Thursday, November 26, 2009

The Brain Series on Charlie Rose: The Perceiving Brain - Sight and Visual Perception

The November 24th airing of the second episode of Charlie Rose's The Brain Series, The Perceiving Brain, is currently on the front page of the Charlie Rose website. I couldn't find an embeddable version of this episode, but I was able to find the transcript, linked below:

Transcript: The Perceiving Brain
Charlie Rose Brain Series

"The Charlie Rose Brain Series explores one of sciences final frontiers, the study of the human brain.  Over the next year Charlie will interview the most knowledgeable scientists and researchers in hopes of illuminating a new topic of study. Each monthly episode will examine different subjects of the brain, including perception, social interaction, aging and creativity.

We will also look at scientific discovery and advances in technology, in the hope that someday terrible illnesses such as depression, schizophrenia, and Alzheimer’s will be history. Our special colleague on this journey is Dr. Eric Kandel.  He is a psychiatrist and neuroscientist and professor at Columbia University. He’s also affiliated with the Howard Hughes Medical Institute. He received the Nobel Prize in physiology or medicine in 2000 for his research into the biological mechanisms of learning and memory."



RELATED
The Charlie Rose Science Series, Part One: The Human Brain (Earlier version, from 2006)


Brain Disease

Saturday, November 21, 2009

"Image Reveal" application for the SMART Table, by Vectorform.

The SMART Table from Smart Technologies now features the Image Reveal application, created by Vectorform, that supports multi-touch, multi-user collaborative learning activities for children. The Image Reveal is the first third-party application published for the SMART Table, and is available for free from the SMART website.



"Vectorform was eager to collaborate with SMART to create an early learning application for the SMART Table, which it feels is a groundbreaking technology product. Image Reveal enables young users to collaborate and answer a series of multiple choice questions in a chosen subject area. Each correct answer uncovers part of a hidden image until it is fully visible. Alternatively, students can guess what the hidden image is at any time to win the game. Using the SMART Table Toolkit, teachers can customize content, including subject area, hidden image, questions and answers, and use images to tailor questions and answers for pre-literate learners." -SMART Tech Press Release


SMART Table Introductory Video:


It is good news to see that SMART Technologies is providing new applications for the SMART Table. There is much room for growth in this field. However, the applications still have the look and feel of electronic workbooks,  with a few interactive media bells and whistles tossed in to ensure that the system appeals to young learners.  I wonder if the application supports teaching the skills needed for children to successfully work together, such turn-taking, negotiating with other children in a group situation, or settling differences of opinion.

Classrooms in elementary schools now contain a growing number of students who have autism spectrum disorders, as well as other disabilities that interfere with social interaction. For this reason, it would be important to learn if SMART Table applications follow the guidelines for Universal Design for Learning(UDL).

RELATED

Wednesday, November 11, 2009

School Psychology Awareness Week

School psychologists promote positive possibilities and encourage gratitude towards others during National School Psychology Awareness Week—November 9–13, 2009


Bethesda, MD—The National Association of School Psychologists (NASP) has designated November 9–13, 2009 as National School Psychology Awareness Week. This year’s theme, “See the possibilities in you. We do!” seeks to shine a light on the positive work school psychologists do to promote the possibilities for academic and personal success in the lives of the students they serve. The program involves a series of resources and activities that school psychologists can use to reach out to school staff, students and parents to help students feel connected, supported, and ready to achieve their individual goals.


NASP represents more than 25,500 school psychologists who work in schools and other education and health settings. School psychologists work with parents and educators to ensure that every child has the mental health and learning support they need to succeed in school and life. This year’s program focuses promoting students’ positive attitudes and competence by highlighting student strengths and the many ways schools reinforce those strengths. Specifically, school psychologists will be recognizing students who make significant progress toward their goals through the “Student POWER Award” Program and honoring adult members of the school community who contribute in an outstanding way to improved outcomes for students through the “Possibilities in Action Partner” Program.


