Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
Oct 27, 2006
Link to TechPsych Blog: Information about the MacArthur Foundation's $50 Million Digital Media and Learning Initiative, related resources
Oct 1, 2006
Game Accessibility: Universal Design and Access for Gaming (and Interactive Applications)
Unfortunately, many multimedia applications, as well as computer and console games, are not designed to facilitate access for a significant number of people. People with vision, hearing, or motor disabilities have few options available to them for playing games. People who have color-blindness, attention/memory problems, auditory processing difficulties, and/or slower visual-motor responses also face barriers when they use multimedia applications and games.
There are people who are working hard to make game technology more accessible.
The International Game Developers Association has a Game Accessibility SIG has a wiki that contains links to a variety of game access projects.
The following is a partial list of links related to game accessibility:
IDGA Game Accessibility SIG
Game Accessibility.Com
Game Accessibility Games (links to information categorized by visual, auditory, physical, and learning disabilities)
Game Access Resources and Research
Audio Games
OneSwitch
Switch Gaming
SymbolWorld
Sep 22, 2006
Brain Wave Games 4 Learning
Take a look at this article!
Sep 18, 2006
Mind, Brain and Emerging Technologies: Andrea Gaggio's Positive Technology Blog
Aug 9, 2006
Link to MegaList of Resources and References: Psychology, Technology, Prevention & Intervention
Here are links to information about RippleEffects and Dimenxian, interactive multimedia applications for kids and teens.
For those of you gearing up for the new school year, read my posts on the TechPsych blog about the following applications:
Link to post on the TechPsych blog about Dimenxian, an engaging interactive 3D game for algebra. Link to post on the TechPsych blog about RippleEffects for Teens and RippleEffects for Kids, social learning and behavioral intervention software.
Aug 7, 2006
David Rose, from CAST, addressed the NCLB Commission on the importance of Universal Design for Learning(UDL). Here is the link!
CAST to NCLB Commission: There's a Way to 'Leave No Child Behind'
Chief Scientist David Rose makes case for universally designed approaches
Aug 6, 2006
MindHabits Demo: Interactive game for identifying facial expressions and increasing self-esteem.
Mind Habits was developed by Dr. Mark Baldwin, a social psychologist, and his colleagues at McGill University.
Visit the on-line demo of Mind Habits , which includes on-line versions of several games.
Vist Mind Habits
Aug 5, 2006
Universal Design For Learning- Harvard Summer Institute Links
Aug 4, 2006
Aug 2, 2006
TechPsych: New technology, psychology, and education blog
I've created a new blog, open to posts and comments. The following is from the first post:
The TechPsych blog..... is primarily for school psychologists, educational technologists, school counselors, special education teachers, transition/school to work coordinators,curriculum specialists, and others who are interested in discussing how technology can be more effectively used in schools and other environments.
A primary focus of this blog will be sharing "how to", "what works" and "lessons learned" in several overlapping areas- the topics below are only suggestions:
- The use of technology to facilitate and promote school-wide intervention and prevention planning (academic, behavior, social skills) for all students, using a collaborative, multidisciplinary approach.
- The use of technology to facilitate needs assessment, individual and larger group progress monitoring, data analysis, to ensure "data-driven" decision-making processes.
- The use of technology for group interventions, including counseling, study skills, social skills and support/coping skills groups.
- The use of technology for collaboration and communication among colleagues, more specifically school-based problem solving teams, intervention/assistance teams, curriculum teams, etc.
- The use of technology to promote family/school communication, family involvement, parent education, distance learning opportunities, etc.
- Research-into-practice: This is an important component!
Jul 29, 2006
Virtual Reality & Convergence with Game Technology
Dr. Skip Rizzo, a psychologist from USC 's Institute for Creative Technologies, specializes in VR. Dr. Rizzo presented "Gaming for Health: Virtual Reality Game-Based Applications for Mental Disorders and Rehabilitation." at the University of Southern California Games Summit in October 2005. A zipped version of his PowerPoint presentation is available.
According to information from the Integrated Media Systems Center website, "Prof. Rizzo is continuing his collaboration with IMSC investigators and described projects that integrate game technology in the areas of attention process assessment of children with attention deficit hyperactivity disorder, pain distraction for children undergoing painful medical procedures and chemotherapy,exposure therapy for returning Iraq War veterans with post-traumatic stress disorder, and motor rehabilitation for persons with central nervous system dysfunction (i.e., stroke, brain injury). According to Rizzo, "the integration of game technology and experiences with virtual reality based approaches for clinical assessment, treatment and rehabilitation offers powerful options that could revolutionize standard practices in these fields."
