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23 February 2009

Power to the Pixton!

Pixton, the uber cool interactive comic creation tool created by Clive and Daina Goodinson, is up for the People's Choice Award at the 12th Annual SXSW Web Awards in Austin, Texas.

Simply stated, Pixton is a social community where anyone can easily create, share, remix and publish their comic strip stories with people around the globe. Plus, if you find a great comic in French, you can instantly translate it into English. Or German. Or even Greek. Pretty cool, eh?

There are three versions: Pixton for Fun (public), Pixton for Schools (education) and Pixton Storyboard (private). There are lots of ways to use Pixton in the classroom or as a fun learning tool at home.

Following in the footsteps of Flickr, YouTube and Twitter, Pixton is poised to join the short list of cutting-edge, top-tier and truly innovative social web tools.

So if you haven't already, go check Pixton out! Create a comic (or two) then vote for Pixton!

Related Resources

01 February 2009

Microsoft Education: Learning Content Development System

Microsoft Education has created a new free tool for teachers and/or instructional designers called the Learning Content Development System (LCDS). The LCDS provides easy to use tools for educators to:

"create high quality, interactive, online courses. Virtually anyone can publish e-learning courses by completing the easy-to-use LCDS forms that seamlessly generate highly customized content, interactive, quizzes, games, and assessments—as well as Silverlight-based animations, demos, and other multimedia."

Looks interesting. Anyone out there given this a whirl?

Related Resources

14 January 2009

Joan Ganz Cooney Center Study on Mobile Learning

Last week the Joan Ganz Cooney Center released a new report on how mobile technologies can be used in education titled, Pockets of Potential. You can access the full-length version on their site.

The Cooney Mobile Learning Study outlines some of the key opportunities for mobile learning:
  • Encourage "anywhere, anytime" learning
  • Reach Underserved children
  • Improve 21st Century Social Interactions
  • Fit with Learning Environments
  • Enable a personalize Learning Experience
The Cooney study cites the need to create a Digital Teachers Corps to provide educators with the training and skills to integrate mlearning activities into the classroom. While I agree, I would also say that school administrators, both at the school and district level, need to provide the leadership, support and physical infrastructure required to make mlearning (mobile learning) a reality.

When I was working at Yahoo! on the Yahoo! Teachers project, I had the opportunity to spend the summer teaching educators around the country how to use web technologies in their classroom.

Time and time again I heard from teachers that their efforts to integrate technology into their classroom are stifled by district policy, draconian filtering policies and a lack of technological resources. Many times teachers get labeled, especially when it comes to technology, as unwilling to learn how to use new technologies.

While that may have been true a decade ago, almost every educator I met expressed concern that schools were working on an outdated model and that they recognized that the way kids learn has drastically changed.

They also expressed that there is a severe lack of professional development opportunities and support from district, state and federal administrators to provide leadership and change in their schools.

Since they work on the frontline, we also need to include teachers in this discussion. There is often a disconnect between theory cooked up by policy wonks and the reality of the classroom.

One of the other areas of concern, not just for mobile learning, is the lack of good, quality educational content. It's great if we outfit kids with an Apple iPhone or Palm Pre, but then what? When we talk about mobile learning we often focus just on the hardware and technology.

Quality educational content is often left out of the equation. The OpenCourseWare movement is helping fill this void in the higher education space, but the K-12 space suffers from a real lack of appropriate, relevant and quality content. In addition to the technology, we need to develop a repository of open content materials for our K-12 students, teachers and parents.

Finally, in addition to educating teachers, administrators and other members of the education ecosystem, it's vital that we also educate parents on the benefits of mobile learning. Many teachers are still trying to convince parents that the Internet is a relevant learning tool, that blogging has educational merits and that Wikipedia is a credible source of information.

Mobile Phones, Learning & Gen Y

For the most part, colleges and K-12 are just beginning realize the potential of mobile technology to improve the quality of student learning. In order to meet their students changing expectations and digital learning styles, instructors need to be provided with professional development opportunities to experiment with current and emerging web-based technologies.