“Adults make many important contributions to the development of children. Seeing and advancing the possibilities within students, even in the face of difficulties, is critical to helping them achieve their best in school, at home, and in life.” says NASP President Patti Harrison. “Some people go above and beyond, making extraordinary efforts to promote students’ competencies, create opportunities for children to meet their goals, and expand schools’ capacity to foster success. We want to recognize these adults who are partners for ‘Possibilities in Action’ and have been admirable influences on the lives of children.”


Additionally this year, NASP is launching the “Gratitude Works” Program, an effort to have students around the country write letters of gratitude to someone who has made a difference in their life or the lives of others. The “Gratitude Works” Program seeks to reinforce students’ practice of gratitude as one of many prosocial behaviors that can foster individual resilience and well-being as well as contribute to overall positive school climate. Promoting positive attitudes, such as gratitude, helps students become more aware of the strengths in themselves and others. Research has revealed that children who feel and express gratitude express more positive views of both home and school and improve their academic performance.


School psychologists around the country are working with teachers to help students identify and honor school staff, family members, students, and other educators or community members who contribute to their ability to achieve their best. Some students are choosing to write letters of gratitude to people who they do not even know personally, such as military servicemen and women and emergency responders.


As part of National School Psychology Awareness Week, NASP has developed downloadable and adaptable resources to help school psychologists participate in these programs. Further information on these programs, school psychologists and the contribution they make in guiding student success is available online at http://www.nasponline.org/communications/index.aspx.


For further information contact NASP Director of Marketing and Communications, Kathy Cowan at (301) 347-1665 or kcowan@naspweb.org, or visit www.nasponline.org.


RELATED
Ready to Learn, Empowered to Teach, Excellence in Education for the 21st Century: National Association of School Psychologists' Guiding Principles for Effective Education
http://www.nasponline.org/advocacy/2008educationpolicydocument.pdf


NASP

Tuesday, November 10, 2009

Technology and Mental Health Research at Trinity College Dublin: Supporting Teens through Mental Health Games & Mobile Apps

In my last post, I mentioned some of the work in technology and mental health by researchers at Trinity College.  PlayWrite is a system that is designed for mental health professionals to create and adapt 3D computer games designed for therapeutic activities with teens, and can incorporate a variety of treatment approaches. In includes a dialogue builder that can incorporate written and spoken questions.  PlayWrite can also be used to adapt exisiting games.

The Personal Investigator game was created using PlayWrite and provides solution-focused conversational strategies that are mapped onto various game areas. The game is available tor trial purposes for use by mental health professionals and researchers.  You can request a trial by contacting Dr. Gavin Doherty:  Gavin.Doherty at cs.tcd.ie

Coyle, D., Matthews, M., Sharry, J., Nisbet, A., & Doherty, G. (2005). Personal Investigator: A Therapeutic 3D Game for Adolescent Psychotherapy. International Journal of Interactive Technology and Smart Education, 2, 73-88

As a school psychologist,  I'd like to have a chance to work with the above applications.  Even more, I'd like to try out two applications that the Trinity College team designed for use on mobile phones,  My Mobile Story and Mobile Mood Diary.

I think this concept would work.  Why?

In my observations of students in high school classrooms, I've recently come across the phenomenon of students texting on their cell phones, underneath their desks, without looking,  out of sight of the teacher, but not out-of-sight of an observant school psychologist!

Matthews, M., Doherty, G., Sharry, J., & Fitzpatrick, C. (2008). Mobile Phone Mood Charting for Adolescents. British Journal of Guidance and Counselling, 36(2), 113-129.

(I'll post more about this soon.)

Sunday, November 08, 2009

Multi-User Virtual Environments for Kids, Teens, & College Students

A while ago, I wrote a post, Interactive Multimedia for Social Skills, Understanding Feelings, Relaxation, and Coping Strategies, that continues to get hits from readers looking for on-line social skills resources.  Since that post, there has been a growing interest in the use of multi-user virtual environments (MUVEs) and related interactive games for children, teens, and young adults.  MUVEs appear to have the potential to help young people develop important social skills, such as cooperation, collaboration, and teamwork.

In this post, I'll focus on Multi-User Virtual Environments (MUVEs) and also take a look at 3D game/virtual world environments designed to support social/communication skills and mental health. 


