Feb 23, 2010

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

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

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




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













RELATED


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

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

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


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


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

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

 
MIT STEP's Handheld Augmented Reality Simulations Site

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

Scot Osterweil (MIT) The Four Freedoms of Play

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

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

Civ 3 Cover


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



Feb 20, 2010

Globe4D: See how the Earth changed over time!

Something like this should be in every school's media center!


Globe4D - ICT Delta 2010 from Globe4D on Vimeo.

"Globe4D is an interactive, four-dimensional globe. It's a projection of the Earth's surface on a physical sphere. It shows the historical movement of the continents as its main feature, but it is also capable of displaying all kinds of other geographical data such as climate changes, plant growth, radiation, rainfall, forest fires, seasons, airplane routes, and more."




Publication:


Companje, R., van Dijk, N., Hogenbirk, H., Mast, D., Globe4D: Time traveling with an interactive four-dimensional globe.  Proc. MM '06, ACM

SMART Table Videos

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

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

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

SMARTBOARD AND STUDENTS WITH SEVERE DISABILITIES

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

SMARTTable- Engaged Students from Davie County


ALIVE OR NOT ALIVE


ANIMAL NEEDS:


ADDITION AND SUBTRACTION


1MORE, 1 LESS

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

WHAT IS REAL ABOUT PLANTS AND ANIMALS?


ALPHABET

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


HOW-TO VIDEOS FOR THE SMART TABLE


Adding background images from SMART Notebook using Windows XP


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

Feb 18, 2010

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

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

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

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

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



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


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






RELATED:


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

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

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


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

Feb 17, 2010

Multimedia Storytelling; Brian Storm & Scott Strazzante (info via Innovative Interactivity)

Brian Storm, the founder and president of MediaStorm, recently was a presenter during UNC's Photo Night, an event that celebrates various forms of photo-journalism. Tracy Boyer, author of the Innovative Interactivity blog, recently posted about her experience attending the presentation and her chance to chat with Brian Storm over lunch.


Tracy's post provides a good overview of MediaStorm's business model, which has four main components - multiple platform publication, project-specific multimedia agency, an interactive production studio, and evangelism/training.  I think that MediaStorm's business model will hold well for the future, given the rapid changes in technology, journalism, and cross-platform interactive media. Despite the economic downturn, MediaStorm had their best year, according to Tracy.


Below is an example of what you'll find on the MediaStorm website:


Common Ground  (excerpt)
Photographer: Scott Strazzante

The full Common Ground project can be viewed at http://mediastorm.org/0023.htm


"On July 2, 2002, Jean and Harlow Cagwin watched as their home — the last remnant of their 118-acre cattle farm in Lockport, Illinois — was torn down clearing the way for a new housing development. Several years later, Ed and Amanda Grabenhofer and their four children moved into the new Willow Walk subdivision, their house just yards from where the Cagwin's home once stood.

Common Ground introduces us to the lives touched by this land, as photographer Scott Strazzante takes us on a visual journey exploring the differences and similarities of these two families while simultaneously asking us to look at what is common among us all."






What I liked about the videography and photography is how the photography juxtaposed similar pictures depicting the commonalities between the older couple who once lived on the farmland that was transformed into the suburban home for young families.


RELATED
ABOUT MEDIASTORM (from the MediaStorm website)

"Originally founded in 1994 at the University of Missouri School of Journalism, MediaStorm relaunched in March of 2005 with a focus on creating cinematic narratives for distribution across a variety of platforms.
In November 2005, MediaStorm premiered its award-winning multimedia publication
http://mediastorm.org. Utilizing animation, audio, video and the power of still photography, we publish diverse narratives that speak to the heart of the human condition.

MediaStorm is widely recognized for the quality editorial work we've produced for our many
clients. We have created award-winning multimedia projects, interactive applications, and web sites for media companies, foundations and advocacy groups. Our clientele includes Starbucks, Council on Foreign Relations, and National Geographic Magazine. MediaStorm projects have also appeared on numerous websites including MSNBC, Slate, NPR and Reuters and have been broadcast on PBS..."