Clearly, the spread of mobile technology into both the cognitive and social spheres requires educators to reexamine and redefine our teaching and learning methods. The future of learning has already arrived in the European Union, Africa and Southeast Asia, and if the United States doesn't act now we will be even further behind the rest of the world.

At the 2006 International Consumer Electronic Show, Yahoo! CEO Terry Semel outlined the explosive growth of mobile technology. According to Semel, there are 900 million personal computers in the world. But this number pales in comparison to the 2 billion mobile phones currently being used in the world.

Even more astounding is how mobile devices are increasingly being used as the primary way in which people connect to the Internet. In fact, Semel notes that 50% of the Internet users outside the US will most likely never use a personal computer to connect to the Internet. Rather, they will access information, community, and create content on the Internet via a mobile device.

The use of mobile technologies is growing and represents the next great frontier for learning. Increasingly we will continue to see academic and corporate research invest, design and launch new mobile applications, many of which can be used in a learning context.

Learning 3.0 will be about harnessing the ubiquity of the mobile phone/handheld device and using it as an educational tool. A few quick facts on mobile technology, Gen Y and education:
  • A 2005 study conducted by the USA-based Kaiser Family Foundation found that, although 90% of teen online access occurs in the home, most students also have web access via mobile devices such as a mobile phone (39%), portable game (55%), or other web-enabled handheld device (13%). [link]
  • Palm estimates that mobile and handheld devices for public schools will be a 300 million dollar market. A few progressive school districts in the USA have already started using mobile devices in the classroom. [link]
  • Australia is emerging as a leader in mobile learning (mlearning). [link] [link]
  • The National College of Ireland, University of Scotland and other European universities have already started experimenting and integrating mobile technologies into their classes. [link] [link]
  • A study by the Irish National Teachers Organization (INTO) found that students are using their mobile phones for just about everything--except making phone calls.
  • Some developing countries, like Kenya, are bypassing the use of desktop computers all together and using handheld WI-FI devices and open source software to reduce the cost of education in rural areas. [link] [link]
  • Mobile School is a Belgian non-profit organization who is using mobile technology to provide educational opportunities for homeless children. [link]
  • Mobile phones are in the early phases of being used for student testing and assessment. [link]
  • YouTube, the popular online video community, has an educational channel that allows educational institutions to upload video clips via their mobile phones, PDAs, or other wireless handheld devices.
  • SparkNotes are now available for download on both the iPod (text and audio format) or via SparkMobile, a SMS version for mobile phones.
  • iTunesU & iPhone Apps have allowed an unprecedented amount of educational content, learning games, video & applications in the hands of students & educators.

Closing Thoughts

The Cooney research is a landmark study that I hope will move both the education technology and mobile learning discussion forward. Perhaps the release of this study, an education technology friendly president and education secretary is creating a "perfect storm" for real change to take place in our education system.

As a nation, we can no longer afford to sit back and watch schools in the U.K., Australia and Africa move forward while we continue to model our schools on an outdated agrarian, 18th Century education model.

Benefits of this learning space for the students are threefold: potential for maximum participation (all can be posting simultaneously), increased interest (authentic use of technology, so little technical advice or support is needed), and student motivation was noticeable and achieved possibly because of the increased peer feedback and collaboration.

The convergence of mobile and social technologies, on-demand content delivery, and early adoption of portable media devices by students provides academia with an opportunity to leverage these tools into learning environments that seem authentic to the digital natives filling the 21st Century classroom.

The future is here. It's time we act.

Related Resources

10 October 2008

Microsoft to Fund Video Game Research

On Tuesday, Microsoft announced that they would invest $1.5 million dollars in educational video game research. The investment is part of a larger, NYU led initiative to "to find scientific evidence that supports the use of games as a learning tool."

The games that are developed will be prototyped in several NYC schools. And while the games will be developed for use on the Xbox console, Microsoft is taking an open approach and has extended an invitation to other video game console makers to participate in the study.

Microsoft also announced a partnership with PBS to distribute digital content to the 12 million subscribers to Xbox Live. Also worth noting is that game maker Knowledge Adventure is bringing its Math Blaster game to Wii's WiiWare channel and the Xbox 360's Live Arcade. They are also working on designs for an iPhone version of the game. Given the mobile nature of today's kids, this seems like a great idea.

