A Taste of Technology Presented by
Jordan Epp & Jeanette McKee
CCDE Instructional Designers
April 29, 2009
Objectives
• To briefly introduce several technological tools for enhancing learning
• To determine interest in pilot projects using these or other tools
Mobile Technologies
Cell Phones | iPod Touch/iPhone
• Mobile Connectivity - WiFi, Bluetooth, 3G, GPS
• Media Tools - Audio Video Capture, Media
Player, Txt Messaging
• Ubiquitous Device - Connected 24/7, not seen
as technology to overcome, but as a way
to overcome.
Cell P
hones
• Surveys - Poll Everywhere, mobiode• Txt Messaging - txtdrop• Audio Recording - GabCast
- Field Recording• Photo Blogging - flickr, facebook, ShoZu• GeoMatics - Google Latitude, CAERUS • VODcasting - ShoZu, YouTube, Vimeo
iPod T
ouch/iPhone
• OSX 1.0
• 400mhz processor
• 512MB RAM
• 8, 16, or 32GB
• USB 2.0
• 802.11b/g WiFi
• Multi-touch display
• Accelerometer
iPod T
ouch/iPhone
• AJAX applications -
Abilene Christian University
• iTunes App Store - Dynolicious
• CCDE Mobile Pilot - Synchronous/Asynchronous discussion tool
VO
Dcasting/V
ideo Stream
ing
• Recollect - Chris Brooks• Apresso• Profcast• Camtasia - Smartboard Physics• ustream.tv• Quicktime Broadcaster• iTunes U - Microbiology 333• Skype / Google Talk
Virtual Learning C
omm
unities
LMS• WebCT• Blackboard• Moodle• Places where learners and Instructors meet for synchronous and asynchronous communication. • Where students can access and contribute content.• Where tools for assessment and evaluation are integrated.
Social Networks• Facebook• Myspace• Ning• Twitter• Users communicate asynchronously.• Users build community of like-minded friends.• Sharing of content and ideas.• “Phone a friend lifeline”.
Virtual Environments• Second Life• Quest Atlantis• Activeworlds• Vlearn 3D• Provides “Physical” space for learning.• Provides tools for building, communication and programming.• Media is imported via streaming/mapping.• Learners communicate synchronously through chat or voice.
Second Life
• 3D environment for synchronous collaboration• 3D modeling & Scripting tools provided• Everything you see in SL was build by users• Media can be mapped and streamed• 16,785,531 registered users• 1US dollar = 262 Linden dollars• $80,888.00 US in transactions in Dec.08
Second Life
What’s happening• Biology - protein and molecule rezzing• Pharmatopia - Monash University• Architecture - Montana State University• Commerce - Market research agency• Automotive sales - GM and Toyota• Fashion Design - Veronica Brown• Conferences• Plug-ins - LMS integration (SLOODLE)
Resources• University of Saskatchewan’s SLUG • SaskInteractive• Pathfinder Linden• SecondLife.com
Serious G
ames
• Various names: eGames, advergaming, edutainment, simulation games, etc.
• Components: context, rules, objectives/purpose, gaming principles, to further education and training
• Realism, Retention, and Relevancy: www.virtualheroes.com
Kinds of S
erious Gam
es
1. 2D - Interactive flash animation– point and click, drag and drop– user input, some feedback– Simple to moderate interactivity
Kinds of S
erious Gam
es cont’d.
2. 3D Simulations• Second Life, Boston - free; can create
objects - avatars (3D representation of you in a virtual world) www.secondlife.com SAIT: Machining lathe simulation
• Blitz Games Studios, UK - www.trusim.com Triage Trainer
• McGill University - Social intelligence www.mindhabits.com - Increase self-confidence, reduce stress, improve positive thinking. Best new video game of 2007 award
3D S
imulations cont’d.
• University of Colorado www.Toltech.net Visible human project: 2000 anatomical structures
• Virtual Heroes, Inc. www.virtualheroes.com Future soldiers training system - medical, military, & corporate training
• Sponge Lab Interactive, Ontario www.genomicsdigitallab.com Plant cells
3D S
imulations cont’d.
• Largest serious game developer in the U.S. www.breakawayltd.com
Pulse - virtual clinical learning lab; dental implant simulation
Military, security, corporate training, social change, and financial analysis and risk management
Kinds of S
erious Gam
es cont’d.
3. Exergaming– WiiFit - strength training, aerobics,
yoga, balance games– Children - www.youtube.com Dance
Dance Revolution - 5-year old complex dancing
– Seniors - Danceland, WiiFit and Sony– www.gestureTEK.com Toronto -
gesture control solutions used in health, disability, and education sectors; virtual rehab & sensory stimulation
For m
ore information . . .
SaskInteractive http://www.saskinteractive.com
Serious Games Canada has been formed; home in Saskatchewan http://www.seriousgames.ca/
Discussion
Think about how these technological tools could be used to enhance learning in our courses.
Q What ideas do you have for pilot projects using any of these technological tools or other technological tools??