.".

The book is the center of a required book-study for the principals in my school district.  Even if you are not an educator, you'll find the links related to each chapter intriguing.

Here is the link to my post:

"The World Is Open" Book Study Resources (Megalist)- Required reading for principals in my school district!

The book's website has more information.

Aug 3, 2010

Back to school: Video clips that help students with autism learn and feel calm at the same time!

One of the schools I serve as a school psychologist has a number of students with severe autism.  Over the past year or so, each classroom was outfitted with a new interactive white board (IWB). We've found that multimedia content displayed on these large screens is much more engaging than what is viewed on computers with much smaller displays.
The exciting news is that some of the students who have minimal interest in computers pay a great deal of attention to activities on the IWBs.  Students who have self-stimulatory or repetitive behaviors that interfere with their ability to engage in traditional activities don't seem to exhibit these patterns nearly as much when the focus is on the IWB.   In my opinion, IWBs are great tools for reaching and teaching young people who have autism spectrum disorders!

I'm in the process of creating a variety of short video clips that teachers can embed in learning activities that also provide a way for students to reduce their levels of anxiety, agitation, and/or repetitive behaviors.

The following videos are my first experiments, and are not as polished as I'd like.  They are best viewed on a large-screen display or IWB, set to high definition.  Although various students have viewed these videos a few times this week, they were a great hit. In some cases, we found it useful to loop the video, especially for students who require repetition of content.

The videos were shot using a small hand-held Panasonic HD camcorder, and quickly edited in iMovie. The music was either taken from the iMovie music library or created using riffs in Garage Band, an Apple iLife product.

Enjoy!

Lily Pond and Music

In this video, I used a few subtitles to direct the viewer to points of interest, such as the little grasshopper hiding in the pink lily and a dragonfly, which appears near the end of the video.

Butterflies and Flowers Set to Music

I set this version to piano music for a student who listens to piano music as a coping strategy. I plan to create another version with other genres of music. This particular score was created with piano riffs from Garage Band.

Up Close at the Charleston Aquarium - with relaxing music


Even the most inattentive students paid maximum to this video when it was looped!  I think they liked the variety of sea life, especially the turtles.  Tip:  If you plan to capture video at an aquarium, plan to visit at a time where there are few visitors!

I can't wait to take my video camera to the Atlanta aquarium.


Minnows and Music


The minnows swimming around in the murky green tank are a little boring, but things get slightly more exciting when the bait-shop owner feeds them. The music makes up for what the video lacks. The students didn't mind at all.

Jellyfish at the Discovery Place Aquarium, Charlotte, NC - with music

I'd like to visit Discovery Place at a less-crowded time and re-capture the jellyfish in action from a better vantage point.
UPDATE
I'd like to see if there are similar videos set to music by William Orbit.
I found this video on YouTube of William Orbit's "Sea Green", set to video created by a fan:


Below is "Surfin", great for chilling - needs some video...


(Cross-posted on the TechPsych blog)

Apr 24, 2010

Children and Technology: "A 2.5 Year-Old Has A First Encounter With An iPad"

Handing his daughter a new iPad, the daddy says, "We have a new toy. Are you ready for a new toy?!" Of course she's ready!


Info from Todd Lappin's YouTube Channel:

"A fascinating UI experiment. My daughter likes playing with my iPhone, but this was her very first encounter with an iPad. As you'll see, she took right to it... although she too wonders why it doesn't have a camera! More critical comment on her user-interface test here: http://laughingsquid.com/a-2-5-year-old-uses-an-ipad-for-... PS: The spelling apps she uses in the video are FirstWords Animals and FirstWords Vehicles. They're great... except for the fact that the splash screen UI is non-intuitive for her. ;-)" -Todd Lappin (the dad in the video)


RELATED
Todd Lapin's Laughing Squid post: A 2.5 Year-Old Uses an iPad for the First Time
"If you’re good at understanding kid-speak, you’ll also notice that she immediately saw its potential as a video-display device. She lamented the lack of a camera, and wondered about its potential for playing games"


CHI 2010 Course 
I took this class when I attended the recent CHI 2010 conference. We worked in groups and I was assigned the role of a 7 year-old child, designing an iPad app for "kid reporters".  It was fun.  Note:  For the iPad to be used this way in education, it really needs to have a camera/video camera.
(Brad Stone, New York Times, January 9, 2010)
"...But these are also technology tools that children even 10 years older did not grow up with, and I’ve begun to think that my daughter’s generation will also be utterly unlike those that preceded it.   Researchers are exploring this notion too. They theorize that the ever-accelerating pace of technological change may be minting a series of mini-generation gaps, with each group of children uniquely influenced by the tech tools available in their formative stages of development."... “People two, three or four years apart are having completely different experiences with technology,” said Lee Rainie, director of the Pew Research Center’s Internet and American Life Project. “College students scratch their heads at what their high school siblings are doing, and they scratch their heads at their younger siblings. It has sped up generational differences.”..." -Brad Stone


Apr 17, 2010

TellTable: Collaborative Creative Storytelling on a Multi-touch Table, from Microsoft Research, UK.