Whyville
Whyville was one of the first virtual environments for children, established in 1999.  It is currently sponsored by the Center for Disease Control, the Getty Museum, and the Woods Hole Oceanographic Institution
Whyville Virtual World Tour (2008)

Resources
Everything Whyville!


QUEST ATLANTIS
Quest Atlantis was created by Sasha Barab, the Jacobs Chair in Learning Sciences, Indiana University.  In classroom settings, students work together on computers as a team to learn science, math, reading, and writing in a game-based virtual environment. The following video is from the Learning Channel. Sasha Barab, Beth Spataro, a teacher, and students discuss their experiences with Quest Atlantis at the Rogers-Herr Middle School in Durham, North Carolina. 

Virtual Mesa Verde




"The John D. and Catherine T. MacArthur Foundation has granted more than $1.8 million to the Indiana University School of Education to expand the immersive learning environment "Quest Atlantis."...Sasha Barab, associate professor and Jacobs Chair in Learning Sciences and Instructional Systems Technology and the director of the Center for Research on Learning and Technology, created the Quest Atlantis project. It is a learning and teaching tool for students ages 9-12 that uses a 3-D, multiuser environment to immerse children in educational tasks."
Resources:
Quest Atlantis Research Site
IJLM International Journal of Learning and Media (beta) Transformational Play and Virtual Worlds: Worked Examples From The Quest Atlantis Project
Conceptual Play 
Learning Gains
Thomas, M.K., Barab, S.A., Tuzun, H.  Developing Critical Implementations of Technology-Rich Innovations: A Cross-Case Study of the Implementation of Quest Atlantis (pdf)  J.Educational Computing Research, 41(2) pp. 125-153, 2009.
Barab, S. A., Gresalfi, M., & Arici, A. (2009).Why Educators Should Care About GamesEducational Leadership 67(1), pp. 76-80.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making Learning Fun: Quest Atlantis, A Game Without Guns (pdf) Educational Technology Research and Development, (53)1, 86-107
EcoMUVE
EcoMUVE is an ecosystems science curriculum for middle school students that is an outgrowth of the River City project developed by Chris Dede and his colleagues at the Harvard Graduate School of Education. 


Video of an early build of EcoMUVE
Resources
River City Research
Metcalf, S. J., Clarke, J. and Dede, C. (2009) Virtual Worlds for Education: River City and EcoMUVE,(pdf) Media In Transition International Conference, MIT, April 24-26, 2009, Cambridge, MA.


NASA MMO (Massively Multiplayer Online)
The Technology Transfer and Partnerships Office


Astronaut:  Moon, Mars and Beyond


"The power of games as educational tools is rapidly gaining recognition. NASA is in a position to develop an online game that functions as a persistent, synthetic environment supporting education as a laboratory, a massive visualization tools and collaborative workspace while simultaneously drawing users into a challenging, game-play immersion...Astronaut: Moon, Mars and Beyond will be a 'first-person-exploration' game that will also include traditional role-playing game (RPG) elements for both single-player and team-based space exploration, but with a realistic twist. Everything in the game will be crafted based on real NASA technology, as well as on prototypes from esteemed academic institutions for the next generation of robotics, spacecraft, spacesuits and space habitation...The game will allow players to utilize the latest technology from Big Stage, which enables photos to be transformed into virtual avatars. Players will be able to see themselves within the game world, if they so desire, or else use the game's editor to create their own characters." -John Gaudiosi, Big Downloads First Look at NASA's Unreal Engine 3 based MMO

Resources
Learning Technologies NASA STEM Learning MMO Games Plan (pdf)
Overview of the GSFC Integrated Design Center (IDC) Including the Mission Design Lab(MDL) and the Instrument Design Lab (IDL) (pdf)
NASA MMO FAQs

EduSim
EduSim has evolved since I last featured it on this blog.  According to the EduSim website, maintained by Rich White, EduSim is a 3D multi-user virtual world and authoring toolkit designed for use on classroom interactive whiteboards, but also used on laptops and desktop computers.  The application is a version of the core Open Cobalt Metaverse Project

"Edusim has been tested and works on the Smartboard, Activeboard, Interwriter, Polyvision, Mimio, eBeam, and even the Wiimote Whiteboard. Edusim is extendable allowing multiple classrooms to connect their interactive whiteboards for collaborative learning session. Edusim as a concept seeks to model a new we to engage student through "immersive touch" by leveraging 3D virtual environments on the interactive surface or classroom interactive whiteboard."