"MediaStorm is a multimedia production studio based in Brooklyn, New York and collaborating virtually with creative resources around the globe. MediaStorm's principal aim is to usher a new era of multimedia storytelling, via our 
publication, our advanced workshops and our industry-leading production and consulting services. The people we hire and the culture that we have created for quality and innovation at MediaStorm are the keys to our success."


MediaStorm Founder Brian Storm advises journalism community to partner and collaborate
Tracy Boyer, Innovative Interactivity,  2/17/10
Bloggers: If you link to MediaStorm, be sure to send an email to info@mediastorm.org with your URL.



Some of my previous posts about multimedia/digital storytelling:
Visual Literacy and Multimedia Literacy Quotes
The Importance of Storytelling and Multimedia Content-Updated
Digital Storytelling Platforms and Multiple Perspectives: A look at the work of Jonathan Harris - food for thought for interactive timeline design.
Two Interesting Posts:  Colin Mulvany "Will the touch tablet save professional journalism?" & Michael Arrington -"The End of Hand Crafted Content"
Umajin Creative - Digital Storytelling for Interactive Whiteboard or Touch Screen- free demo available.
Resources for the (therapeutic) use of digital and multimedia storytelling & social stories for children and teens.

Feb 16, 2010

Johnny Holland on-line Magazine- some of my favorite posts.

If I had the time, I could spend several hours catching up with the on-line Johnny Holland Magazine.  Why?  It is full of stuff I like to think about.

"Johnny is an open collective talking, sharing, and finding answers about the interaction between people, products, systems or processes."

Here are a few of my favorite posts:

Learning from Games: A Language for Designing Emotion
Joe Lamantia, 8/3/2009

Lamantia's article discusses the thoughts of Nicole Lazzaro, a games researcher and design consultant, who suggests that there are four kinds of fun, as outlined in the chart below:
  --XEO Design Inc.

(The references for Lamantia's article are worth taking a look.)

Engaging the User: What We Can Learn from Games
Marc Sasinski, 8/31/09

When Data Gets Up Close and Personal
Stephen Anderson, 1/27/10

The Social Life of Visualization (4-part series by Jeremy Yuille and Hugh Macdonald)
The Social Life of Visualization, Part 2:  Creation Phase
The Social Life of Visualization, Part 3: Interpretation
The Social Life of Visualization, Part 4: The Capture Process

"Jeremy Yuille and Hugh Macdonald are interaction design researchers with ACID at RMIT University. They research the effects of social media on different industries, ranging from sport to finance."

The Future is Touchable
"Jeroen van Geel is founder of Johnny Holland and a senior interaction designer. He works part-time for Fabrique Communication & Design and the other part for his own clients."


Visit Johnny Holland Magazine to find out more about the "Johnnies" below:


:





(The "Johnnies" without pictures can be found on the Johnny Holland website.)

Design and Design Failures: Nicolas Nova's Interact 10 Presentation Slides (great pics!)

Today I thought I'd share slides from Nicolas Nova's presentation at Interact 10, a conference held recently in Savannah, G.A. I really wanted to attend this conference.

Nicolas Nova is the author of the Pasta & Vinegar blog, and works at Lift Lab.

Here are a few of my favorite Pasta & Vinegar posts- I'll add a few more links later.

Tablet PC's strike back
Digital keypads in Paris
ATM interface complexity
(I've taken similar pictures while traveling!)

A review of Interact 10 can be found on Experientia's Putting People First blog.

Feb 9, 2010

RENCI Visualization Center Update & Link to Innovative Interactivity post

I've been meaning to visit a few of North Carolina's RENCI visualization centers, but I just haven't had a moment to squeeze the field trip in my schedule.  Tracy Boyer, who authors the Innovative Interactivity blog, had a chance to visit the center in Chapel Hill


For those of you who can't visit a RENCI center, visit Tracy's blog and read about her first-hand experience as a visitor: RENCI pioneering the visualization industry with innovative interfaces
I found a link to the following project, "The Docuverse",  deep within one of the RENCI websites:


The Docuverse: 1.5 million documents on the screen at once.
"The Docuverse is a method of displaying an entire digital library on a screen at once. The Docuverse takes a digital library of HTML documents and a set of queries and creates a “universe” around these queries. Each “galaxy” corresponds to a library query. Each “star” corresponds to a document. The most relevant documents found through a query are the stars located close to the center of a galaxy. Documents perceived by a search engine as less relevant are out among the arms of the galaxies. The visualization is interactive, allowing the user to zoom in and out of galaxies, change queries, and overlay different kinds of data mining results onto the visualization to show how documents with certain characteristics are distributed throughout the collection."
http://www.renci.org/wp-content/uploads/2008/09/docuverse.png
-RENCI