The TellTable is a collaborative digital storytelling application designed for Microsoft's Surface interactive multi-user multi-touch table. It was used by children in a school library in the UK, and was quite successful. The video below provides an overview about the way the TellTable worked. I think every school library/media center should have something like this!





"TellTable, a system developed in the Soci-Digital Systems group, uses Microsoft Surface technology to provide an interactive storytelling experience, similar to how children would tell stories using physical toys. Children can create various digital characters and sceneries on Surface, made out of photos taken of real world objects and environments as well as finger paintings. By manipulating these characters using multi-touch gestures, children can narrate, act and record imaginative stories together, before sharing them with friends later on.
TellTable was deployed in a primary school, and received overwhelmingly positive feedback. It has seen crowds of kids create stories featuring characters as diverse as Ninja chickens and rampaging teddy bears. Teachers were also enthusiastic about the potential of TellTable as an education tool, to help children develop communication skills and to create interactive tutorials when teaching foreign languages." -- Microsoft Research UK


Publications

Xiang Cao, Siân E. Lindley, John Helmes, Abigail Sellen. (2010). Telling the whole story: Anticipation, inspiration and reputation in a field deployment of TellTable. Proceedings of CSCW 2010, ACM Conference on Computer Supported Cooperative Work. p. 251-260.

John Helmes, Xiang Cao, Siân E. Lindley, Abigail Sellen. (2009). Developing the story: Designing an interactive storytelling application. Proceedings of ITS 2009, ACM International Conference on Interactive Tabletops and Surfaces. p.49-52.

Mar 13, 2010

More Multi-touch: Microsoft's Courier Touch & Stylus Input "Digital Journal"; Pre-order the iPad ---Possibilities for education!

Lately I've been thinking deeply about ways new multi-touch technologies, running on screens and surfaces of all sizes, can support learning and collaboration, in and outside of the classroom.  Microsoft's Courier and Apple's iPad are two tools I'd love to test out in the digital mix in the schools. Here's the latest information about the Courier, via Engadget:

The applications running on this demo look useful!

Apparently the Microsoft Courier, a dual screen 7-inch notebook, accepts multi-touch and stylus input:


-via Deeper2K's YouTube channel

According to Engadget, the Courier is "built on Tegra 2 and runs on the same OS as the Zune HD, Pink, and Windows Mobile 7 Series...We're also hearing that there will be a built-in camera, and there's a headphone jack for media playback. Most interestingly, it looks like the Courier will also serve as Microsoft's e-book device...."

More information can be found on the Engadget website:
Microsoft's Courier "digital journal": Exclusive pictures and details (update: video!)
Also read Ina Fried's article on CNET news:
More details leak on Microsoft's 'Courier'

-Engadget: Courier User Interface Gallery


By the way, you can pre-order your shiny new iPad from the Apple Store right now!

Wi-Fi
-Apple Store

For the Techies and the Tech-Curious:

The iPhone SDK 3.2 beta includes what you'll need for developing applications for the iPad. You can go to the iPad webpage and dowload the SDK, which includes an iPad Simulator, programming guide, sample code, human interface guide, and more.   But first, you must be a member of the iPhone Developer Program.  The fee is $99.00 a year.

I will share my thoughts about these devices and their use for learning/education in future posts.

Mar 11, 2010

Social Thinking blog - Great post from Michelle Winner's Blog

We're planning an application for a multi-touch SMART Table at one of my schools, and one of the goals is to ensure that it can facilitate social interaction among students with and without disabilties, including autism.  Keeping this in mind, one of my colleages sent me an email a minute ago with a link to a great post by Michelle Winner's blog about social thinking and "inclusion" vs "integration" in education settings.  It is worth a read!

http://www.socialthinking.com/michelles-blog/social-skills-for-an-integrated-setting.html

Feb 23, 2010

Games and Learning: Lure of the Labyrinth, a Middle School Online Pre-algebra/literacy game - Watch the Video, Play the Game, and Follow Links to Related Resources

"Maryland Public Television (MPT) and MIT Education Arcade teamed up with FableVision to create Lure of the Labyrinth, an innovative gaming-meets-storytelling approach to improve math and literacy among middle-school students. Plunge into a shadowy, moster-filled factory on a mission to rescue your missing pet. Can you maneuver through math problems and find your beloved pet in time!?"

