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

Oct 11, 2010

Project: Interact "Invent, Design, Change" - A 10 week after-school program teaches high schoolers how to use design to change their communities

Our classroom

Below is a brief description of Project Interaction, a program developed by Katie Koch and Carmen Dukes to teach high school students to use design thinking to change their communities, and also to inspire students to think about interaction design as a possible future career.

Support Project: Interaction on Kickstarter! from Project: Interaction on Vimeo.

RESOURCES
Project: Interaction Vimeo Site, includes video interviews of people who work in the field of interaction design.
Gamestorming: A playbook for innovators, rule-breakers, and changemakers: How to apply game thinking to your business challenges (Dave Gray, Sunni Brown, James Macanufo)


How would this play out at a rural high school?


I'd like to try something like this at my high school. It is located in rural N.C., in between two small towns, not too far from a larger "small" town.  Charlotte, N.C. is the "Big City", but it is is about a 75-100 minute drive, depending on the traffic.  The challenges the students face in a rural/small town area might not be the same as those of teens living in the middle of densely populated NYC,  but that is OK.   It is important to remember that design thinking and interaction design can address a wide range of problems that beg for new solutions, even in the countryside.


It would be awesome if I had the time to implement this at the school. I wonder if any interaction designers in the Charlotte area would be interested in taking a trip out to the country to help get something like this off the ground!
































SORT OF RELATED RURAL EDUCATION AND TECHNOLOGY
It occurred to me that I hadn't read much about "rural" education lately, although I pass horses and cows and cornfields every day to and from work. With access to cell phones and the Internet, and cable/satellite TV, young people who live on the outskirts have more access to urban trends than in the past, yet it is difficult for school districts in rural and small-town communities to attract and retain highly qualified teachers, especially math, science, and special education teachers at the high school level.
"Boon, Not Boondock:  With enrollment in rural schools on the rise, will education in small-town America finally get the attention it deserves?" Elaine McArdle, Harvard Graduate School of Education Ed. Magazine, 2008
In my own state, North Carolina:
NC State Works to Turnaround Rural Schools Through Leadership
National Research Center on Rural Education Support (UNC-Chapel Hill)
Two of the four research programs of the NRCRES:
Distance Education Program, which examines the role that distance education can play in rural schools, especially for enrichment andadvanced level courses. Rural High School Aspirations Study, which examines rural high school students’ aspirations and preparatory planning for postsecondary education, career training, and adult life."

Distance Education Publications, NRCRES
de la Varre, C., Keane, J., Irvin, M. J., & Hannum, W. (2009). Social support for online learning in rural high schools. In Whitworth, B. & de Moor, A.(Eds). Handbook of Research on Socio-Technical Design and Social Networking Systems (pp. 575-588).
Hannum, W., Irvin, M. J., & de la Varre, C. (in press). Extending educational opportunities in rural areas: Application of distance education in rural schools. In S. Mukerji & P. Tripathi (Eds.). Cases on technological adaptability and transnational learning: Issues and challenges.
Hannum, W. H., Irvin, M. J., Lei, P.-W., & Farmer, T. W. (2008). Effectiveness of using learner-centered principles on student retention in distance education courses in rural schools. Distance Education, 29, 211-229. 
Irvin, M. J., Hannum, W. H., de la Varre, C., & Farmer, T. W. (2009). Barriers to Distance Education in Rural Schools. Manuscript submitted for publication.
Irvin, M. J., Hannum, W. H., Farmer, T. W., de la Varre, C., & Keane, J. (2009). Supporting online learning for Advanced Placement students in small rural schools: Conceptual foundations and intervention components of the Facilitator Preparation Program. The Rural Educator, 31(1), 29-36
Keane, J., de la Varre, C., Irvin, M. J., & Hannum, W. (2008). Learner-centered social support: Enhancing online distance education for underserved rural high school students in the United States. In Whitton, N., & McPherson, M. (Eds). Rethinking the digital divide (pp. 39-48). Research Proceedings of the 15th Association for Learning Technology Conference (ALT-C 20


Rural Education SIG of the American Educational Research Association
REL-Midwest:  Online Learning Opportunities for Rural Schools: Framing the Conversation:  Enhancing the Educational Outcomes of Children Through Distance Learning and Technology
Clopton, K.L, & Knesting, K. Rural School Psychology:  Re-Opening the Discussion.  Journal of Research in Rural Education, 2006, 21(5) http://www.jrre.psu.edu/articles/21-5.pdf

Oct 6, 2010

Interview of Gillian Hayes: Interactive Visual Supports for Children with Autism

Gillian Hayes is an Assistant Professor in Informatics in the School of Information and Computer Science and the School of Education at UC Irvine.  Some of her research has focused on the use of interactive technologies with children who have autism. She recently was interviewed about a feature article she co-authored that was published in Personal and Ubiquitous Computing:  Interactive Visual Supports for Children with Autism.