Dr. Rizzo has been involved in The Virtual Classroom, A VR environment that assesses ADHD in children. For more information regarding the Virtual Classroom, see the full article(pdf).
There is an interesting article for students about the Virtual Classroom, "A Classroom of the Mind", by Emily Sohn, along with related activities, in Science News for Kids.
VR TREATMENT OF ANXIETY DISORDERS
Virtually Better (from website):
"Founded in 1996, Virtually Better is known world wide as an innovator in the creation of virtual reality environments for use in the treatment of anxiety disorders such as fear of flying, fear of heights, fear of public speaking as well as post-traumatic stress disorder (PTSD)... Our on-site clinic is staffed by a team of licensed clinical psychologists devoted to using cognitive-behavioral techniques (including virtual reality exposure therapy) for the treatment of various disorders in both adults and children... Virtually Better grew from the collaborative research of Barbara O. Rothbaum, Ph.D., Associate Professor in Psychiatry, and Director of Trauma and Anxiety Recovery Program at the Emory University School of Medicine in Atlanta, Georgia and Larry F. Hodges, Ph.D., formerly with the Georgia Institute of Technology, and now Professor and Chair, Department of Computer Science, University of North Carolina at Charlotte."
Related Information: A large selection of fairly recent, downloadable powerpoint presentations about the use of VR can be found on the Interactive Media Institute website.
"The Virtual Reality Lab (VRlab), at the Swiss Federal Institute of Technology has a collection of VR demonstrations, including the use of VR for social phobia.
Jul 27, 2006
Dropout Prevention: A Digital Production Teacher's Story
More of Ron Smith's posts can be found on his blog.
-Lynn
Jul 25, 2006
NECC: Video Games as Constructivist Learning Environments
This is a link to a post by Josh Thomas (Topics Education) about Mark Wagner's presentation at NECC on the topic of video games and constructivist learning environments. More information about Mark Wagner can be found at EdTechLife.
Jul 12, 2006
Revised Post 8/1/06 Interactive multimedia for social skills, understanding feelings, relaxation and coping strategies, etc.
Link to Pragmatic Language/Social Skills Objectives (North Carolina Department of Public Instruction)
http://techpsych.blogspot.com/p/social-skillspragmatic-language.html
Link to a post about interactive technology (whiteboards, interactive websites, touch screen technologies, tabletop computing, etc.) in my work as a school psychologist in 2010:
http://interactivemultimediatechnology.blogspot.com/2010/08/reflections-about-interactivity-in-my.html
UPDATE: 1/17/08
(Additional information about multimedia and social skills applications, tips, and strategies can be found on the CITEd website. See my post on the TechPsych blog for links to CITEd resources.)
Here are some interactive applications and games that focus on social skills, coping skills, feelings, stress management, relaxation, communication, attention, or study skills. Multimedia applications present students with experiences that address a variety of modes of learning, communication, and thinking. This can be helpful with students who have more difficulty with traditional word-based counseling techniques.
ITSMYLIFE * is an interactive website for middle-school students. It has video clips, games and related activities on topics such as bullying, dealing with emotions, dealing with crushes, gossip and rumors, divorce, death, time management, test stress, fighting, and more. Streaming video clips on a range of topics are available on this site. Resources are provided on-line for teachers and parents. The activities on this website are appropriate for classroom guidance, small group counseling/ intervention, and for "homework". The website also includes several interactive games. The activities are engaging when presented via an interactive white board. Good potential for social-emotional intervention/prevention research.
Facial Expression Game
Feelings Game
Resources for students, parents, and teachers. Focuses on activities suitable for students with Asperger-Autism spectrum disorders, Fetal Alcohol Syndrome/Effect, and related disorders. Offers free online activities as well as affordable interactive applications. Many activities are useful for younger students in regular education settings and would work for small group support as well as in classrooms using an interactive whiteboard. A good site to use when consulting with new teachers about intervention strategies. Do2Learn links to information regarding various disabilities. Do2Learn's early work with Virtual Reality helped young children with autism learn street crossing. These games are available on the internet for free.