The Lure of the Labyrinth middle-school pre-algebra game is linked to state and national math standards and comes with good resources for teachers. On the For Educators page, teachers (and parents) can find information about how students can play the game, how it can be incorporated into the classroom setting, how to prepare the students for playing the game, how to use the game to support working in pairs and group, and more. Below is the introductory video:




Scot Osterweil and his team at MIT's Education Arcade, designed Lure of the Labyrinth. Scot is the research director of the Education Arcade, and has worked on software such as InspireData (Inspiration Software). He is the former Senior Designer at TERC, an R & D for math and science education.













RELATED


Klopfer, D., Osterweil,S., Groff, J., & Hass, J. (2009) The Instructional Power of Digital Games, Social Networking, Simulations, and How Teachers Can Leverage Them. Education Arcade, MIT (pdf)
Regarding barriers to adopting digital games, social networking, and simulation technologies in the school, the article reviews the work of Groff and Mouza:
"Groff and Mouza (2008) discuss six central factors, each with its own critical variables, that interact with one another to produce barriers to implementing technological innovations in the classroom: (a) Research & Policy factors, (b) District/School factors, (c) factors associated with the Teacher, (d) factors associated with the Technology- Enhanced Project, (e) factors associated with the Students, and (f) factors inherent to Technology itself.

Klopfer, E., Osterweil, S., Salen, K. (2009) Moving Learning Games Forward: Obstacles, Opportunities & Openess.  The Education Arcade, MIT (pdf)

Gee. J.P, & Levine, M.H. Welcome to Our Virtual Worlds (pdf) Educational Leadership, Literacy 2.0, March 2009, Vol. 66, (6).  ASCD
"The United States is witnessing a growing student engagement crisis. With dropout rates approaching 50 percent in many urban school districts (Swanson, 2008) and recent education surveys showing that students are overwhelmingly bored in school (Bridgeland, DiIulio, & Morison, 2006; Yazzie-Mintz, 2007), we clearly need to find new ways to motivate learners."


"A crucial first step in promoting student engagement is to rethink literacy for the 21st century. One path to this new learning equation comes, perhaps paradoxically, from popular culture. Many young people today play long and difficult video games that involve complex thinking and problem solving married to complex language. Although the most frequent criticism of video games is that many involve shooting and killing, a good many focus on other things. Civilization and Rise of Nations force players to think on a large scale about history, development across time, and civilizations. SimCity, The Sims, and, for very young children, Animal Crossing ask players to build and sustain cities and communities. Age of Mythology players regularly read and write about mythologies across the world, specifically from Greek, Egyptian, and Norse civilizations. Some gamers write strategy guides for the games they play—technical writing at its best—and share them over the Internet."


James Paul Gee is the author of a number of publications regarding games and learning. He is the author of Good Video Games and Good Learning: Collected Essays on Video Games, Learning, and Literacy.  He is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University.

Klopfer, E. (2008) Augmented Learning Research and Design of Mobile Educational Games. MIT Press.

 
MIT STEP's Handheld Augmented Reality Simulations Site

Eric Klopfer is involved with MIT's StarLogo project. The newest version of StarLogo is StarLogo TNG.  StarLogo Tim is part of MIT's Scheller Teacher Education Program (STEP)
Here are some links found on the STEP website:
MyWorld: Next Generation Wireless Ubiquitous Simulation Games
PDA Participatory Simulations

Scot Osterweil (MIT) The Four Freedoms of Play

"Scot Osterweil, a pioneer in learning and game play, shares his thoughts on the concept of "The Four Freedoms of Play." Scot Osterweil works at MIT as the Education Arcade Research Director. Here Scot presents to the Harvard Business School in Cambridge, MA in a weekly education technology forum called BrainGain."

Kurt Squire did his doctoral research on the use of Sid Meier's Civilization to teach social studies. Resources for how the game can be used in education can be found at the CivWorld website.  Kurt is the co-founder and current director of the Games + Learning + Society (GLS) website, University of Wisconsin-Madison. He also is an assistant professor.