At the University of Michigan, a research team is looking into the potential that digital games have for teaching students concepts and skills. As part of their study, they have designed a web-based board game for teaching undergraduate students about Information Literacy Concepts and Skills. They chose a game for the task for many research-based reasons, but also because:

"Games can be with the student when an information expert cannot be. Games can be in the dorm room, at the coffee house, and anywhere else that the Internet can be accessed. Games are a way to bring information expertise to the users where they are already working."

All of this comes on the heels of a report by the Pew Internet and American Life Project that found that, when it comes to video games, "playing is universal, with almost all teens playing games and at least half playing games on a given day."

Even more importantly, and defying stereotypes, the Pew Study found that  "game playing is also social, with most teens playing games with others at least some of the time."

Related Resources

02 October 2008

Mashup Edu: Research on K-12 New Media Literacy

I am pleased to announce that the book chapter that I co-authored with Dr. Mercedes Fisher, "Pedagogical Mashup: Gen Y, Social Media, and Digital Learning Styles," has officially been accepted for publication in the Handbook of Research on New Media Literacy at the K-12 Level: Issues and Challenges, to be published by IGI Global later this year.

Dr. Fisher and I wish to thank the co-editor of the book, Professor Subramaniam at the National Institute of Education at the Nanyang Technological University in Singapore, for his hard work and direction during the writing and peer-review process.

In addition, we appreciate all the members of the peer-review committee for their feedback, suggestions and collaboration on this chapter. It's been a wonderful experience to work with members of the international education technology/media community.

We've saved the links for all the resources and references cited in the book chapter over on the social bookmarking tool delicious, which you can find here: http://del.icio.us/mashup.edu


Related Publications by Mercedes Fisher & Derek E. Baird

02 September 2008

Google Docs, Education & Student Privacy

Online writing tools like Google Docs, Adobe Buzzword & Zoho are amazing free tools that are used by many educators. But who owns your online documents? Are there any laws or issues that you need to be aware of before using these tools in your classroom?

According to a post on the Open Sky Media Blog, "while your personal computer may not care about your tastes in fiction, the web service you choose to write and/or host your documents just might."

For example, did you know that the Google Docs TOS state that "“you give Google a worldwide, royalty-free, and non-exclusive license to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distribute any Content which you submit, post or display on or through the Service." Moreover, Google Docs further stipulate that "students must be 13 or over to use Google Docs."

Why?

Because Google, like every other corporation that is providing an online service to students, must comply with the Children's Online Privacy Protection Act (COPPA). The law outlines how and what types of personal information may be collected and when and how to seek verifiable consent (written permission) from a parent or guardian. The law, despite it's quirks, is designed to protect the privacy of minors.

To be clear, Google is doing exactly what they are required by law to do. As tween site Imbee found out, failure to comply with COPPA can cost a company millions of dollars in legal bills and fines. If you do decide to use Google Docs in your classroom, be sure to obtain written permission from your students parent or guardian. Failure to do so could put your school and career in jeopardy.

To be clear, I'm not trying to knock Google Docs. It's a great product. My intent is to make sure that educators are aware of the issues. It's important that you, as the teacher, know all the associated issues and legal requirements associated with using this tool before using it in your classroom.

Related Resources

06 August 2008

Silicon Valley Isn't America

 silicon.valley

silicon valley map
by hugh mcleod, gaping void

Related Resources

24 July 2008

Hurray for Dizzywood: Virtual World with a Purpose

Dizzywood is a new virtual world for tweens created by the folks over at ROCKETpaperscissors.  Like other virtual communities geared for the tween set (I'm talking Doko, Webkinz, Neopets, Moshi Monsters) users can create an avatar, connect with friends, play games and activities that earn them unique super powers and other rewards.

The team behind Dizzywood have designed a virtual environment that "encourages kids to engage in challenging activities and cooperate with others, while developing important cognitive skills. I had my pre-tween nephew give Dizzywood a go this afternoon and he was instantly hooked. He loved the animation and said that the games were "really, really fun."