The interview can be found on the following Facebook Notes page:

http://www.facebook.com/note.php?note_id=439770255457&id=179582945448&ref=mf

Gillian is the editor of an upcoming  special issue of Personal and Ubiquitous Computing on the topic in of technologies for autism.


RELATED 
Some links from the interview:

Gillian's paper in PUC 
(Personal and Ubiquitous Computing)
PUC theme issue on Technologies for Autism
Gillian Hayes
STAR
Gillian talks about autism and technology

Aug 28, 2010

Update & Links about the Interface Culture Exhibition at the 2010 Ars Electronica Festival, via Martin Kaltenbrunner

Here is an update about the the work of students in the Interface Cultures program, which will be presented at the Playful Interface Cultures at the Ars Electronica Festival in Linz, Austria:

"This year‘s presentation by students in the Interface Cultures program showcases newly emerging artistic skill profiles at the nexus of interactive media technology and interface technology. These artists adroitly combine complex disciplines such as communications technology, biosciences, physical computing, interaction design, fashionable technology and information visualization in their test environments and experimental concepts."

via Martin Kaltenbrunner (Interface Culture at the University of art and Industrial Design):
statement: http://www.interface.ufg.ac.at/arsPDF
poster: http://www.interface.ufg.ac.at/files/playful_interface_cultures.pdf
festival page: http://new.aec.at/repair/en/2010/08/16/playful-interface-cultures/
vimeo channel: http://vimeo.com/channels/interfaceculture



SOMEWHAT RELATED
Interface Culture Lab Blog
Did you know that you can get a Masters degree in Ludic Interfaces?
Ars Electronica 2010 Flickr Site
WIRED: Here comes Ars Electronica 2010 (Bruce Sterling)
Ars Electronica/Futurelab

Jul 10, 2010

Tech Fashion: The iPad Murse (Murse = Man Purse)

I'm vacationing this week, but since it is impossible for me to fully pull myself away from tech, I grabbed my husband's arm and made a beeline to the iPad display during our walk around Historic Charleston yesterday.  Nearly every iPad on the display had been temporarily adopted by a kid. All of them wanted one, and it was clear that the interaction design was intuitive for them to use. 

My husband commented that he didn't see what the buzz was all about.  His first comment?  "How would anyone carry this? It is too big for a pocket or a purse!   I pointed out that unlike me, most of the women in the store had huge purses.  Huge fancy purses that could probably hold a bazillion iPads.   (My mind is made up. I need an iPad AND a huge fancy purse.)

I noticed that a dad of one of the iPad-exploring kids was holding an iPad in a zippered case in his hand, so I asked him about it.  It turns out that the guy is a "Virtual IT CIO",  so he knows his stuff.  He said that he loves his iPad and has no problem carrying it around.    Knowing my husband, carrying around the iPad in a case without a handle would be a problem.  A deal-breaker.

I guess that the lack of an iPad Murse (man-purse) is something worth considering.  We all want to project a professional image, right?  I chuckled to myself as I read the following article:
Scott Stein, CNET, 7/9/10

In the article, Stein reviews a variety of "murses" suitable for the iPad and netbooks, including Cocoon's Grid-It 10-inch Harlem Netbook/iPad and Gramercy Messenger slings, Booq's Taipan Slim XS, and STM Bags' Scout Laptop Shoulder Bag.
Searching for an iPad bag isn't easy.
(Credit: Sarah Tew/CNET)


(Credit: waynesuttun12, flickr)

Jul 2, 2010

Gesture and object recognition on your kitchen counter: The Oasis Project demo from Intel Labs

Intel's Oasis system uses object recognition that triggers various applications that generate such things as shopping lists and recipes. The system can handle more than one item of food. It includes videos of how to prepare meals, a great feature for people just starting , or those who are learning to prepare healthier meals.

In my opinion, this sort of application would be useful to people with disabilities that affect memory.



(Previously posted on THE WORLD IS MY INTERACTIVE INTERFACE blog.)

Jun 13, 2010

WONG - Multi-touch Pong Rerun - Link to Updated Game and Code (via Seth Sandler)

In 2007-2008 there were a handful of multi-touch concept demo videos created, accompanied by upbeat music. The song in this video would be great for the Glee iPad/iPhone app!

Wong was created by Seth Sandler, who recently cleaned up the code.  The latest version of Wong, along with the cleaned-up code,  can be found on the TechSparked website: http://techsparked.com/application/wall-pong

YouTube Video of WONG by Falcon4ever:


Here is a plug for Seth Sandler:

More Applications by Seth

May 29, 2010

Preview: Update on Touch & Multitouch Technologies, Websites, and Touch-Interactive Multimedia Apps

It is about time for an update about touch/gesture- interactive technologies.

I've been researching the latest in "touch" screens and new developments in interactive multi-media content.  In just one year, a multitude of websites have been transformed from static to interactive. 

Although the initial objective for some of these websites was to optimize the interface and navigation for people accessing websites via touch-screen cell phones,  some are ideal for use on touch-enabled slates, the iPad, and even larger touch screen displays and surfaces.   