Civ 3 Cover


There are an increasing number of universities offering coursework related to the design and development of games for learning and education.



Feb 20, 2010

SMART Table Videos

One of the schools I serve as a school psychologist will be getting a SMARTTable. We've decided to enter the SMART Table multi-touch application contest, which means that we'll have to put our ideas into action soon, July 1st, to be exact. (We will be working on this project after work hours.)

The purpose of this post is to provide a spot to keep videos related to the SMARTTable, as well as other multi-touch tables used with students, so team members watch the table in action. (I will move this content to a special website for this project when I get a moment!)

Our school recently received about 8 SMARTBoards, and since every classroom is geared for students with severe disabilities, including autism, I thought I'd share the following video first. The students have started to work cooperatively and have begun to develop more communication skills:

SMARTBOARD AND STUDENTS WITH SEVERE DISABILITIES

(The teacher in this video uses theZACH browser, designed for students with autism, to help them independently navigate to interactive websites. The Zac browser can be navigated with a Wii remote controller, too.)

SMARTTable- Engaged Students from Davie County


ALIVE OR NOT ALIVE


ANIMAL NEEDS:


ADDITION AND SUBTRACTION


1MORE, 1 LESS

"In this table activity 1 More, 1 Less students work on a series of touch exercises in the tables Multiple Choice, Hot Spaces and Hot Spots applications where they can practice simple addition and subtraction."

WHAT IS REAL ABOUT PLANTS AND ANIMALS?


ALPHABET

"In this table activity Alphabet students work on a series of touch exercises in the tables Multiple Choice and Hot Spots applications where they can learn about different letters of the alphabet."


HOW-TO VIDEOS FOR THE SMART TABLE


Adding background images from SMART Notebook using Windows XP


SMARTTable Toolkit: Adding background images from SMART Notebook using MAC OSX

Feb 18, 2010

3D Projectors in the Classroom: The kids are ready--but what about the textbook-bound curriculum?

Recently several companies have unveiled 3D DLP projector systems for use in K-12 settings.   Why 3D in the classroom?

To provide students with immersive learning experiences, according to information from a press release from Texas Instruments:
DLP Technology Enhances Interactive Learning by Demonstrating Industry's Only 3D-Enabled Single-Projector: "Immersive learning provided by 3D displays shown to increase test scores, close the gender gap and increase knowledge retention."

Here are a few quotes from the students who had a chance to try out a 3D learning experience in their classroom:

"I think it would really stay in your brain more, because you're having fun with it."
"It's really interactive and exciting"
"It lets you focus on the details of it."



Students usually don't give this sort of reaction when they are asked to open up a traditional textbook!
"Book work is boring. (With 3D) you get into it...and then you can play back that picture in your mind when you're taking a test" - Student, Rock Island, IL (track 3).


DLP Enables 3D in the Classroom at FETC (Promotional video)






RELATED:


The Classroom in 3D
THE Journal, February 2010
"In assessing the classroom potential of 3D, experts point to its capacity to enhance visualization. That could prove useful in classes such as geometry, in which the third dimension could illustrate complex spatial concepts, and biology, where 3D could be used for frog dissections or to show images of cells.  Subjects such as astronomy, history, geography, art history, and earth sciences would be enriched as well."

One barrier to the adoption of 3D technology in the classroom is the lack of appropriate 3D content.  According to the THE Journal article,  content providers working on 3D content include Safari Montage, BenQ, AVRover, Discovery Education, Promethean World, Eon Reality, and RM Educational Software.  Texas Instruments is involved with some of these companies.

3D Enabled Projectors
Texas Instruments (also see DLP Link & Active Glasses)
BenQ
Mitsubishi
Sharp
ViewSonic


SOMEWHAT RELATED:
Teachers Increasingly Value Media and Technology (pdf)
PBS and Grunwald Associates, LLC, 2009

Feb 4, 2010

Teach Paperless Blog "Seeking social solutions to the mysteries of 21st century teaching" -Quick Links

Here is a good blog for educators interested in using technology to transform education:

Teach Paperless "Seeking social solutions to the mysteries of 21st century teaching"
(Shelly Blake-Plock, author)

I especially liked this post:
Top Eleven Things All Teachers Must Know About Technology

About:
"The objective of TeachPaperless is to help classroom teachers merge Green Thinking and Interactive Technology into their everyday classroom experience. The result is a classroom that not only only uses zero paper, but that recognizes and utilizes the best features of the growing Internet to extend learning opportunities to students. Furthermore, we want to see students benefit from and gain experience in real-life problem solving, task determination, and creative thinking through total immersion in an authentic 21st century digital workspace."