Below are a couple of videos from RENCI's YouTube channel:





Unity 3D Game Engine running on a multi-projector dome system using JavaScript:

FYI:  C#/WPF App to open Unity plug-in window at custom dimension

RENCI Focus Areas (from the RENCI website):
Biosciences & Health
Computing & Technology
Data & Information Management
Disaster & Environmental Research
Economic Development
Education and Outreach
Humanities, Arts and Social Science
Visualization & Collaborative Environments
Project Archive


RELATED
Multi-Touch at RENCI
Research by Touch:  RENCI Multitouch Table Gives Computer Science Research an Intuitive Interface
RENCI Anchor at Europa Center
RENCI at Duke University
RENCI at ECU
RENCI at North Carolina State University
RENCI at UNC Asheville
RENCI at UNC Chapel Hill 
RENCI at UNC Charlotte
RENCI at UNC Coastal Studies Institute
RENCI at UNC HSL

How to visit RENCI at UNC Chapel Hill

Feb 8, 2010

Video Games are Good: A Wii Lab for Walter Bickett Elementary School! (Union County, N.C.)

My last post:   Recess is Good...

This post:  Video Games are Good

I went to check my work email today and noticed this article about the Wii on my school district's website. Here is the cut & paste, with additional information and links about games for health below:

Walter Bickett Elementary gifted Wii lab from Tate Realtors 

Written by: Deb Coates Bledsoe, UCPS Communications Coordinator Posted February 4, 2010 by Deb Coates Bledsoe

Walter Bickett Elementary gifted Wii lab from Tate Realtors
Walter Bickett Elementary School held a ribbon cutting of its Wii Lab recently officially opening it to students. Pictured, from left, are Walter Bickett physical education teacher Jeff Sauser, PTA vice president Michelle Anderson, PTA president Carrie Beckham, Ron Sumrow and Danielle Spuler both of Allen Tate Realtors and Walter Bickett Elementary principal Theresa Benson.

Thanks to the generosity of Allen Tate Realtors, Walter Bickett Elementary students have the opportunity to be not only smarter, but also a little healthier. 
   
Funds donated to the school last year by Allen Tate helped purchase a Wii Lab, which was unveiled recently with a ribbon cutting ceremony. The lab consists of five stations, each containing a 26-inch flat-panel TV on a cart with locking cabinet. It also has the Wii gaming console and the Wii Fit Plus and Balance Board.
   
“Allen Tate Realtors have been community partners to Walter Bickett Elementary for many years,” said school principal Theresa Benson. “I am proud and honored to continue our partnership and friendship."
   
Allen Tate’s contribution of more than $3,000 last year made the purchase of the Wii Lab possible, while the TV’s were purchased with funds from the school’s parent teacher association.
   
The monetary help comes from an annual event held each year by Allen Tate Realtors called a “FUNDay.” This is a fee-based event where Realtors and employees pay to play golf and other activities. All proceeds benefit public education.
   
The day also includes silent and live auctions to raise additional funds. More than 800 individuals historically participate in the annual event, usually held at The Point Lake and Golf Club on Lake Norman. This year’s contribution to the Walter Bickett Elementary School is $4,166.
   
The Wii labs supplement the school’s Promethium boards, document cameras, data projectors, Wi-fi lab and iPod Rock Stars, which already serve students. These help students become globally aware and technology savvy, Benson said.
   
Another lab with an additional five stations is in the plans with money that was awarded to the school in a PEP (physical education program) grant.

RELATED
6th Annual Games for Health Conference
May 25-27,  Hyatt Harborside Boston
Games Beyond Entertainment Week

Serious Games Drastically Changing Health Outcomes

Eliane Alhadeff



I gave a presentation about game accessibility and games for health in K-12 settings at the 2008 Games for Health conference:

Feb 7, 2010

RECESS IS GOOD! The State of Play : Recess is linked to academic achievement and social development.


