R&I notes: The power of simulations December 2, 2008
Posted by mvalia in Representation and Interaction Design.Tags: simulations
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When a twelve year old student wakes up in the morning and goes to middle school, they really don’t expect much. They know they will face to pressures of fitting in, their clothes, the homework and projects they are putting off and the inevitable substitute teacher assignments they will most likely endure.
Not many of these kids come to school expecting to perform hip and knee surgery in a realistic, professional environment. Edheads.com offers two medical surgeries mentioned above, crash scene investigations, simple machines and mechanics and more. Students have so many choices staring back at them through the Internet Explorer icon. I know a product is successful when they choose – over watching another Beyonce video or their favorite anime cartoon – to perform hip surgery on a flash-based patient.
The students go step by step through the entire surgery. There is no cheese factor like many other simulations. They get down and dirty – are grossed out by the real-life photos from real surgery – and then move on, finish and want more.
The middle school grade level is all about exposure to what is out there. You can’t google something you don’t know about. Using simulations like Edheads to reach out to students and say, “This is a job someone has to perform. Maybe it could be you,” is a powerful tool and is masterfully accomplished with this simulation. My students can’t wait for open heart surgery and maybe even a little gastric bypass. The grosser the better.
R&I notes: A look at BrainPop December 2, 2008
Posted by mvalia in Representation and Interaction Design.Tags: animation, brainpop
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As a New York City technology teacher who’s job it is to review and purchase software, my first complaint about BrainPop is the developers haven’t gone through the trouble of filling the paperwork to get on the NYCDOE software catalog and receive approval for purchasing with NY State software money. This site is not perfect, but it does offer students an interesting look at scientific concepts they may not be familiar with.
Many classmates often ridicule sites like this because they are not 100 percent Mayer compliant, but right now, they are better than nothing. No other sites are taking these random scientific topics like nanotechnology and computer viruses and animating them into fun little informational tidbits. They make great educational motivators and ice breakers for teachers to use as an intro to a topic.
The animation is playful and fun. Maybe the robots don’t talk enough or the flea circus isn’t relevant. But now they know about nanotechnology and flea circuses. Increasing a students raw cultural awaremess of little topics like this help them relate to different topics they may encounter in life and even on standardized tests.
The site is jarring to look at with its millions of tiled topics, but students get to search around and explore for new ideas in a constructivist journey. From first hand experience, students will spend 20-30 minutes on the site before growing tired. And then they will pick it up again a week or two later. It serves as another piece of the puzzle enhancing students knowledge with technology. Of course it could be improved, but it is more than a version 1.0 .
R&I Notes: Experience and Interactivity December 2, 2008
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This week’s journal serves as a look at two websites: Smart Museum and 2Beme.rog.
Looking at SmartMuseum from a critical eye, I like the home page. There are four clear options students can choose from and each offers a different educational path. A trip to a museum with students usually only happens on a school trip where art or museums are the last things on students minds. They are usually thinking about the girls on the bus, what’s in the gift shop or what is for lunch. It’s a play date away from school. This happens because trips are too few and far between. This website could help a teacher plan ahead of a trip – like an advanced organizer to helps students focus on the task at hand. I particularly like the artist’s tour of the site. It is so important to introduce students to careers and hook them up with real world practitioners. This section of the site attempts that.
However, I don’t like the constant popping of things on the site. It is sensory overload, distracting and childish. The sketchbook, parent section and theme-options are a nice touch and should provide students with some level of engagement. I would like to see more video of real museums.
2beme.com is a touching website that helps a niche audience with real emotional needs. Suffering from cancer, one would hope these teens would have had the time to discuss these four issues with their doctors or parents. If not, this site offers an outlet. I like how it is again broken up into four catagories and is artistically relevant. The colors and images are soft and cartoonish and should hopefully convey a feeling of optimism and positivity.
The animations are borderline. They should be tuned down a little bit as they are distracting and provide a little too much extraneous load as someone looks to get information about a serious topic. I also like the catchy titles like “chill zone.” I think it brings some levity to students who may be feeling down about their condition. It may seem callous on the surface to suggest this, but this soft, emotional touches seem to go a long way with the healthy students in my classroom.