RELATED
SOCIAL TECHNOLOGY IN EDUCATION LESSON PLAN WIKI

Jan 14, 2010

Shared computing with Windows MultiPoint in classrooms: Why not use Mouse Mischief (beta version)?

I came across this post this on Long Zheng's I Started Something blog:

Windows MultiPoint Server -- a multiseat computing solution worthy for the home?
Long Zheng points out that Window's MultiPoint server is an outgrowth of the Multi-Mouse project, in which students multiple numbers of students can work together to interact with content a PC screen or a projected PC screen.

The picture below shows how a Windows MultiPoint server can work in a classroom.

-Microsoft

I'm not so sure I like the set up in the picture of the Multi-Point 2010 system in the above picture. The students all have huge monitors in front of them, so the opportunities for shared or collaborative interaction are limited.  I like the multi-mice concept better, since the children can really be together

Mouse Mischief
Neema Moraveji, of the Stanford University HCI group, has videos and information about the multiple mice-related work on his project Page:

Teachers provide content using an add-on for PowerPoint that allows for simultaneous input from multiple mice.  The teacher can set up limits regarding how the mice are used by  the students.


I tried this with a few students during the 2008-09 school year, and they liked it.  Since I serve more schools this current year, I haven't had the opportunity to explore this further. I plan to download a newer version and try it out soon.

Good news!
The free beta version of Microsoft Mouse Mischief from the Microsoft website was recently released: Microsoft Mouse Mischief: Make your PowerPoint presentations interactive

Below is information about Mouse Mischief from the Microsoft website:

"Mouse Mischief is a tool that Microsoft makes available free of charge, and that allows teachers to work with Microsoft Office PowerPoint to make interactive presentations. With Mouse Mischief, teachers can add multiple choice questions to their presentations, and large groups of students can answer the questions using mice connected to the teacher’s PC."
"Mouse Mischief not only gives students the ability to engage, have fun, and learn in new, interactive ways, but it also provides teachers with a more affordable alternative to purchasing expensive student response systems, commonly known as clickers, by letting students use affordable wired or wireless USB mice that their school already own."
"It’s simple. After Mouse Mischief is installed, the Mouse Mischief toolbar will appear as part of the PowerPoint ribbon when a new or old PowerPoint presentation is opened. This intuitive Mouse Mischief toolbar lets teachers add interactive elements such as multiple-choice question slides with a single click. When the teacher opens a Mouse Mischief enabled presentation, students in the classroom can answer each question by clicking it with their uniquely designed mouse cursor. Once the students have selected their answers, the teacher can display the correct answer...The best part? Mouse Mischief gives teachers the option to have their students answer questions individually or as part of a team, in order to encourage both competition and collaboration in the classroom...Special teacher controls allow the teacher to disable student’s mouse cursors, navigate between slides, set timers, and more. With Mouse Mischief the teacher is always in control, whether there are two or 25 cursors on the screen."

If you are interested in developing applications for Mouse Mischief, you can download Windows MultiPoint Software Development Kit 1.5  This kit allows developers to enable up to 25 mouse devices to work at the same time on one computer. It was released on 1/12/2010 and can be downloaded from the Microsoft website.

Here a plug from Microsoft about the benefits of the MultiPoint Mouse SDK:
"Applications built on the MultiPoint Mouse SDK can provide teachers with tools to gain real-time assessment information to help them provide a personalized learning experience for each of their students...Applications built on the MultiPoint Mouse SDK can increase student learning comprehension through interactive methods.MultiPoint Mouse applications can further a student’s engagement, collaboration, interaction and overall cognitive and social skills within a classroom or lab environment."

Here is the information about the MultiPoint SDK:
"The Windows MultiPoint Mouse SDK version 1.5 is a development framework that allows developers to build applications that enable up to 25 individual mouse devices to work simultaneously on one computer. As a developer, you can use the MultiPoint Mouse SDK to create educational applications that take advantage of collaborative learning methodologies. In schools with minimum infrastructure, MultiPoint Mouse greatly enhances the shared computing experience. Initial pilot programs conducted in India by Microsoft Research show that for certain subjects, MultiPoint Mouse can enhance learning when compared to a 1:1 computing scenario."