Convergence seems to be the buzz word of the day.   Interactive TV.  Game sets with Internet access.  Movies on your cell phone.  Touch screen Coke machines displaying movie trailers.  What's happening now, and what is next?

I welcome input from my readers in the form of links to websites, university labs with grad students and professors who are obsessed with emerging interactive technologies, proof-of-concept video clips, video clips of related technologies that are new-to-market, etc.   

I will add video clips to the following playlist:


FYI: I'm also in the middle of writing a series of posts about 3D television technologies for the Innovative Interactivity blog, and welcome input from my readers about this topic.


RELATED (Previous posts)
(the above post includes links to various multi-touch developer kits and resources)




May 13, 2010

Digital Media & Learning Competition Awards



2010 Digital Media and Learning Competition Winners (pdf)


"The Digital Media and Learning Competition, now in its third year, is an annual effort designed to find — and to inspire — the most novel uses of new media in support of learning. In May 2010, the Competition recognized 10 projects that employ games, mobile phone applications, virtual worlds, and social networks to create learning labs for the 21st Century — environments that help young people learn through exploration, interaction and sharing."
-MacArthur Foundation/HASTAC 


2010 Winners, 21st Century Learning Lab
CLICK! The Online Spy School: Engaging Girls in STEM Activities, Peer Networking, and Gaming- Emily Sturman, Carnegie Science Center, Pittsburgh, PA.
ECOBUGS- Stephen Sayers, Futurelab Education, Bristol, UK.
FAB@SCHOOL: A Digital Laboratory for the Classroom- Glen Bull, University of Virginia, Charlottesville, VA.
Hole-in-the-Wall: Activity Based e-Learning for Improving Elementary Education in India - Hole-in-the Wall Education Limited, New Delhi, India
Metrovoice: About/In/By Los Angeles - Ann Bray, LA Freewaves, Los Angeles, CA
Mobile Action Lab: Programming Apps for Collaborative Community Change- Elisabeth Soep, Youth Radio-Youth Media International, Oalkand, CA
NOX No More: Connecting Travel Logs with Simulation, Gaming, and Environmental Education- Rosanna Garcia, Northeastern University, Boston, MA
Conservation Connection: From the West Side to the West Pacific-Joshua Drew, The Field Museum, Chicago, IL
Scratch & Share: Collaborating with Youth to Develop the Next Generation of Creative Software- Mitchel Resnick, MIT Media LAb, Cambridge, MA
Youth Applab- Leshell Hately, Uplift, Inc. Washington, DC


About the Competition
Digital Media and Learning Competition

RELATED
Press Release Via Serious Games Market and the MacArthur Foundation

Global Competition Selects 10 Innovative Digital Media & Learning Projects to Share $1.7 Million (Digital Media & Learning, Press Releases- May 12, 2010)
Washington, DC) — Ten winners of the MacArthur Digital Media and Learning Competition were announced today at a celebration of National Lab Day in Washington, DC, to promote science, technology, engineering and math across the country. Funded by the John D. and Catherine T. MacArthur Foundation and administered by the virtual network of learning institutions HASTAC, the competition winners will share $1.7 million in funding to use games, mobile phone applications, virtual worlds, and social networks to create the learning labs of the 21st century. Winners include a project to show youth-produced videos on 2,200 Los Angeles city buses; the next generation of a graphical programming language that allows young people to create their own interactive stories, games, and animations; and an online game that teaches kids the environmental impact of their personal choices. 

“Digital technologies are helping us to re-imagine learning,” said Connie Yowell, MacArthur’s Director of Education. “In the digital age, the learning environment is turned on its head — it’s no longer just the dynamic of the student, the teacher and the curriculum. Today, kids learn and interact with others — even from around the world — every time they go online, or play a video game, or engage through a social networking site. This Competition is helping us to identify and nurture the creation of learning environments that are relevant for kids today and will prepare them for a 21st century workforce.”

Now in its third year, the Competition is an annual effort to find — and to inspire — the most novel uses of new media in support of learning. This year it was launched in collaboration with President Obama’s Educate to Innovate initiative, challenging designers, inventors, entrepreneurs, and researchers to create learning labs for the 21st century, digital environments that promote building and tinkering in new and innovative ways. 

Other winners of the global Digital Media and Learning Competition include:

Conservation Connection: Using webcasting, video blogging and social networking sites, this project connects kids from Chicago’s West Side with kids in Fiji to work together to protect Fijian coral reefs; 

Mobile Action Lab: Combining the expertise of social entrepreneurs and technologists and the knowledge and ideas of Oakland, CA-based teens, this project helps develop mobile phone applications that serve Oakland communities. 

Click! The Online Spy School: Designed to encourage girls engagement in the sciences, Click!Online is a web-based, augmented reality game for teen girls to solve mysteries in biomedical science, environmental protection, and expressive technology. 