Beyond the element of online play, Dizzyworld is using their virtual world to teach kids about the environment and other life skills like honesty, digital citizenship and respect. Dizzyworld recently joined with the Arbor Day Foundation on a promotion that allowed Dizzyworld citizens to plant a virtual tree to reforest a damaged area within the online world of Dizzywood.

But here's the really cool part: when you plant a virtual tree in the Dizzyworld forest, a real tree is planted on Earth. And as the virtual tree grows, kids are able to see how the tree is able to clean pollution from the skies above Dizzyworld. This is a great way situate the lessons learned in a virtual world, into a real world context and provide kids with a sense of empowerment and a purposeful gaming experience.

Dizzywood's ability to successfully mash together virtual games, social responsibility and collaborative skills has caught the eye of the YMCA of San Francisco has announced plans to integrate Dizzyworld into their education technology curriculum.

Here's more from the Press Release on the partnership:

"The YMCA is using Dizzywood’s virtual environment to reinforce its program emphasis on activities that promote values such as caring, honesty, respect and responsibility.

Children also learn about important issues relating to virtual worlds, such as digital citizenship and online safety, as well as complete storytelling and team-building exercises that emphasize creativity, writing and reading skills, and working together to achieve goals."

Almost every week it seems like there is a new virtual world being launched with no real purpose other than shopping or fun-based gaming activities. It's refreshing to see a product like Dizzyworld that has a strong educational component cleverly woven into the practice of play.

Creating an educational and fun virtual learning environment that kids will actually use is no small feat. It looks like Rocketpaperscissors team is well on their way to finding that magical mix between learning, technology and community.

So give Dizzyworld a whirl, plant your virtual tree and have fun!

Related Links

15 July 2008

Penguin Books: We Tell Stories 6

Penguin Books UK recently launched, We Tell Stories, an ambitious digital reading project aimed squarely at the reading styles of Gen Y students. This is a pretty innovative project and one that I'm sure will engage more than just Gen Y students. Here's the scoop:

"In collaboration with fêted alternate reality game designers Six to Start, Penguin has challenged some of its top authors to create new forms of story - designed specially for the internet.

Over six weeks writers including Booker-shortlisted Mohsin Hamid, popular teen fiction author Kevin Brooks, prize-winning Naomi Alderman and bestselling thriller authors Nicci French will be pushing the envelope and creating tales that take full advantage of the immediacy, connectivity and interactivity that is now possible. These stories could not have been written 200, 20 or even 2 years ago."

There is a lot of talk in education circles about the lack of reading among Gen Y and the population at large. I would argue that the practice of reading is still alive and well, but the way we do it has changed. Reading isn't just confined to a printed book. It can be done via iPhone, iPod or book readers like the Kindle.

However you choose to read, the important thing is to, well, just do it! And if it has been awhile since you cracked open a book, the We Tell Stories program is a great way to rediscover the joy of reading.

Related Resources

14 June 2008

Summer Camp Goes Virtual

Remember when summer meant running around the neighborhood, hanging out and getting your top lip stained by orange or grape soda? That may have been how we spent our summer, but Gen Y has its own ideas of how to spend summer vacation--and naturally, it involves technology.

Camp Fatal1ty was developed by pro-gamer Johnathan "Fatal1ty" Wendel and is run by iD:Gaming Academy. The Fatal1ty camps are held at Emory University, Stanford University, UCLA and Villanova University and provides teens with "an immersive experience in the dynamic worlds of game development and professional gaming, our video game camp courses are geared for beginning to advanced teens aged 13-17."

Cybercamps Academy provides teens with the opportunity to learn more about web technologies, including Flash, graphic and video game design. The Cybercamp Academy sessions are held at over 50 universities including Duke, UCLA and Stanford.

They also have a virtual camp track where kids can learn how to do everything from game design to 3D modeling. According to research conducted by Cybercamps Academy, this type of camp "significantly increases higher-order thinking skills in kids."

This seems like a fun and active way for kids to get engaged in science and technology while providing them with the opportunity to develop both critical thinking and problem solving skills.