"MultiPoint Mouse should not be confused with applications that allow multiple people to control multiple mouse devices to perform standard operations. In those cases, the system traditionally cannot identify which mouse has made which changes, and there is normally no option for controlling the permissions of the various devices. MultiPoint Mouse is a development framework that enables developers to build applications to take advantage of multiple mouse devices, including the ability to handle mouse clicks from different users independently and to assign different permissions to each mouse. For example, the mouse belonging to a teacher in a learning application might need additional permissions to control the activity."



The MultiPoint SDK is compatible with Windows 7, Windows Vista Service Pack 2, Windows XP Service Pack 3, the .NET Framework version 3.5 SP1 or higher, Microsoft Expression Blend (you can use the trial version), Visual Studio 2008 or 2010 (you can use the free Express version), 2-4 mice devices for testing, and USB ports on the computer




Other thoughts:
Schools with money for advanced technology tools have purchased SMARTTables, and few have Microsoft Surface tables.  They are expensive, and don't offer a range of form factors to choose from.

I sort of like the concept behind the multi-user poker table that was in the casino on my cruse ship:



















Near the poker table is a display that shows the action from the poker game. In classroom settings, this display could be an interactive whiteboard, a projected display, or even a flat-panel screen.


There is a need for tables of different shapes in the schools. Speech pathologists, school psychologists, counselors, and others who provide guided group activities in the schools could use a multi-user table that follows this tried and true configuration:
http://www.qualitychurchfurniture.com/images/activitytablecolors/lrg_48KID72LOset.jpg
I'd love to hear from anyone who is using MultiPoint or Mouse Mischief, and also from anyone who is experimenting with various multi-touch table form factors.

Related:
Multple Mice for Computers in Education in Developing Countries (pdf)

Nov 21, 2009

"Image Reveal" application for the SMART Table, by Vectorform.

The SMART Table from Smart Technologies now features the Image Reveal application, created by Vectorform, that supports multi-touch, multi-user collaborative learning activities for children. The Image Reveal is the first third-party application published for the SMART Table, and is available for free from the SMART website.



"Vectorform was eager to collaborate with SMART to create an early learning application for the SMART Table, which it feels is a groundbreaking technology product. Image Reveal enables young users to collaborate and answer a series of multiple choice questions in a chosen subject area. Each correct answer uncovers part of a hidden image until it is fully visible. Alternatively, students can guess what the hidden image is at any time to win the game. Using the SMART Table Toolkit, teachers can customize content, including subject area, hidden image, questions and answers, and use images to tailor questions and answers for pre-literate learners." -SMART Tech Press Release


SMART Table Introductory Video:


It is good news to see that SMART Technologies is providing new applications for the SMART Table. There is much room for growth in this field. However, the applications still have the look and feel of electronic workbooks,  with a few interactive media bells and whistles tossed in to ensure that the system appeals to young learners.  I wonder if the application supports teaching the skills needed for children to successfully work together, such turn-taking, negotiating with other children in a group situation, or settling differences of opinion.

Classrooms in elementary schools now contain a growing number of students who have autism spectrum disorders, as well as other disabilities that interfere with social interaction. For this reason, it would be important to learn if SMART Table applications follow the guidelines for Universal Design for Learning(UDL).

RELATED

Cross-posted in Tech Psych

Nov 2, 2009

Eric Sailers' "Bling Your Blog" Presentation: How to spice up a blog with Web 2.0 widgets and interactive things

Eric Sailers is a speech-language pathologist and assistive technology specialist in the La Mesa-Spring Valley School District in San Diago, CA. He's ahead of the pack when it comes to embracing emerging collaborative and interactive technologies in education. Eric recently shared his presentation, "Bling Your Blog" on SlideShare. The presentation is an overview of how to incorporate Web 2.0 technology into blogging.
Below are links to a few things discussed in the presentation:
Animoto


Glogster: "Poster Yourself"
Interactive Calendar Poster by a Glogster


Voicethread (Collaborative digital storytelling.  The Ed. VoiceThread is a secure K-12 network.)


Web 2.0 Guru (Web 2.0 Resources for 21st Century Instruction)


100 Awesome, Free Web Tools for Elementary Teachers

Eric Sailers' Blog


(Cross posted on the TechPsych blog.)

Aug 24, 2009

Eric Havir's Microsoft Surface in Education Links

I cut and pasted the following information about Microsoft Surface in Education from Eric Havir's Microsoft Surface blog. I've posted about some of these applications, but in light of the plea for Microsoft to listen to educators concerning the development of multi-touch applications, I thought it would be a good idea to share these links.

I hope that Eric won't mind mind this "re-blog"!


"Here are some applications by Microsoft, our Microsoft Surface partners and others."