RuneScape
Constance Steinkuehler is an educational researcher who focuses on massively multiplayer online games and virtual worlds from the perspective of learning sciences and new literacy studies.  She's an Assistant Professor at the University of Wisconsin-Madison, and is affiliated with the UW-Madison Games, Learning & Society (GLS) group.


According to a post on the Massively website, "Steinkuehler has announced that she's got the Nation Academy of Education / Spencer Post-Doctorial Fellowship to do a cognitive ethnography on RuneScape. The study aims to show the educational merit of games designed for and played by youths instead of adults, which is what is typically studied, and to examine the impact of gameplay on their everyday lives, social relationships and school work...Cognitive ethnography is used to study the processes that effect the work carried out within a setting, whilst noting the effect of the material world and social context of the actions and social practices carried out. To put it in a simpler way, it studies how the social norms and social structures are created for a group of people who share a common culture, in this case RuneScapeplayers. You can read her proposal abstract over at her blog." -Jon Shute


World of Warcraft in School 
To get an idea of how World of Warcraft can be used, take a look at this video that was produced by members of the Virtual Worlds department at AFTRS, Australia's national screen arts and broadcast school.
Skateboarding for Real in World of Warcraft

World of WarcraftIntergenerational WoW Study, Focus on At-Risk Youth
Jason Allaire, a gamer and psychology professor at NC State, has a proposal to involve 100 high school students considered to be "at-risk" in an after-school program, with mentors, aged 60 years old or older. Jason is involved in the Gains Through Gaming Lab, a collaboration between NCSU and Georgia Tech.  


SECOND LIFE
I haven't posted about Second Life in a long while.  There is quite a bit of catching up to do. Here is a short introduction to Second Life, using a garden as a metaphor:

Teen Second Life - Info from the Teen Second Life Wiki:

"The Teen Second Life was created to provide a safe place for education projects for those 13-17 years old. Unlike main Second Life, in the Teen Second Life, Linden Lab significantly restricts entry, purchase of land, and activities to those that support the education projects in Teen Second Life...Linden Lab only allows adults (anyone 18 and older) in the Teen Second Life who have had a background check completed, and who are either educators responsible for an education project in the Teen Second Life, developers assisting in the development of projects in the Teen Second Life, or the person responsible for managing activities on business islands in the Teen Second Life...Adults and businesses in Teen Second Life do not have any access to the Teen Second Life Mainland (Teen Second Life); that area is reserved exclusively for Teens."

Teen Second Life and the Field Museum
According to information from Vimeo, Teens in Chicago and New York went digging for fossils in Zambia this summer, without leaving home, thanks to a technology enhanced science camp run by Chicago’s Field Museum in partnership with Global Kids. Watch the video produced by Ben Wolff.

I Dig from Spotlight on Vimeo.
Resources
Global Kids

Global Kids' Digital Media Initiative

University Applications of Second Life
Claudia Kimbrough used Second Life in two College of Management courses at North Carolina State University, part of the Learning in a Technology-Rich Environment (LITRE) research program.  These courses were taught in 2007.


Resources:
Virtually Online Learning and Teaching (VOLT)
LITRE


Second Life in Nursing Education
The video below demonstrates a patient simulation in the virtual world of Second Life by MUVErs,  used in nursing courses,  with funding from University of Wisconsin, Oshkosh, Accelerated BSN program.
Medical Simulation in the Virtual World of Second Life



Multi-touch Second Life - 100" screen with modules for sensing, integrated with opensim client.

100" Multi touch screen with Second Life from junhee, yeo on Vimeo
The following video shows how the above system works with Zentitum Wonder Island:

100" MultiTouch System with Zenitum Wonder Island from junhee, yeo on Vimeo.
IMG512 is the Interactive Media Group of Zenitum Entertainment Computing, in Seoul, Korea. The team  focuses on interaction and user interface design, including multi-touch, gesture, and other means of physical computing.  