•Download a complete list of the competition winners (PDF, 12 pages) »

This year’s application process included an opportunity for public comment, which allowed applicants to collaborate with others and improve their submissions prior to final review. Of the more than 800 applications from 32 countries, 67 finalists were asked to submit videos of their projects for a final round of judging. Winners were selected from this pool by a panel of expert judges that included scholars, educators, entrepreneurs, journalists, and other digital media specialists.

The Competition is funded by a MacArthur grant to the University of California, Irvine, and to Duke University and is administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC). The Competition is part of MacArthur’s digital media and learning initiative designed to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

"The winning projects exhibit a wonderful creativity in developing learning platforms and environments that promote participatory and collaborative engagements for kids to learn with and from each other in their everyday engagements,” said Cathy N. Davidson, of Duke University, Co-founder of HASTAC along with David Theo Goldberg, of the University of California Humanities Research Institute. “We are witnessing the profound transformation in how young people will be learning in the future, and these projects are helping to lead the way," noted Goldberg.

Winners of the Competition were drawn from two categories: 21st Century Learning Lab Designers ($30,000 to $200,000) and Game Changers ($5,000 to $50,000). Learning Lab Designer award winners, which were announced today, will share $1.7 million for learning environments and digital media-based experiences that allow young people to grapple with social challenges through activities based on the social nature, contexts, and ideas of science, technology, engineering and math. Game Changers awards, which are to be announced on May 25th at the 2010 Games for Change festival, will share $250,000 for creative levels designed with either LittleBigPlanet™ or Spore™ Galactic Adventures. The games offer young people learning opportunities as well as engaging play. Each category includes several Best in Class awards selected by expert judges, as well as a People’s Choice Award to be selected by the general public in late May. 

Detailed information about the winning projects and the Competition is available at http://www.dmlcompetition.net.

Apr 26, 2010

Interactive Multi-Touch for Children with Autism Spectrum Disorders: Research and Apps by Juan Pablo Hourcade, Thomas Hanson, and Natasha Bullock-Rest, University of Iowa

Dr. Juan Pablo Hourcade heads a team of researchers at the University of Iowa who are creating multi-touch applications and other technologies to support communication, collaboration, creativity, and self-expression for young people with Autism Spectrum Disorders.  The picture below is a screen shot of the team's web page that includes a few videos of the team's important work: (Videos can be found on the Technologies for Children with Autism Spectrum Disorders webpage.)


RELATED VIDEOS

pymt demo reel from Thomas Hansen on Vimeo.


Multi Touch @ University of Iowa from Thomas Hansen on Vimeo.


RELATED
Hourcade, J.P., & Hansen, T.E. (2010). Multitouch Displays to Support Preschool Children's Learning in Mathematics, Reading, Writing, Social Skills and the Arts (pdf)


Dr. Hourcade is organizing the Digital Technologies and Marginalized Youth workshop on Satuirday, June 12, 2010 at the 9th International Conference on Interaction Design and Children (IDC), which will be held this year in Barcelona, Spain.


Other workshops that will be held at IDC 2010:
Interactive Storytelling for Children
Extended Abstract: Interactive Storytelling for Children (pdf)
Designing Tangibles for Children
Play and Technology:  How does technology initiate and facilitate physical play?


Dr. Hourcade's publications

STEIM- Studio for Electro-Instrumental Music: Interactive Music + Technology (Video clips and links)

I came across the STEIM website today and was impressed by what I saw on the videos embedded/linked below.

What is STEIM?  According to the website, "STEIM (the studio for electro-instrumental music) is the only independent live electronic music centre in the world that is exclusively dedicated to the performing arts. The foundation's artistic and technical departments support an international community of performers and musicians, and a growing group of visual artists, to develop unique instruments for their work. STEIM invites these people for residencies and provides them with an artistic and technical environment in which concepts can be given concrete form. It catalyzes their ideas by providing critical feedback grounded in professional experience. These new creations are then exposed to a receptive responsive niche public at STEIM before being groomed for a larger audience."


"STEIM promotes the idea that Touch is crucial in communicating with the new electronic performance art technologies. Too much the computer has been used, and designed, as an exclusive extension of the formalistic capabilities of humans. At STEIM the intelligence of the body, for example: the knowledge of the fingers or lips is considered musically as important as the 'brain-knowledge'. STEIM has stimulated the design of extremely physical interfaces and is widely considered as the pioneering place for the new live electronic concepts."

STIEM offers a limited number of internships and residencies. Also available are orientation workshops, and guest house accommodations for visitors participating in the workshops who come from abroad.

If I had the chance to visit STEIM, I would definitely want to play around in the Electronicmusicalinstrumentsexhibition (formerly the Electro Squeek Club), "an exhibition in the form of an arcade where visitors can playfully discover the major directions in the tactile approach within STEIM's instrumental objects."
Mobile Touch:  Finger Web

STEIM Finger Web from STEIM Amsterdam on Vimeo.

SONIC ALADDIN

STEIM Sonic Aladdin from STEIM Amsterdam on Vimeo.

Watch for the interesting iPhone app:

STEIM Hotpot Lab #3 from STEIM Amsterdam on Vimeo.