  • imageChurchend Primary School shows how teachers and students react to Surface in the classroom. There's also a great behind the scenes for developers.
  • I had a few visits with Dr. Neil (1 2 3) talking about his firms edu apps for primary and secondary school kids.
  • A paint application called Paint Touch that shows how even pre-schoolers can be engaged with Microsoft Surface.
  • Wales Education Suite is a set of applications for primary schools
  • Play together, learn together mixes fun with education
  • Surface Math shows primary school kids engaged with Surface
  • Magnification Ring has applications in education and museums
  • The Local Impact Map used by Microsoft to educate representatives of governments and NGOs on corporate social responsibility
  • History at your Fingertips is an adult focused application used at the national conventions last fall during the US presidential race
  • The Pits is used at trade shows for sales, but has great educational applicability.
  • Calculation Game by Ohio State's Computer Science & Engineering students and Geography faculty
  • This clip from Microsoft Research UK show's how magical Microsoft Surface is for primary school students. It's fun to see the kids reactions.
  • This video by Max is a music creation application, but imagine the possibilities with the objects to create educational applications linked with the physical world.
  • Neuro-rehab is focused on healthcare, but can easily be applied to education as well.

We've had a number of higher education institutions buying Microsoft Surface as well, so if you're at college you may see curricula including Surface in markets where it's available. Education developers - don't forget that MSDN-AA has the Microsoft Surface SDK Workstation Edition for subscribers to get you started. Let me know if I've missed anything in my list above. I'll make future posts on healthcare, financial services, etc.

Cheers.
Eric

Thanks, Eric, for sharing information about these Surface applications.

MICROSOFT: ARE YOU LISTENING? Cool Cat Teacher (Vicki Davis) Tests Out Microsoft's Multi-touch Surface Table

When Microsoft unveiled the Surface in 2007, I was disappointed that there were no immediate plans to market it for use in education. At the time, there were no immediate plans to release the Surface for research and development by university students. I had just completed a course in human-computer interaction, and with my background as a school psychologist, I KNEW this sort of technology would work well in education.

My head was brimming with ideas for this innovative technology for use with the students I work with every day.

The following video shows a demonstration of Microsoft's multi-touch, multi-user Surface table at the 2009 NECC conference, and also provides insightful comments from Vicki Davis, author of the very popular Cool Cat Teacher blog. Vicki discusses the value of surface/tabletop computing in education and shares her views about the need for user involvement in the educational software development process. She also gives great advice about how Microsoft or other developers of tabletop computing systems should proceed.

I agree with Vicky's comments, 100%, as my regular blog readers know!

MICROSOFT, ARE YOU LISTENING?



In the above video, it is apparent that the musical instrument applications do not provide a good touch response on the Surface. Vicki suggests that touch responsiveness is key, and that all Surface applications should be held to the high standard of Apple's iPhone and iPod Touch. Vicky goes on to say that Microsoft should support easy development of applications, and ensure that applications are very user-friendly and easy for school folks to install. If you work in a K-12 setting, you know what I am talking about ; )

Vicky is preaching to the choir when she stresses that Microsoft R&D (and others) should involve users in ongoing development, in a meaningful way, by using REAL people, REAL teachers, people who work with students. If you have ever battled with a "lame" educational application, you know why this is so very important!

Vicky's enthusiasm for the use of tabletop/surface computing in education can not be ignored. She absolutely knows what she is talking about, and she is the instructional technology voice for a multitude of educators around the world.

Here is Vicky's plea:

"I wish Microsoft would listen to these 3 things from a teacher in a classroom (me). I know Microsoft has bigger things to do than watch this video, but, I can dream, can't I?"

(I've paraphrased the following quotes.)

1. Understand the amazing potential for Surface devices in education. Look at three to five years out. You are looking at the future.

(This technology can engage students who have ADHD, etc.)

2. Harness the power of your users! Pull in your users. There are so many people in education would give their thoughts for free!

3. Create virtual and online ways for Microsoft to interact with teachers.


"If Microsoft decides to invest in this, and I do hope that somebody watching this video will understand the importance of integrating the world around us into the learning experiences and the learning environment, as part as how we remake and re-do education."

My sentiments exactly!

A few thoughts:

So where are we now?

Smart Technologies has come out with the SMARTTable, but it was designed for younger students. At this point, there are very few options, especially affordable options, for educators of students in the upper grades to use this technology.

Some members of the NUI-group are involved in creating educational applications for table-top systems, but they are few in number.