"Ripple Effects for Teens (grades 6-10) addresses social, emotional and learning needs with individualized guidance in 390 areas.” “Ripple Effects For Kids (grades 3-5) prevents bullying, builds character, promotes healthy behavior and academic success with over 140 reading independent tutorials.” Ripple Effects also offers "Teaching Coach" for staff development. Download an 8 minute video clip overview of Ripple Effects software here.
Free and low-cost on-line games: "Life Experience through Simulations" and "Online Negotiation games" Suitable for high school students for teaching social skills needed for the workplace, community, and relationships. Some of the applications are used for training attorneys, agrologists, and business workers. Simulations could be used in work/life planning classes, conflict resolution, and transition planning.
Eye Spy Wham! Grow your Chi
"Kar2ouche Composer is a highly creative and interactive multimedia authoring tool. It helps students develop contextual understanding, critical interpretation and individual expression through a wide range of creative activities, including interactive role-play, picture-making, storyboarding, animation, publishing and movie-making.”
"MediaStage provides students of all abilities with a creative simulation environment that has all the engagement of the best computer game but puts creative and collaborative learning at its core. MediaStage stimulates students into new ways of thinking about the interactions between characters and people through its use of 3D role-playing simulations. Students can express their own thoughts as if others were expressing them and then mediate these thoughts in empathic ways which are sensitive both to audience and performer. Students can also use MediaStage to design virtual performances that include subtleties of expression through the body language of characters, their proximity to each other and their juxtaposition, as well as their movements and interactions with props and stage settings.”
MediaStage and
"Immersive Education has substantial evidence which demonstrates how its software and support materials are leading to significant benefits in the traditional classroom environment. These include:
- Better classroom performance and increased pupil motivation and attention
- Inclusion for children of all abilities in understanding difficult texts and concepts
- New ways for teachers to involve children in learning where software is used as an integrated part of an overall teaching solution extending teachers' creative computer skills leading to wider use of computing in the classroom."
Vyro Games
Relax to Win is appropriate for students who have difficulty coping with stress or anxiety. The game is available as a PC game as well as for the smaller screen of a SmartPhone or newer cell phone. It comes with a bio-sensing feedback device. The more relaxed the user, the better the outcome of the game. Research regarding Relax to Win has shown that it is effective. It has not been researched in
BreakAway Games
BreakAway Games produced Free Dive, in collaboration with others. Free Dive a 3-D game found to reduce the need for pain medication among children undergoing painful medical treatments, such as chemotherapy. Click here for a short video about Free Dive.
"On-line relaxation "game": I really feel like I'm flying around in this space and the notion of 'tranquility' and how it really is needed in order to master the game is something I find extremely cool." Tranquility is similar in principle to the "Cloud" game. This game could be included in interventions for students who have anxiety and related disorders.
Apr 18, 2006
Resources for All: Supporting UDL, RTI, Visual and Multimedia Literacy, Project-Based Learning, Learning with Mobile Devices
In this post, I've consolidated information and updated links and resources from some previous posts from my TechPsych and Interactive Multimedia Technology blogs. Although many of the resources cited in this post relate to K-12 education, some of the information is useful for instructional designers, school administrators, researchers, college/university educators, parents, and technologists who are interested in developing interactive multimedia applications for children and teens.
Universal Design for Learning (UDL) and Planning for All Learners
Universal Design for Learning incorporates differentiated instruction, addressing visual learning and other means of academic engagement through the use of media technology, including project-based learning. The concepts of Universal Design for Learning fit with Response to Intervention (RTI), universal prevention/intervention, and instructional consultation/ problem-solving teams. For those who are considering this approach, plan on spending time exploring this Center for Applied Special Technology (CAST) website.
The Planning for All Learners section provides resources such as lesson plan examples and planning charts that provide teachers a way of representing the specific needs of each student.
CAST offers the on-line interactive book, Teaching Every Student in the Digital Age: Universal Design for Learning.
This book is a good resource for staff development activities. Plan on spending a good bit of time on this site!
EDUTOPIA: The George Lucas Foundation
The Edutopia website provides "..detailed articles, in-depth case studies, research summaries, instructional modules, short documentary segments, expert interviews, and links to hundreds of relevant resources."
The Technology integration link. provides resources for teachers, staff development, including video segments that cover technology integration, project based learning, school-to-career, the use of multimedia for emotional intelligence activities, and more.