R&I Reading Notes: Engagement November 11, 2008
Posted by mvalia in Representation and Interaction Design.Tags: engagement
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Every teacher who has ever written a lesson plan or stood in front of a group of students or adults for that matter, must worry about engagement. This week’s readings all touch on engagement and experience both in interaction design and in real life.
From Sherdoff’s Elements of Experience Design:
I like the way Sherdoff breaks experience into three concrete steps: attraction, engagement and conclusions. A lesson planner or instructional designer would find this a useful outline. It is missing the meat of the lesson – perhaps that is the engagement part – but overall, it is a useful framework. The rest of the elements that fit into this framework are helpful–interactivity, creativity, style and presentation make this article a useful principled article.
From Pogrow’s SuperMath:
This concept revolves around the idea of narrative, contextual learning, anchored instruction and situated learning environments. The SuperMath niche is that students aren’t attracted to adult or real-life contextual environments and they must be engaged at their own level about things that interest them and their imagination. Interesting idea. I think it lends a hand, but if we want transfer, I think we need to bridge both learning situations.
From Michele Dickey’s Engaging by Design:
My favorite quote in this long literature review about how video and computer games can inform instruction:
“Prensky (2001) similarly argued that computer and video games model and promote cognitive traits that are consistent with children raised with technology. According to Prensky, electronic games require active engagement in environments, which supports discovery, observation, trial and error, and problem solving. Additionally, computer games are graphical environments that require players to read the visual environment and interpret symbols. These skills are becoming increasingly important to foster learning.”
A Look at Panwapa November 11, 2008
Posted by mvalia in Representation and Interaction Design.Tags: children's websites, critiques, interactivity, panwapa, Sesame street
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Venturing into Panwapa without having seen the TV show, I was a little unsure about where I was. It looked like a zoo or carnival outside of a tropical rainforest. My initial exploration took me around to see what characters I could interact with and what activities I could explore.
After playing the hide and seek game in Mandarin and watching a movie about Navajo Indian children getting water, I got the sense that this site has something to do with exposing children to different cultures.
After exploring the outside or first page of the site, I still got the sense that the site was just a place where you could go and explore a few activities that seemed loosely tied together but it took a while to get the concept of the site or where I should begin.
After exploring for a while, I clicked on the globe and saw how you could make your own place and travel around.
This site does a good job of exposing students to the idea that there are different countries and different cultures all around the world. Many students may never leave their city block or neighborhood. They have an undeveloped sense of geography and how their culture compares to others around the world. I also like how the site is multilingual and has activities for different types of learners and incorporates educational gaming.
If the goal is to introduce children to the concept that there are different people all over the globe, then it hits its mark.
I think the site doesn’t create even a make-believe environment that is concrete. It seems that the activities are just thrown into this zoo-like area. They don’t really scaffold or relate to each other. The characters know when you complete an exercise but besides that, they aren’t tied together. It doesn’t seem rich enough. Without having read Wikipedia or the seen the show, I didn’t get the concept that I was on a floating island that could travel around the world.
However, the site does touch on the following problem solving skills:
Scanning for clues - students explore the site and look for interaction
Ability to explore - students explore the interface and the globe
Interpret graphical information - chart at the end of the water movie
The movie game – not the videos which are on a TV – teaches students to pay attention while exposing them to different cultural concepts. Students watched the movie once to get a general idea and then were asked to watch the movie again and click on the button when they saw water. It also ended by asking students where they got most of their drinking water. This made the student reflect on their own lifestyle and think about how it is different then their own. It was a clever way to introduce interactivity to a normally passive learning experience.
R&I Reading Notes: animation and interactivity November 4, 2008
Posted by mvalia in Representation and Interaction Design.Tags: animation, design, interaction
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Alas, the wise old Richard Mayer … As an interaction designer, we must consider the heart of Mayer’s Multimedia principles, dual coding, text/picture integration etc.. etc..
The chapter 18 article introduced a few new design principles:
Apprehension principle: The graphic design of the animation should follow the design of the representation. The animation should be readily understood by the audience.