A few companies are using this technology for education, but the applications are mostly limited to interactive museum exhibitions.

From my research on this topic, there are very few developers that have the interest or the inclination to create educational applications for table-top computing.

My hope is that this will change soon! Join me in this conversation.

Aug 14, 2009

Tom Barrett, a teacher, demonstrates Durham University's SynergyNet Multi-touch Networked Tables

"It is about how children can work together and communicate and how the multi-touch technology can facilitate this."




In this video, Tom Barrett demonstrates multi-touch networked tables, which were designed to be part of an immersive classroom environment. The multi-touch tables are the result of a collaboration between the Technology Enhanced Learning research group at Durham University and colleagues from the Education and Psychology departments.

Tom is a teacher and edublogger. Like me, he has a passion for multi-touch technology.
He has been fortunate to have the chance to work with a SMARTTable in his classroom, and also compare the SMARTTable experience with the tables at Durham University, which were not from SMART Technologies.

Tom was one of the first teachers to have the opportunity to try out the SMART Table in his classroom
. He was a bit disappointed with the outcome. Even so, he believes that multi-touch technology will be important in education in the future.

From Tom's point of view, there is a need to have more in-depth content for the SMART Table, even at the earlier grades. The following quotes are taken from Tom's "SMART Table in my Classroom- My Conclusions" blog post:

"In my opinion there are three things that contribute to this: poor content; poor creation software and a straight jacketed approach to multi-touch functionality...There seems to be too much residual SMART Notebook thinking and not enough innovative software design. Maybe the product has preceded the necessary thinking behind it all."

"The one shining ray of light that emerges from amidst this all is the Media application. I have posted videos of some of my children working with this program in the past. It remains the only application that offers teachers and children an open environment to learn, and couples it with a unique interface with media. When you use this application you actually feel like you are using something innovative, multi-touch, gestural driven. As a teacher there is the capacity to use rich content of your choice (video) and then layer on top questions that engage the children in a much deeper way"

RELATED


Flickr Group: Multi-touch Interactive Desk: Applications and Gesture Ideas

(Note: I have plenty of ideas for content and software design for multi-touch tables in education, and also cognitive and educational assessment.
I'm only missing a table or two!)

Jun 28, 2009

NECC 2009 Conference June 28-July 1st: Technology in Education

http://www.iste.org/Content/HomePage/necc09_042909.jpg

If you are interested in virtual worlds, serious games, interactive multimedia technology, and emerging technologies in education, the 2009 NECC conference is the place to be!

NECC 2009 Conference Website


ISTE Website


Live Streaming from the NECC conference


CITEd (Center for Implementing Technology in Education) will be at NECC at the end of this month, where CITEd staffers will be keeping in touch via Twitter and Facebook.

The following information about virtual worlds and learning is from CITEd-e-News:


"Follow CITEd as we attend NECC 2009, the largest educational computing conference of the year. If you're attending this year, check out the agenda to see where we'll be; if you can't make it, we'll be Twittering the conference at TechnologyinEd. New to Twitter? Check out The Ultimate Guide for Everything Twitter or Twitter in Plain English. "
Virtual Worlds for Teaching and Learning
Virtual worlds, particularly Second Life and Teen Second Life, are a hot topic in education as schools and universities around the world begin to make use of virtual learning environments. With a wide variety of educational projects, Second Life is home to virtual conferences, professional development workshops, "field trips" to exotic locales, in-world classrooms and collaborative learning activities. In this issue of eNews, we take a look at some of the ways educators are using Second Life to enhance learning and teaching. Learn more at www.cited.org.
Read about how one health teacher used avatars (alter egos) in Second Life to teach students about body image issues, media representations of beauty, and self-image.
If you've ever wondered about using virtual worlds with your students, but don't know where to start, check out this short video highlighting several schools as they explore using Second Life in their teaching.
Suffern Middle School in Suffern, NY has maintained a virtual presence in Teen Second Life since 2006, with a focus on standards-based curriculum. Based on their experiences, teachers have created an in-depth guide for moving your school or classroom into the virtual world.
Thinking about using virtual worlds in your school? Global Kids has used Second Life to work with urban youth since 2006 and offers free sample curriculum materials and professional development opportunities. Be sure to visit the blog written by teens in the project!

Whatever your technology need, CITEd's web site offers unbiased, reliable and timely resources and information for implementing technology in the classroom, school, and district. Want to know more? Visit our home page!
www.CITEd.org


(I'm on a cruise vacation, otherwise I'd be at NECC!)