Presentations by: Alan Macy / BIOPAC;   Jeff Snyder / Snyderphonics
Performances by:  Jan Trützschler von Falkenstein;  Joker Nies and the Benjolin Orchestra
27 March 2010 STEIM, Amsterdam NL

RELATED
The Benjolin:  Build your own electronic fun-box, by Rob Hordijk & Jocker Nies
Making of the Benjolin
STEIM concert curated by John Dikeman: MISSING DOG HEAD & KRK

Why does this interest me?   When I returned to school to take computer classes, my first class was computer music technology.  I have an electronic MIDI workstation/keyboard and I love sound synthesis.  

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 16, 2010

The Digital Native Speaks.

One of my Facebook friends posted this video of a digital native letting teachers know that in no uncertain terms that they MUST get on board with the interent & technology thing:




I sense that this kid's dad has a job in educational technology- this video might be his way of motivating teachers to get along with the digital natives they face every day in their classrooms.

Apr 9, 2010

Teresa Brazen's Adaptive Path blog post: Explaining User Experience Design to High Schoolers (and other new audiences)

Teresa Brazen, from Adaptive Path, wrote a useful post about Explaining User Experience Design to High Schoolers (and other new audiences).  In the US, we have lower rates of students deciding to pursue careers in technology-related fields, and among teen girls, the numbers are quite low.  For example,

I've promised to give a little presentation to high school computer students about human-computer interaction and user experience design, with an eye on emerging technologies. I found Teresa's suggestions quite helpful.  For a 15-year-old student, these technologies will be the tools of their work, should they decide to go forward with technology-related studies after high school. For anyone thinking about speaking to a group of high school students, Teresa brings up a few good points:

"The thing about high school kids is they won’t pretend to be interested if you’ve lost them. Adults at a conference will gaze forward in your general direction, but high school kids will just put their head on the table and go to sleep. If you ever want to get a real gauge of how interesting a speaker you are (or how well you’re really communicating), I highly recommend it, humbling as it is."


Any high school teacher will confirm that this is true.

Teresa links to a post on Ben Chun's "And Yet It Moves: Adventures in Teaching and Technology" blog, which is worth reading.  Ben teaches at Galileao Academy of Science and Technology, within the Academy of Information Technology.  He also teachers AP Computer Science.  Prior to teaching technology, he taught math for two years. He has good insights to share.

SOMEWHAT RELATED:


Edutopia
Ring, S. (2007)  Tech gURLS: Closing the Technological Gender Gap

National Center for Women in Information Technology (NCWIT)

Alvarado, C., Dodds, Z. Women in CS:  An Evaluation of Three Promising Practices. In Proceedings of SIGCSE  2010  ACM Press.

Mar 30, 2010

A Long Mix of Topics: Updates - Cognitive "bursts", technology-supported interventions, interactive whiteboards, digital storytelling, social skills, and reflections about a new SMARTtable.

UPDATED


In this post, I share some of my reflections about the new multi-touch SMARTTable that arrived last week at one of the programs I serve as a school psychologist.  I decided to update two posts I wrote in 2008, because they provide links and resources that will be useful to my colleagues as we explore this exciting technological tool.
We have a SMARTTable!  







The SMARTTable arrived last Thursday!  
I'll be meeting with some of my colleagues to review our growing library of digital content and figure out what sort of content and activities we can quickly import into the toolkit that came with the SMARTTable.  We also will  refine our ideas about a new application that we hope to enter in a contest sponsored by SMART Technologies.  (I have a few experiments I created using C#, WPF, and Visual Studio 2008 that I'd like to flesh out for the SMARTTable.  I'm counting on one of the teacher assistants, a retired computer programmer who is familiar with C++, to help, and hopefully, a few high school computer students.)


Note: The SMARTTable developer's SKD works on 32-bit Windows computers, according to a representative from SMARTTechnologies.  My computer is 64 bit.  I am investigating ways to work around this problem without having to spend additional money.  
Update:  Should be fine using Windows 7!

In the meantime, I'm thinking of ways the SMARTTable can be used for the students I work with to share their developing "sense of self" with others, focusing on the following questions:

Who am I? (Strengths, skills, preferences, barriers, etc.)
How do I feel? How do I share my feelings with others?
What are the coping strategies I can use when I feel upset?
What is my relationship to the physical world? (Objects, Places)
What is my relationship to the social world?     (Family, Community)
How can I share my sense of self with others?
How do I respond to what others share with me?

I have worked with students of all ages and abilities, usually in pairs or small  groups, on non-digital tables my entire career.  This is the case for many support professionals in the schools, such as school psychologists, school counselors, speech and language therapists, and literacy specialists.  In my case, I have over 20 years of activities related to just about any problem that has come my way.  Coming up with content isn't the problem - the challenge is figuring out how things can be transformed for use on the multi-touch tabletop.