Congruency principle: The animation should represent the conceptual model, not the behavior.
Interactivity principle: information is better understood if learner has some control over the animation
The information interaction design offered a solid look at design principles based on creating an experience for a user and how to leverage sensory elements to ensure clear communication.
R&I Reading notes: The effectiveness of educational gaming and teaching 21st century skills October 7, 2008
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This week’s reading offered a contrasting view of educational gaming and the importance of the role of computers in education. Adams article, Educational Games Don’t Have to Stink, looked at gaming and computers in schools. He contrasted what a good, Socratic teacher can do in school and highlighted how a computer will never be able to live up to that task. He offered some suggestions to make games better – all limited by the notion that games are not the silver bullet. My favorite part was his comparison to learning facts to beating levels and enemies. The gaming model is flawed because when you beat an enemy you forget him – like how you cram for a test – once its over, you forget about it.
The MIT – MacArthur paper was a great read outlining the concept of 21st century skills that must go on in our new media classrooms. From personal experience, it seems like we are a generation away from integrating true media skills, participation, meaningful social networking. I can only speak for my school, but in NYC it is being integrated in small chunks at a time. The call for greater access in every classroom is going to be the crucial component that hopefully ultraportable laptops like OLPC will accomplish. Once a 1-1 model common place, all teachers and students should find it easier to accomplish the goals of media participation, understanding and production.
R&I Design: Idea for the final project October 7, 2008
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For the final project, I would like to create the interface for a single din CD/IPOD/Satellite radio car reciever. All of the sophisticated ones are large, double screen or flat screen models that are over $800. I would like to create a simple interface that is touch screen with very few buttons.
The challenge in the project would be to create something on a very small screen. Single DIN recievers are only about two inches tall by six inches wide. But all the ones on the market have clumsy interfaces with many buttons and dials.
Mine would allow the user to achieve these goals:
switch quickly between all audio inputs
scroll through the channels and songs effectively
access song titles / albums / and station information quickly
All these controls need to be manipulated with the left hand while driving.
Below is a sample of what is currently on the market:
JVC:
Pioneer:
Alpine:
I hope to work on a small scale, eliminate the buttons and make a simple, friendly effective interface.
R&I Design: Reading notes for week five September 30, 2008
Posted by mvalia in Representation and Interaction Design.Tags: reading notes
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The Importance of Being Playful
Students love to play. Its what we do when we are not in school or at work. Sometimes students even play school when they are not at school. Different roles of teacher and student are assigned and young students have fun. This article speaks a lot to those who are advocates of using video games as instructional tools. It could be used as a guide for game designers and teachers who wish to incorporate the rules of mature play into their games or classrooms.
Saffer Chapter 5-6
I always liked reading textbooks as a child because it introduced me to new definitions and a discourse on subjects like science and history. For the same reason, chapter 5-6 didn’t introduce any new concepts to me. However, it did give names to things that I had not know had names; such as the jog dials on physical devices and twists on web and operating system interfaces. The case studies on Google Mail – which I find clumsy and annoying – were also interesting. In Gmail’s attempt to make email into stored conversation, they make interfacing with the application difficult as a user is forced to toggle “twists” to unfold parts of converstations. These aren’t conversations – they are just seperate emails from the same person. Kind of annoying. The case study focused on having the IM and mail portion seperate.
A story in only 55 words September 30, 2008
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Often times designers have little space to work with. Tablet computers have tiny screens. Cell phones even smaller ones. As a metaphor and design practice, below is a story I wrote using exactly 55 words.
—
Lesson One:
“I smashed cars,” Jose bragged.
Student-teacher Peter listened. He’s so poor. Born without a chance.
Principal Johnson startled Peter from his sympathetic lull.
“My windshield’s smashed. Heard anything?”
He trembled.
“No.”
Peter felt empowered letting Jose off.
He regretted it in the parking lot later. His first paycheck would have to repair his busted headlights.
—
It took three hours to write this story. I spent 30 minutes coming up with the idea. The first draft was 187 words. I feel like some of the story is missing, but the exercise did teach me it is possible to say a lot in a small space.