Below are links to the information about a Gallup survey of principals about school recess, commissioned by the Robert Wood Johnson Foundation, the National Association of Elementary School Principals, and Playworks. With the push for academic rigor and higher performance on one-size-fits-all state-mandated group tests, young children have had fewer opportunities to play while at school, despite the observation that children return from recess more focused and ready to learn.




From what I can tell, the survey results are based on the perceptions of the principals.



I think we  knew this!
Here are a few quotes from the RWJF website:








"Recess doesn’t come without challenges. Because it is often disorganized and difficult to manage, recess is the time when principals encounter the vast majority of their school’s disciplinary problems."

“Recess offers an extraordinary opportunity to improve a school’s climate,” said Jill Vialet, founder and president of Playworks, a national nonprofit and grantee of the Robert Wood Johnson Foundation that helps schools improve their recess. “Just a little bit of training for staff can go a long way in helping schools dramatically reduce disciplinary problems at recess and direct more attention to teaching and learning.”

"The poll echoes findings from a growing body of clinical research, including a study by Dr. Romina Barros, a professor of pediatrics at the Albert Einstein College of Medicine. Her groundbreaking study, published in the February 2009 issue of the journal Pediatrics, found that children who have more recess time behave better in the classroom and are more likely to learn."



RELATED
Daily School Recess Improves Classroom Behavior
Einstein News, 1/6/2009
"The study, published in Pediatrics, suggests that a daily break of 15 minutes or more in the school day may play a role in improving learning, social development, and health in elementary school children. The study's principal investigator is Romina M. Barros, M.D., assistant clinical professor of pediatrics at Einstein."
Why Play Matters
4 Reasons More Recess Helps Kids Do Better in School
Nancy Shute, US News & World Report, Health  2/4/2010
Playscapes: A Blog About Playground Design
How children lost the right to roam in four generations
David Derbyshire, Daily Mail, 6/15/07
The American Academy of Pediatrics (AAP) says free and unstructured play is healthy and essential Kenneth R. Ginsburg, MD, MS Ed, the Committee on Communications and Committee on Psychosocial Aspects of Child and Family Health 1/1/2007

Here's what I wanted to see at IXDA's Interaction10 in Savannah - ( & some other links)

I really wanted to attend IXDA's Interaction '10 conference in Savannah, Georgia. Unfortunately, it is sold out. If you are interested in learning more about the hot topics in interaction design, take a look at the Interaction '10 Speakers  page that includes links to each speaker's presentation or workshop description, and in some cases, some interesting links.

Some of the presentations I wanted to see:


Designing Social Interfaces: The Game
Erin Malone, tangible ux and Christian Crumlish, Yahoo!


The Use of Virtual Worlds Among People with Disabilities
Kel Smith, Anikto LLC


Augmented Reality: Is it Real?  Should We Care?
Kevin Cheng, Twitter (also author of OK/Cancel)


Interaction Design for the Fourth Dimension
Maria Cordell, Macquarium


Thinking Like a Storyteller
Cindy Chastain


Citizen Volunteerism and Urban Interaction Design
Solomon Bisker, Carnegie Mellon/School of Architecture


Designing for the Web in the World
Timo Arnall/Oslo School of Architecture & Design



NOT TOO RELATED


So why didn't I go to Interaction 10?   


For those of you new to this blog, after spending a few years working part-time at one and taking graduate courses, I returned to work full time in 2008, due to the economic downturn, daughters in college, etc. 


I am a school psychologist, and my "day job" sometimes spills into several evenings, as I serve two small high schools, a small "early college" program in addition to my home site, a program for students with severe disabilities. I have quite a bit of paperwork to complete, and this time of the year is especially busy.  I often must work on psychological evaluation reports, counseling& consultation notes, and mandatory special education paperwork/data entry, outside of work hours.


I try to devote about one hour a day, on average, devoted to researching and writing for this blog, and about 5 hours a week working on computer projects to keep up my design/development and programming skills.  When I'm out and about, I pay close attention to people and how they interact with a range of technologies in public spaces.  


Comment:
If you are interested in education and the range of topics of concern to school psychologists, the following link is to web page of the National Association of School Psychologists (NASP).  This page that includes and extensive list of links to articles written by school psychologists that were published in the Principal Leadership magazine, a publication of the National Association of Secondary School Principals.  


