Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
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.
Jun 17, 2006
Interactive literacy applications and on-line resources
STARFALL
This extensive, free resource works well with in situations such as peer-tutoring, small group instruction, and home learning interventions. Good potential for reading intervention research, also for interventions/support for ELL students. Impressive on an interactive whiteboard. From the website: "“Starfall's online reading programs, together with Starfall's printed materials, are available free from our website as a public service. The website is easy to access and does not require special software to operate. Our printed materials are available for download free of charge. Starfall's educational objectives are consistent with the findings of National Research Council in their report on Preventing Reading Difficulties in Young Children."
EDUTOPIA ARTICLE ABOUT TECHNOLOGY AND READING - "Tech Teaches"
LEXIA LEARNINGSYSTEMS
Lexia provides interactive software applications for reading. A Spanish version is available. The Lexia Cross-Trainer provides interactive games to develop visual-spatial problem -solving skills.
LITERACY RESOURCES FOR SPECIAL NEEDS
Resources from UConn to support reading and writing for students with special needs.
NORTH CENTRAL REGIONAL LIBRARY ARTICLE ON TECHNOLOGY AND LITERACY - "Critical Issue: Using Technology to Enhance Literacy Instruction
READ PRINT
Good resources for reading materials. Includes biographical information about various authors. According to the website: "Our website offers thousands of free books for students, teachers, and the classic enthusiast."
VCOM3D INC
From the website: "This technology provides interactive, 3D animated characters that communicate through body language (including gesture, signs, and facial expression), lip-synched speech, and action. Their embedded behaviors reflect each character‚’s individual personality, and makes them appealing and lifelike."
"A striking increase in attention span, their level of engagement, and results. During an evaluation at the
INTERVENTION CENTRAL
May 20, 2006
Bill Mackenty's Ed. Tech. "How-to" and Games and Education Links, Edutopia, and FunBrain
Another resource is the FunBrain website. This site is a repository of learning games for students in grades K-8. The teacher resources page includes links to curriculum guides and McREL standards. There is also a parent resource page.
Keep up with news about engaged learning by subscribing to the newsletters from Edutopia. An article and short video about high school students studying animation with the support of professional animators through video-conferencing was recently added to the site.
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 |