These tech camps provide an environment in which kids get to use technology in a context that allows them to learn how to work in a collaborative environment.It's too bad that these types of active learning experiences aren't more common during the regular school year.

Who knows, the next MySpace, Facebook or Flickr gazillionarie might be sitting in a VirtCamp right now.

Related Resources

11 June 2008

Emoodicon: Come On Get Happy!


Marcie's Grand Adventure from john t unger on Vimeo.

Back in the 1970s, the Boomer's went wild for their mood rings. Now their spawn, those totally wired Gen Y kids, are going wild for their version of the mood ring--Emoodicon.

This is a nifty way for the lol, omg, kthksbye, twitter, texting, blogging, loving kids to share their emotional state when they are away from the computer. You know. Outside.

Anyhoo. Still wondering what this Emoodicon ring thing is all about? You can watch the video, or you can just get the scoop here:

"They’re smileys for the real world. They tell the world what’s on your mind.

If you don’t know, I’m not going to tell you,” is a phrase you’ll never utter again. If your boyfriend or girlfriend or best friend or roommate or evil arch nemesis has eyes, they’ll know. (If they don’t have eyes, no ring will help you. Sorry.)

Emoodicons are completely customizable. They’re cool, they’re fun, and they won’t break or turn your finger green. Isn’t that a nice change?"

It's also an interesting social commentary, showing the depth of the love affair that kids today have with technology. Using symbols from the keyboard and online world to communicate their true feelings.

Yep. Times are a changing. And oh yeah, there's an Emoodicon "Make a Face" contest.

Related Resources

30 September 2007

Mashup Edu: A New Digital Pedagogy

Dr. Mercedes Fisher and I just finished a new book chapter titled "Pedagogical Mashup: Social Media, Gen Y and Digital Learning Styles" that will be published early next year. I'll have more details in a future post, but in the meantime I wanted to share the bounty of resources we culled together for the article.

We've saved the links for all the resources and references cited in the book chapter over on the social bookmarking tool del.icio.us, which you can find here: http://del.icio.us/mashup.edu

If you have any questions, or know of a great Education 2.0 resource that we should include, let us know!

Related Articles by Mercedes Fisher & Derek E. Baird

22 July 2007

Gen Y & Social Networking: It's, like, so not a fad!

Viewing American class divisions through Facebook and MySpace: Another "must read" article on social networking and youth by danah boyd. Last week I had the pleasure of attending a presentation that danah and Henry Jenkins gave at the YPulse Mashup. As part of her presentation, danah cited excerpts from this blog essay.

Social Network with Style: MySpace Builds Fashion Community: MySpace revolutionized the music industry and now has its sights set on doing the same for the world of fashion. Launched in January, myspace.com/fashion now has over 50,000 members. They've also struck partnerships with Revlon, Clairol, and InStyle. (via Advertising Age, Registration Required)

Social Networking Reaches Near Full Penetration Among Teens and 'Tweens: A new report by Alloy Media & Marketing found that "96% of tweens and teens have used  social networking technologies, 71% of online tweens and teens connect to a  social network at least once a week." (via Advertising Age, Registration Required)

It's No Secret: Facebook's Allure is its Privacy: As the MySpace generation grows up and moves on to college, career and a personal life, the ability of a social network platform to keep its members secrets is increasingly important. Facebook learned this lesson the hard way when it introduced the "Mini Feed" and "News" features and encountered the ire of the Facebook community. The key to retaining and growing a social network community is to keep their secrets, uhm, secret. (via ITNews)

08 July 2007

B.J. Fogg on Web Credibility

Related Resources

13 March 2007

Yahoo! + UC Berkeley = Innovation


What do you get when you combine the brain power at Yahoo! and a world class educational institution like the University of California at Berkeley? Innovation! Big Thinkers! Collaboration!
 

Yahoo! Research Berkeley is a top notch research organization that focuses on innovation and thinking outside the box to create the next big thing on the web.

But if you think it's all work and no play---you'd be wrong! Take a video tour of the Yahoo! Research Berkeley campus and discover how "hard fun" is an integral part of Yahoo! culture.

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