I think the best approach is to focus on the activities I use  when I start a new group. Many of the teamwork and icebreaker activities  I use that help the students learn how  to participate in a group would translate nicely to a multi-touch table. These activities would be useful to counselors and speech and language therapists. They might also be useful to teachers when form new cooperative or collaborative learning groups in the classroom.  

I'm looking forward to learning how all of this can inter-operate:
Create

From what I understand, the computer running the SMARTTable was not intended for accessing internet applications, and does not have anti-virus software.  I mistakenly thought that since the table was Wi-Fi enabled, I could readily access all of the single-touch web applications I use with students.  Maybe things will change.  I imagine that educational websites optimized for multi-touch would be something worth considering for the future, especially if more school schools adopt tabletop technologies.   (It would be nice to have AAC devices, video cameras, laptops, handhelds, and the Internet included in this picture.)

(Below is information from a previous post)


Introduction
Over the past several years, I have worked closely with young people who have severe autism, and during this time, I have taken a variety of computer science, software information systems, and educational technology courses. Over time, I've integrated the use of technology, including digital photography and videography into my work. In some ways, it is still a much-unchartered territory.  Through this work, I've come up with some insights that I'd like to share.

Cognitive Bursts
I've noticed that many young people who are "on-the-spectrum" experience what I call "cognitive bursts", often around puberty, but also during the late teen and early 20's


To an untrained eye, these bursts might go unnoticed, or even minimized.  These bursts can't easily be captured through traditional psychological or educational assessments, since these tests were designed for more typically developing students. For example, a young person with ASD might not be able to make a choice in response to a test item by pointing. Another student might not be able to respond to a test item because they do not speak.  An individually-administered cognitive assessment might not generate "IQ" scores that fully reflect significant cognitive gains, especially when the student has delays in language development and working/short term memory deficits.

As a professional, I know that it is not appropriate to provide parents with false hope. I know that the tools we have for assessing cognitive growth among students with autism spectrum disorders are not adequate. For example, two students can have the same "IQ" at age 3, 5, 8- or any age, but function much differently at age 18 or 25.  This is especially true for young people who have attention problems, working memory deficits, and/or delays in language development relative to their non-verbal abilities.


My point is that we must take early cognitive assessment  scores with a grain of salt, and   ensure that there are multiple opportunities for meaningful assessment and significant intervention during other points of a young person's development.

In my opinion, the more severe the situation, the more intensive the intervention!

Special education for students with more severe disabilities has always focused on early identification and early intervention, and for much of my career, "early intervention" was my mantra.   Over the past few years, I have come to the realization that the focus on early intervention is only a small part of the bigger picture.   While some young people make tremendous gains through early intervention, some do not, and this does NOT suggest that they won't have the potential to make significant gains later in their childhood, teens, or early adulthood.   


By focusing primarily on early intervention, we might be missing the boat. We must do more across the young person's development through young adulthood (and of course, beyond.) Each child is different, and each brain's course of development is different. One child may be ripe for growth at 30 months of age, or at age 3 or 4. Another might start talking and initiating interactions at age 14, or begin to make sense of print at age 16! I know one severely autistic youth who was reading at an 8th grade level at age 22, something that probably would not have been predicted by those who worked with him during his early years.

From what I've observed in special education, cognitive bursts are often noticed by a team of perceptive teachers, therapists, and support workers, at which point meet to discuss ways to harness this opportunity to facilitate academic, communication, and at times, social interaction skills development. While this may not be the case for each student and in each school, it really does happen! 


When a student experiences a "burst", no matter how insignificant it might look on the surface, we are given a golden opportunity to fashion an integrated approach to moving the young person forward, and at the same time, help the student develop a more solid sense of self. For students with severe autism, this might be a key to opening up their world.

Technology can help.
Because each young person develops differently, it is important that interventions designed to facilitate this sort of growth be available at all points of development, not limited to the intensive support that is recommended for the youngest of this group. 
My mantra now is intervention, intervention, intervention, and INTENSIVE technology-supported intervention during periods of cognitive growth, across the developmental stages, as appropriate.

Here is what I've been doing:
I'm spending a higher percentage of my time observing students in a variety of settings, using video and digital photography to capture my observations. I am using digital content during my assessment process, and I'm using digital content for creating intervention activities that assist in measuring a student's progress over time.  


I am not alone in gathering digital content - at one of my schools, the speech and language therapist, the community-based vocational education teacher, and other teachers have still and video cameras on hand.  Every classroom in this particular school now has an interactive whiteboard (IWB), which has proven to be an effective means of sharing our digital content. The IWB is often used to provide the students with an opportunity to share their own digital content with others. By incorporating this digital content into curricular activities, were finding  that teens with autism can develop a sense of self, which in turn provides an internal  "anchor" that can scaffold their learning of social-interpersonal skills.  

What seems to be working?
I use quite a bit of digital content in my work. Some of it is generated by my colleagues, some of it I do myself, and some of the content is provided by parents.  I often take pictures and video of a student's familiar activities and settings, from the first-person point of view. To do this, I follow the student around in school, home, and/or community setting, and then shoot the various scenes as if I was in the young person's shoes.  In this way, the camera is a window to the student's world, as they see it. I supplement the video with digital photography of the same content, which then can be incorporated into an interactive PowerPoint or slide-show.   I share this content with my colleagues so they can incorporate it in their work.   