There is a need for solutions in education that incorporate the use of useful and usable technology. If you are interested in designing, developing, and researching applications for use in educational settings, I encourage you to spend some time reviewing some of the topics included on the NASP website

Principal Leadership Magazine Articles
(Most of the articles contain useful references.)

Sample of articles-in PDF format:
Understanding and Fostering Achievement Motivation
Transformative Leadership for Social-Emotional Learning
Promoting School Completion
Self-Concept and Self-Esteem in Adolescents
Angry and Aggressive Students
Preparing Students with Disabilities for School-to-Work Transition and Postschool Life

Gigantic Social Interactive Direction Sign in London: Nokia's promotion of the free Ovi Maps application.

I meant to post this a while ago and forgot about it. A huge digital arrow sign was installed over London to promote Nokia's free Ovi map navigation system. It was up and active for two weeks. People could interact with the sign by sending it a message from their phones. See the videos below for more details!
SDC10688
-My Nokia Blog


The World's Biggest Signpost from adghost on Vimeo.

Notice how the people who see the signpost use their mobile phones to take pictures and share with their friends.

I found a similar video on the Infosthetics blog:


"This gigantic, interactive signpost sponsored by Nokia Ovi Maps in the form of a dynamically rotating electronic LED screen allows passers-by to send in their favorite location and coordinates via text or email. The giant pointer, hung on a 60 ton construction on height of 50m, then automatically rotates to the given direction and displays the submitted description to the world."

Feb 6, 2010

Interactive Visual Supports for Children with Autism: Gillian Hayes' work at the Social and Technology Action Research Group:

Here is an update about the work of Gillian Hayes, an assistant professor at the School of Informatics at the University of California at Irvine. Much of her work focuses on technology that supports young people with autism spectrum disorders. Hayes received her Ph.D. from Georgia Tech:  Documenting and Understanding Everyday Activities through the Selective Archiving of Live Experiences pdf  (2007).


In the YouTube video below, Gillian Hayes discusses her work with technology with young people with autism spectrum disorders.


Photos from the STAR website:
droppedImage_1droppedImage_2


vSked_1 575x320


SenseCam_ChildMocotosAnalogCapture
The STAR group is researching the SenseCam, too!


About the SenseCam, from the Microsoft Research SenseCam Website:

"SenseCam is a wearable digital camera that is designed to take photographs passively, without user intervention, while it is being worn. Unlike a regular digital camera or a cameraphone, SenseCam does not have a viewfinder or a display that can be used to frame photos. Instead, it is fitted with a wide-angle (fish-eye) lens that maximizes its field-of-view. This ensures that nearly everything in the wearer’s view is captured by the camera, which is important because a regular wearable camera would likely produce many uninteresting images."


New study proves that Microsoft's sensory innovation aids memory recall
Technology Review Article 

Images from Microsoft Research:

http://www.microsoft.com/emea/presscentre/images/0903_Sensescam_261x200.jpg

The SenseCam application has the potential to be a resource for people who have developmental delays, traumatic brain injury, severe attention deficits, and autism spectrum disorders. It would be a great tool for special educators, occupational and speech/language therapists, and rehabilitation specialists.
SenseCam Videos      Research and Publications


RELATED

STAR:: Social and Technology Action Research Group
Interactive Visual Supports for Children with Autism

Technology helps teach kids with autism: Informatics assistant professor designs computer devices to aid instruction, record-keeping.

Monibi, M., Hayes, G.R. Mocotos: Mobile Communication Tools for Children with Special Needs. Proceedings of Interaction Design and Children, pages 121-124 ACM, 2008


Sen H. Hirano, Michael T. Yeganyan, Gabriela Marcu, David H. Nguyen, Lou Anne Boyd, Gillian R. Hayes vSked: Evaluation of a System to Support Classroom Activities for Children with Autism. To Appear In CHI 2010 (Atlanta, GA, 2010).(pdf)

"Particularly interesting for students with autism who often struggle with group work and social interaction, we also uncovered the potential for these types of interactive classroom technologies to support these challenging focus areas."

vSked
Note:  I think the following website contains the vSked prototype application. I poked around the site and it looks teacher-friendly.