Visual learning software: "Learning to think. Learning to learn. These are the essential skills for student success. Research in both educational theory and cognitive psychology tells us that visual learning is among the very best methods for teaching students of all ages how to think, and how to learn." Many school districts have adopted Kidspiration and Inspiration; there are many resources for teacher support for this software. Effective with visual learners and works well for paired and small group activities. Potential for intervention and "engagement" research.
Many school districts have adopted Kidspiration and Inspiration; there are many resources on the website for teacher support for this software. Inspiration and Kidspiration are effective with visual learners. These applications work well on large-screen displays as well as P.C.'s, and are good for paired and small group activities.
Inspiration now offers a visual data analysis application, InspireData.
I SUPPORT LEARNING
“Our mission is to empower educators in their quest to create and support life-long learners, to make education relevant and engaging for the student through creative software.” I Support Learning provides applications for creative, interactive project-based activities for middle and high school students that integrate the use of technology and build technology skills."
I Support Learning's Personal Experience Curricula
CARTOON ANIMATION VIDEO GAME DESIGN MUSIC VIDEO PRODUCTION WEB GAME DESIGN
PERSONAL FINANCE AND WEALTH MANAGEMENT BUILDING GREEN – RESIDENTIAL HOME DESIGN ARTIFICIAL INTELLIGENCE AND MOBILE ROBOTICS GREEN INDUSTRY – LANDSCAPE DESIGN ROBOTS AND INVENTION HORTICULTURE AND LANDSCAPE DESIGN
HANDHELD AND MOBILE DEVICES FOR LEARNING
There are some classrooms in that do not use textbooks. Textbooks are provided to students electronically on their PDA's. Some versions of electronic textbooks are interactive and include hypertext links to supplemental information or activities. Students who use Wi-Fi enabled PDA's have access to interactive websites that compliment what they are learning in class.
In most classrooms that use this form for instruction, students often work in pairs and groups. Because PDA's run many of the same applications as do PC's, they can be utilized for frequent monitoring and charting of progress. Here are a few resources:
"Our classroom uses Windows CE and Pocket PC based Personal Digital Assistants (we call them PDA's.) We are running a paperless classroom with the PDA's. All homework and reading assignments are done on the PDA's. We do not use copied ditto sheets or heavy textbooks. All of this is accomplished in a 7th and 8th Grade Language Arts class, not in a math or science classroom."This is a good example of how a teacher, a "rookie" during the 1998-99 school year, embraced new and effective ways of using technology to meet the needs of a diverse range of learners in the middle school setting for Language Arts instruction. This website has expanded to include a range of resources for educators interested in learning how to implement paperless classrooms. Research in this area can be found through HiCe and related organizations.
HICE: Center for Highly Interactive Computing in Education
HiCe provides consultation and resources for schools regarding the use of handheld devices in learning environments. The work of the HiCe project at the University of Michigan has been in place for over a decade.."With PDA's, students can access websites created by their teachers to keep track of assignments and upload or e-mail assignments when completed. Software on PDA's such as calendars and an alarm can help students who have organization problems."
A spin-off of the HiCe project is GOKNOW.
MOOP:
Moop was developed in
Mattila, P. & Fordell, T. (2005) MOOP- Using m-learning environment in primary schools. http://www.mlearn.org.za/CD/papers/Mattila.pdf
Mattila, P. (2005) Moop - Mobile Learning Environment as Part of Daily School Work
http://www.microlearning.org/micropresentations/micropresentation_friesen_2005.pdf
Quote from the project website:
"…the user group has expanded to encompass people of all ages, from grandparents getting involved in family learning, adults looking to improve their employment prospects, to pregnant teenagers needing health advice and guidance." Website has demos of software and links to references and resources, along with video clips useful for presentations.
Also see: M-LEARNOPEDIA
OTHER RESOURCES FOR INTEGRATING HAND-HELDS INTO EDUCATION:
K-12 HANDHELDS
LEARNING AT HAND
LEARNINGINHAND
INTERACTIVE WHITEBOARDS AND LARGE-SCREEN DISPLAYS
This company produces interactive whiteboards, which allows educators to bring the touch screen to the wide screen in their classrooms.