This content is used for digital social stories, preparing for community outings and job-trials, student-led IEPs, student-led presentations, and video modeling. 
I also spend some time taking video-clips and pictures of familiar
 items and objects the student encounters throughout the day, such as teaching materials that the teachers put up on the walls, computer screen shots, video clips of favorite songs and scenes from the television that the student watches, screen shots of educational software that the student uses, and so forth.

I use Kidspiration,  
Inspiration, Umajin, and Powerpoint for much of this work. These applications are user-friendly and provide multi-modal output.  In some applications, there is a text-to-speech component that is great for pairing words with visual representations.


How does this work? 
I usually sit beside a student in a comfortable, familiar spot, with my laptop placed where it can be accessed by both the student and myself. We look at the content together. For students who are used to using a switch, I have one available.

I've found that strategies that incorporate digital media provide a means for students to generated more language and communication. This is often initiated by the students!

With students who have autism spectrum disorders, establishing a connection, through digital photography and videography, focusing on familiar things is especially important. Taking the time to capture the student's world, from their perspective, is mandatory, in my opinion. By doing this, we are providing specific information that might help to answer unspoken questions that the young person has, but lacks the skills to formulate or articulate - for example, "Who am I, and what is my relationship to this physical world?"

By taking this approach, the adults - teachers, parents, assistants - who are involved with the student, can work to build a solid scaffold for further learning and interaction. Bit-by-bit, digital content - pictures, video clips, can be built into the process to facilitate social awareness and social-emotional interaction skills. By learning about familiar people, how they "tick", and how one should go about interacting with these people, the student might gain a sense of self within a social context.  We can help them answer the question we all have, at one time or another:
"Who am I, and what is my relationship to this social world?" 


Comments:

At the beginning of the 2008-09 school year, I started bringing in my HP TouchSmart PC to use with students multiple needs and those who have autism.   I've used software that takes advantage of the HP TouchSmart's duo-touch capabilities, and found that paired activities using this feature increase joint-attention behaviors, something that is important in the development of social interaction skills among young people with autism. We've used the video camera and Skype to "call" various classrooms, with the image displayed on the classroom's interactive whiteboard.  Now that every classroom has an IWB, there are possibilities for all sorts of communication activities between classrooms at the school level, and with others outside of the school. 

My mantra now is intervention, intervention, intervention, and INTENSIVE technology-supported intervention during periods of cognitive growth, across the developmental stages, as appropriate.



An Interactive Whiteboard in Each Classroom!
SMARTboards were installed in classrooms at Wolfe School during the current school year (2009-10), and have been well-utilized. Most of the teachers caught on very quickly after a short workshop and a little bit of experimentation.   I've noticed that my colleagues are motivated to explore interactive educational resources on the web and play around with the SMARTBoard resources as well.  The reason is that on the large screen, much of the content grabs the students' attention.  This provides the  teachers  a window of time to engage the students in learning and communication activities.   


All of this has taken place in a very short period of time. 

Ubiquitous IWBs have changed the way I conduct assessments of students with multiple or more severe disabilities. I've started using the SMARTboard for informal assessment, especially for students who have limited language abilities and do not point with precision.  For example,  the National Gallery of Art has a website just for young people, the "Kids Zone", and on this site are many activities that are great for IWB interaction.   
interactive landscapes
PLACES is a panoramic landscape activity that introduces children to the fundamentals of landscape and genre painting while offering a glimpse of life in rural America from the late 18th through the mid-19th century. Music and surprising animations enliven the scene, as children experiment with perspective, composition, color, and scale."   


The student can put all sorts of items on the screen, move them anywhere, and resize things.  It is a quick and fun way to see if they have mastered the concepts of size, number, direction, and so forth.  It also is a way to assess basic receptive vocabulary.

The interactive Jungle application on the SMARTBoard was also useful in eliciting joint attention:
Jungle interactive game

"Create an imaginary landscape online with the NGAkids JUNGLE interactive. Mix and match the colorful characters, control the environment by changing weather and lighting conditions, or construct flowers, trees, and plants using special tools. An "AUTO" button generates random compositions, so you can sample program options and experiment with special effects as a starting point for your own designs."

If you plan to use these activities for informal assessment, make sure you have a checklist of what you plan to assess, and also make sure you've spent some time exploring the applications in depth, using the IWB.  The best thing is to practice before you try this with a student. Better yet, see if you can get the student's teacher to practice with you.


JOINT ATTENTION
If you have an IWB in your classroom and you work with students who have autism spectrum disorders, it is good to think of ways you can harness this technology to encourage joint attention among your students.  Here is some information about joint attention, from one of my previous posts:

Joint Attention:Definition of Joint Attention from UConn:
"Joint Attention is the process of sharing one’s experience of observing an object or event, by following gaze or pointing gestures. It is critical for social development, language acquisition, cognitive development…"

http://eigsti.psy.uconn.edu/jt_attn.JPG
Establishing joint attention is an important step in the development of social interaction skills among young people who have autism spectrum disorders.

