iPodject


Visual Learning Company
March 21, 2008, 10:04 pm
Filed under: ipods, research, video



This is a big week for iPodject. On Friday, March 28th, I’ll be presenting the iPods to my school for the second time. This time I’ll be backed by an additional twenty at our disposal, a bit more practical experience, and a plethora of educational examples. Using ideas collected from Learning in Hand, Apple, and my own collection of ideas, I hope to persuade more teachers to use the iPods in their classrooms.

From this perspective I welcomed Tony Vincent’s recent blog and podcast on iPod photo ideas. This collection of freebees (phenomenal choice to spur invention by demonstrating it) encapsulates the educational heart of what I’m trying to accomplish by using iPods in education. I commend you on this work and I will be happy to share my uses/creations as well. Sometimes I wish I had Tony’s job…learning about a subject you’re passionate about, helping other teachers and students, and creating content! Now that’s a good gig, people.

VLC's Digital Science Video LibraryMy final component is one I just recently read about in Multimedia & Internet @ Schools. The Visual Learning Company recently launched the Digital Science Video Library. This collection of elementary and middle school science videos is one of the first formatted specifically for iPods. According to the representative Stephanie, customers can either purchase a VHS/DVD for $89 only usable in one player/classroom at a time, or for the same price you could have the video streaming from your school server and download content onto as many iPods as you want (via iTunes).

Whether I have one or twenty-five iPods, this is the choice to go with! Multimedia & Internet @ Schools (2008) reports that, “Teachers have the option to play the clips and full videos at individual computer workstations, project them to a larger screen, or sync them to an iPod”. The Visual Learning Company (2008) also notes that “each title includes a full show, 7-10 content clips, metadata for enhanced search capability, and a teacher’s guide”. With research I’ve noted in the drafts of my dissertation, Mayer (2001) suggests guidelines on students receiving multimedia instruction. In the area of video, he suggests “a shorter presentation primes the learner to select relevant information and organize it productively”. With this study in mind, it appears that shorter clips (like the ones offered through United Streaming and VLC’s Digital Science Video Library) are the way to go.

While the collection boasts H.264 format, the blogs and news updates I’ve read haven’t persuaded me that THIS format is all that it claims to be. I’m currently awaiting a sample which is being sent to my school, and I will update this entry as I find out more. The representatives were extremely helpful and had loads of information about their products and the new iPod features. As an additional educational selling point, I give the Visual Learning Company props for noting a top five reasons “why teach with iPods” at the bottom of their page. You had me at iPod…

Mayer, R. E. (2001). Multimedia learning. New York, NY: Cambridge University Press.

Multimedia & Internet @ Schools. (2008, March 6). News & xtra features. Retrieved March 19, 2008,

from http://www.mmischools.com/Articles/ReadArticle.aspx?ArticleID=13575

Visual Learning Company. (2008). Digital Science Video Library. In Visual Learning Company.

Retrieved March 19, 2008, from http://www.visuallearningco.com/ipod_video.htm



Flow, Learning, & Video Games
March 1, 2008, 6:37 pm
Filed under: colleges, games, ipods, research



During a recent class my professor brought up the works of Mihaly Csikszentmihalyi and the book Flow. While I only had the chance to read chapter three, I quickly agreed with the simplistic nature of flow, “joy, creativity, the process of total involvement with life” (Csikszentmihalyi, 1990, p. xi as cited in Smith and Wilhelm, 2002, p. 28). Many of his later works detail this “state in which people are so involved in an activity that nothing else seems to matter” (p. 4).

Mihaly CsikszentmihalyiWhen we began to look at the concept of flow and how people learn, I realized the true engagement that was inherent with this state. Csikszentmihalyi suggests that more than anything else, men and women seek happiness (p. 1). They do not seek happiness through pleasure alone, rather through enjoyment. For “after an enjoyable event we know that we have changed, that our self has grown: in some respect, we have become more complex as a result of it” (p. 46). Whether through sports, reading, cooking, or a myriad of other activities, people can and do experience flow.

Could this enjoyment in learning be created in today’s classroom? Smith and Wilhelm investigate young men, literacy, and what gives them the flow experience in Reading Don’t Fix no Chevys. Near the end of chapter two, they discuss video games, sequencing of experiences, and flow. Think of the steps that go into creating a video game: conceptualization, developing, playing, sharing, and revising. Creating a video game has the same higher order thinking skills that many of our school seek today. Couldn’t creating a video game become a final project to apply or transfer learning? In some high schools and technical colleges it already has.Sample of Scratch Character and Programing Blocks

After presenting at ICE this year, Mother Mika told me that the conference was a buzz about Scratch. This simplified video game creation tool makes “programming like playing with Lego bricks“. To understand more, I suggest a short article from the Chronicle of Higher Learning or simply watch the video report. After a few minutes to download and go through a brief tutorial, I was creating a moving object. I stopped my progress and looked at the completed games others had done with the simple programming language. Amazing!

What does this have to do with iPods? I don’t want “creating a video game” to be one of the many things David Warlick, David Jakes, and Alan November say kids do outside of school. Mihaly says, “to improve life one must improve the quality of experience” (p. 44). Scratch has the possibility of making learning an enjoyable and truly a flow experience for many of our students. Playing Scratch reaffirmed the reality that our clientèle and world has changed and we need to adapt our instruction as well (see Did You Know and A Vision of Students Today).

At the end of our discussion my professor summarized the experience of flow as just the right balance of ability and challenge tempered with appropriate feedback (Thomas, 2008). Can educational use of video games create flow for our learners? Thanks to the Lifelong Kindergarten group at the MIT Media Lab, I think so.

References

Csikszentmihalyi, M. (1990). Enjoyment and the Quality of Life. Flow the psychology of optimal experience (pp. 43-70). New York: Harper & Row.

Smith, M. W., & Wilhelm, J. D. (2002). Reading don’t fix no Chevys literacy in the lives of young men. Portsmouth, NH: Heinemann.

Thomas, J., Dr. (2008, February 2). What is flow? Class discussion presented at Aurora University, Institute for Collaboration.