According to WISC, learning objects are web-based, self-contained chunks of learning, small enough to be embedded in a learning activity, lesson, unit, or course, are flexible, portable, and adaptable, and can be used in multiple learning environments and across disciplines.
http://www.wisc-online.com/objects/index_tj.asp?objID=AP11403
MERLOT: Multimedia Educational Resource for Learning and Online Teachinghttp://www.merlot.org/merlot/index.htm
Quotes from users of learning objects:
"Reading something in a book, I may not get the concept. So as I go through it on the screen, I can see how the different things work...for an example , one of the classes I had , that had a CD and a learning object with it, I actually passed the test, got a 100%, because I was able to go over it. The way it was on screen, was completely different than how I had memorized in my head." - Holly Davidson, Student
Like Merlot, WISC provides interactive learning objects geared primarily for higher education. Learning objects incorporated into instruction provide students with multiple paths to gaining knowledge, consistent with the principles of Universal Design for Learning.
Apr 11, 2006
Updated 5/20/06 ! Interactive Multimedia Technology for Science and Math

SCIENCE AND MATH RESOURCES
Science/Math Update 5/20/06
The Molecularium website at Rensselaer has links to information about the new Molecularium project.
This description is from the website:
"Our mission is to blend art and science to create unique vehicles to excite, entertain, and educate
children of all ages about science in the world around them. Molecularium™ is the flagship outreach
and informal education effort of Rensselaer’s National Science Foundation funded Nanoscale Science
and Engineering Center for Directed Assembly of Nanostructures."
4/12/06
The fields of science and math increasingly rely on technology for scientific visualization, data visualization, and three-dimensional modeling. These technologies can be incorporated into interactive multimedia activities for students, often improving the motivation, learning, and academic engagement of students. This list is a starting point and will be updated periodically. |
van Dam, A. (2006). Immersive virtual reality in scientific visualization. Presentation: |
ACTIVE WORLDS EDUCATIONAL UNIVERSE |
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DIMENXIAN |
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ENVIRONMENTAL DETECTIVES |
There is a PowerPoint presentation about Environmental Detectives on the website |
PBS SCIENCE |
"This project is studying the extent to which The River City MUVE, a technology - based curricular innovation, developed through "robust-design" strategies is effective in increasing students' educational outcomes across a range of challenging classroom settings." Dr. Chris Dede is the lead researcher for this project. River City on-line videos are available on the website. THE WAYANG OUTPOST MATH GAME The engagement provided by the game format may help draw in at-risk, disengaged teens back into learning. The game support geometry and SAT preparation and was designed to interest girls in math and science. Publications about Wayang OutpostWayang Outpost project at the University of Massachusetts, Amherst |
Update: Games, Simulations, and Virtual Worlds WebQuest (QuestGarden)
This post is over three years old, and I have not checked the links. It was created as part of a project for a course I took that focused on on-line communication tools and designing e-Learning experiences, in 2006. I used this blog for a few months as an on-going resource for participants of a 3-hour workshop that was held at the 2006 annual conference of the National Association of School Psychologists in Anaheim, CA. At the time, I was also taking "Virtual Reality in Training and Education", and chose to explore the theme of the webquest, games, simulations, and virtual worlds.
Much has happened since I created the webquest. If you are here because a search led you to this page, do a search of this blog site and I'm sure you will find some interesting links and information!
Hi.
The Games, Simulations, and Virtual Worlds WebQuest is posted at Quest Garden. This WebQuest was designed for school psychologists who attended the "Interactive Multimedia Technology: A Tool for Intervention and Prevention" workshops in February or March of 2006. Feel free to explore the WebQuest if you aren't a school psychologist, but are interested in this topic!
To prepare for this WebQuest, first visit the previous post on this topic. The WebQuest includes a WebQuest journal with links to a variety of interesting websites. Many of the websites are interactive or media-rich. There is a rubric that can be used as a guide during the Webquest. The WebQuest can be modified for staff development and related training activities.
Quia Website Activities for School Psychologists/Workshop Participants:
I have set up a web page at Quia that has links to activities that relate to topics discussed in the workshop. You will find a needs assessment and action plan for school psychologists to complete. You can also find a WebQuest Scavenger Hunt, a shorter version of the quest posted at QuestGarden, with links and questions related to each link, in the form of a quiz. There is a "class roster" under the name of School Psychologists for workshop participants and those interested in participating in on-line learning activities related to the topic of the workshop.
-Lynn