Joint Attention Study Has Implication for Understanding Autism Science Daily, 9/29/07
Asperger-Advice: Joint Attention
Autism Games: Joint Attention and Reciprocity
Why is joint attention a pivotal skill in autism?
Tony Charman
Philos Trans R Soc Lond B Biol Sci. 2003 February 28; 358(1430): 315–324.


UPDATED POST FROM 9/2008

Resources for the (therapeutic) use of digital and multimedia storytelling and social stories for children and teens...

One of the most popular posts on this blog is  Interactive Multimedia for Social Skills, Understanding Feelings, Relaxation, and Coping Strategies.  If you are interested in this topic, check out the extensive resources, which I'm in the process of updating. Below are some resources and links for those of you who are interested in digital multimedia story telling or digital social stories with young people. Although some of the resources are specific to children or teens with autism spectrum disorders, I've also included information that is appropriate for use in regular classroom settings. 


Digital Storytelling and 21st Century Skills (pdf)
This nine-page primer is useful for anyone interested in learning how to create digital stories or develop digital storytelling activities with young people. The information was provided by David Jakes, an instructional technology coordinator for Community High School District 99 in Downers Grove, IL, provides a good case for digital storytelling and an outline of the process of implementing related activities at the high school level. David Jakes has a website, Jakesonline.org, that contains additional resources about digital storytelling, including strategies for instruction. The website also provide information about collaborative tools and a collection of extensive web resources.
Center for Digital Storytelling
USING MULTIMEDIA SOCIAL STORIES TO INCREASE APPROPRIATE SOCIAL ENGAGEMENT IN YOUNG CHILDREN WITH AUTISM pdf
Selda Ozdemir, Turkish Online Journal of Educational Technology, July 2008, V7(3)
Encouraging Positive Behavior with Social Stories: An Intervention for Children with Autism Spectrum Disorders pdf   Shannon Crozier, Nancy M.Sileo Teaching Exceptional Children, July/August 2005 pp. 26-31 This article provides information that supports a systematic method of implenting social stories that is integrated into a student's Functional Behavioral Assessment and IEP.


Process: 
• Team identifies the need for behavior intervention.
• Functional assessment is completed.
• Social stories included in behavior plan.
• Social story is written.
• Social story is introduced and progress is monitored with data.
• Success is evaluated with data.
An evaluation of the integrated use of a multimedia storytelling system within a psychotherapy intervention for adolescents. (pdf)
"This paper explores the use of multimedia stories in psychotherapy and mental health service delivery with teenagers. It describes a study currently being conducted with adolescents attending the Child and Adolescent Mental Health Service at the Mater Hospital Dublin, Ireland measuring the effectiveness of a therapeutic group work intervention for adolescents experiencing depression, anxiety and other mental health issues. The intervention is essentially a Cognitive Behavioural Therapy (CBT) programme that uses an animated story building system in combination with a series of short movie vignettes to help clients develop their own coping skills, express their experiences creatively and increase their ability to communicate their emotions effectively."


Current Autism Research on Social Stories (Vol 2, Issue 8; August 2007) Positively Autism
Multitimedia Instruction of Social Skills  (CITEd Research Center- Center for Implementing Technology in Education: Multimedia Technologies) This link provides extensive information about on-line resources for programs that simulate social interaction. It also includes information about the use of social stories with students, and resources for putting together multimedia social stories. Included are some summaries of research about multimedia social stories and the use of multimedia for instructional activities. Be sure to explore the rest of the CITEd site when you have the time.


Scott Bellini is a psychologist who focuses on video modeling. He is the director of Access Autism:
Bellini, S., Akullian, J., & Hopf, A. (2007). Increasing social engagement in young children with autism spectrum disorders using video self-modeling. School Psychology Review, 36, 80-90. 
Bellini, S. & Akullian, J. (2007). A meta-analysis of video modeling and video self-modeling interventions for children and adolescents with autism spectrum disorders. Exceptional Children, 73, 261-284.
RELATED
Post: Special issue on Multimedia, Media Convergence, and Digital Storytelling
Digital Stories Targeting Social Skills for Children with Disabilities. Cori More (PRO-ED Journal, 2008)
Digtal/Multimedia Storytelling
 from A Storied Career: Kathy Hansen's Blog to explore traditional and postmodern forms/uses of storytelling
Digital Storytelling - Katie Christo's Wiki - how-to, resources, tutorials, rubrics, lesson plans, digital storytelling across the curriculum, etc.
The Story-Centered Curriculum
 - eLearn Magazine
Mind Reading: An Interactive Guide to Reading Emotions

Mind Habits: The Stress Relief Game
SMARTTable Special Report
VITA: Visual Thinking in Autism, Georgia Tech