RELATED
Milton Broome is Simon Bignell's Second Life avatar. In real life, Simon Bignell is a psychologist who lectures at the University of Derby in the UK.  His current research is a project that is looking at the effectiveness of using the Second Life platform to support people who have been diagnosed with high-functioning Autism and Asperger's Syndrome, focusing on social/communication skills. 
Bignell, S.J. (2009). Psychology on Second Life? Learning, Support and Research in 3D Online Multi-user Virtual Environments. Keynote Lecture at McCord Museum. International Conference on the Use of the Internet in Mental Health, McGill University, Canada.
Bignell, S.J. (2009). Teaching and Learning in Online Virtual Worlds. Invited Talk. International Conference on the Use of the Internet in Mental Health, McGill UniversityCanada. May 2009. Videocast: http://tinyurl.com/m5zst6


David Coyle, PI and PlayWrite
David Coyle is a research fellow with the Computer Science Department at Trinity College who designs technology to support mental health interventions.


Personal Investigator(PI)
Personal Investigator is a 3D game designed for teens that implements Solution Focused Therapy.
PlayWrite
PlayWrite "is a system which allows mental health care professionals to create and adapt therapeutic 3D computer games, which can then be used in adolescent mental health interventions."
Resources
Coyle, D., Doherty, G., & Sharry, J. (2009). An Evaluation of a Solution Focused Computer Game in Adolescent Interventions.Clinical Child Psychology and Psychiatry14(3) pp345-360
Coyle, D., & Doherty, G. (2009). Clinical evaluations and collaborative design: developing new technologies for mental healthcare interventions. ACM CHI'09 Conference on Human Factors in Computing Systems. pp.2051-2060.http://doi.acm.org/10.1145/1518701.1519013
Coyle, D., Doherty, G. (2008) Designing Adaptable Technologies for Talk-Based Mental Health Interventions (pdf). ACM CHI'09 Technology in Mental Health worksop
Coyle, D., Doherty, G., Sharry, J., & Matthews, M. (2007). Computers in Talk-Based Mental Health Care. Interacting with Computers, 19(4), pp.545-562. http://dx.doi.org/10.1016/j.intcom.2007.02.001. (abstract)
Coyle, D., Doherty, G., & Sharry, J. (2005). Adaptable Computer Gaming for Adolescent Psychotherapy - Extended Abstract.CyberPsychology and Behavior, 8(4), pp.311-312.
Coyle, D., Matthews, M., Sharry, J., Nisbet, A., & Doherty, G. (2005). Personal Investigator: A Therapeutic 3D Game for Adolescent Psychotherapy. International Journal of Interactive Technology and Smart Education, 2, 73-88. Preprint (PDF).


CITEd Resources
Learning with Computer Games and Simulations
Multi-User Virtual Environments for Education
Multimedia Instruction of Social Skills

Friday, November 06, 2009

Human-Computer Interaction & Education: CHI 2010 Workshop on UI Technology and Educational Pedagogy

The 28th CHI 2010 (ACM Conference on Human Factors in Computing Systems) will be held from April 10-15 2010 in Atlanta, GA.  The Workshop on UI Technology & Educational Pedagogy will be one of several workshops held during the conference.

Info from the workshop's website:
Given the exponential growth of interactive whiteboards in classrooms around the world, there has been a need to explore how next generation HCI will impact education in the future. Educators are depending on the interaction communities to deliver technologies that will improve/adapt learning to an ever-changing world.
In addition to novel UI concepts, the HCI community needs to examine how these concepts can be matched to contemporary paradigms in Educational pedagogy. The classroom is a challenging environment for evaluation, thus new techniques need to be established to prove the value of new HCI interactions in the Educational space. This workshop provides a forum to discuss key HCI issues facing next generation education.
We invite authors to present position papers about potential design challenges and perspectives on how the community should handle the next generation of HCI in education. Topics of interest include:
  • Gestural input, multitouch, large displays
  • Mobile Devices, response systems (clickers)
  • