27 Sep 2010

Prototyping a Networked Family

4 Comments Design, Education, Examples, Physical Computing, project, Social Media, Technology

Being a first time dad has been the most amazing experience of my life. Watching my daughter grow, and witnessing her constant exploration of the world around her has been extraordinary. Unfortunately when Mondays roll around, it is time for me and many other parents to drop off our kids at the babysitter.  The amount of time we get to interact with each other is very minimal, and pretty sad.

In a world where we all feel so “connected”, the people that matter most have no method of remotely interacting with us.  My 1 1/2 year has no twitter, or Facebook account to update.  She doesn’t check into fourSquare every time we go to grandma’s house. Even with mobile phones and Skype video conferencing, there is no direct method of me interacting with her without the assistance and supervision of an adult. So basically, we could only interact with each other when another adult has both the time and is willing to put in the effort to set up an environment for us to communicate.

This got me thinking “how can my daughter and I interact during my work hours?”  The first thing I did was identify the main characteristics of my daughter, back when I first started working on this project:

  • My daughter was one year old.
  • Her vocal communication ability was in the preliminary stages of development
  • Her motor skills where still not fully developed, so complex tasks like using a keyboard or mouse where not possible.
  • She needs adult assistance to use our everyday communication tools that available to us (moble and land-line phones, computers, etc).

At this young age, children are extremely dependent on their parents and other adults for just about everything.  However, there are also several activities that come as naturally as breathing and eating to a child. Two of those activities that i observed where exploration and play, many times triggered by a common catalyst of curiosity.

Children gradually explore their environment and toys and interacted with them, mastering the new skills that they learn along the way. Quickly they are able to identify all sorts of toy input locations which triggered various types of output, such as audio and visual feedback.
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Popularity: 6% [?]

07 Mar 2010

Post TEDxNYED Thoughts

6 Comments Education

This past Saturday, March 6th, I was given the opportunity to attend my first TEDx event. I didn’t really know what to expect, I typically only attend technical conferences filled with pocket protector wearing programmers. Okay we don’t wear pocket protectors, but that doesn’t make it any less of a complete geek fest, me included. Anyhow, to start, I must applaud the group of educators that ran the event. The location was great, the line up of speakers was very good, and overall I had an amazing time. However, there where a couple of suggestions, or maybe some preconceive expectations that I may have had prior to attending.

Although I believe that many of the speakers where amazing, at points I felt like i was at an educators pep rally. Don’t get me wrong, it is always great to get other educators excited about certain topics, however much of what was being talked about is nothing new of innovative. For instance, I think just about everyone knows that standardized testing is probably not the best way to assess students, but how could you successfully implement portfolio based assessments? One speaker touched on it, however I really wanted more examples, more case studies. I basically wanted the speakers ideas, so I could tweak them start putting them into practice. Most of the talks were powerful in there own way, I unfortunately didn’t quite get that “Ah ha!” moment that i was hoping for.
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Popularity: 2% [?]

18 Feb 2010

Will Wright presents “Why Games are Good for Learning” at NYU

5 Comments Education, Technology

The Games for Learning Institute was gracious enough to invite Will Wright, the genius behind games such as The Sims and Spore, to speak about “Why Games are Good for Learning”. I’ve watched him speak in the past via youtube videos, and have always been impressed by the insight he brings to the gaming industry. Games such as SimCity, have broken down so many boundaries and have help in redefining several aspects of gaming. He has managed to empower children, though a constructionist approach by giving them the ability to become producers of their worlds, and not merely consumers. These ideologies fall in line with much of Seymour Papert’s work with LEGO and LOGO along with the ideas of Maria Montessori.

The secret of good teaching is to regard the child’s intelligence as a fertile field in which seeds may be sown, to grow under the heat of flaming imagination. Our aim therefore is not merely to make the child understand, and still less to force him to memorize, but so to touch his imagination as to enthuse him to his inner most core. — Maria Montessori

Why Serious Games are not Fun
This was an obvious question to start off the talk. Read more

Popularity: 3% [?]

08 Jan 2009

Supporting Language Acquisition in Virtual Worlds

7 Comments Education

ESL (English as a Second Language) students come from a variety of cultural, physical, social, and educational backgrounds. The process of second language learning can be very stressful, and the impact of positive or negative attitudes from the surrounding society can be critical. ESL high-school students are also faced with the realization that learning the language is necessary to their future success in school, and ultimately their career path. To make matters worse, ESL instructors often use methods and materials that have been developed with the learning needs of native English speakers in mind. As a result, frustration and failure may lead to higher than average drop-out rates among immigrant students in high school.

The goal of an ESL program is too assist students in becoming proficient in English, and to be successful active participants within a classroom. They should be able to express a range of critical perspectives and enter quick paced interactions. Based on this goal, it seems that group communication should be a large focus of their learning. Indeed, recent studies in ESL have revealed the importance of the social context in which the second language is learned, and the relationships that are fostered. Through this perspective, the act of learning a second language, becomes a situated activity within a community. By ignoring the situated nature of cognition, education defeats its own goal of providing meaningful knowledge. This contrasts with many classroom learning activities which involve knowledge that is abstract and out of context.
Multi-User Domains

Computer technologies offer an interesting approach to situating knowledge especially in the areas of game development. Within Multi-User Domains (MUDs) players enter virtual worlds as newcomers and gradually gain experience, through Legitimate Peripheral Participation, and eventually become central members of the community. This goes in-line with Lave’s description of Situated Learning, and fosters the formation of cognitive apprenticeships within the community.

Additionally, when situated in a game, this community is part of what Salen and Zimmerman call the ‘magic circle’. The magic circle is the idea that games are situated in a special time and place, outside of the real world. In order for a player to be a part of this magic circle they must first agree to all the rules and limitation set forth by the game designer. This frame is what allows MUDs to be a viable alternative for meaningful authentic environments for knowledge to be situated and communal relationships to be established.

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Popularity: 2% [?]

08 Dec 2008

First Test of Wii How Tall Game

No Comments Education, Flex/Flash, project

Today i decided to take trip to my wife’s school in Newark, NJ to see how Pre-K children liked the How Tall Prototype. Overall i got some pretty positive responses.  Bellow is a video of one of the children interacting with the game.  Unfortunately, i think most of the kids where distracted with the webcam video. When i do a more formal test I may use a handheld camera instead.  I think they where also a little shy with me in the room, so next time i may just have my wife run the test since they know her and may be more comfortable being expressive without a stranger in the room.

Game Research

The video reveals something that should be noted. There was the success in using the response queues through the audio. If you look at the students mouth you could see her counting along, which assists in giving the child a more active role in learning.  It is hard to gauge the success of the the use of Wiimote, but I may looking into doing an engagement analysis another day.


How Tall Test from Alex Britez on Vimeo.

Popularity: 1% [?]

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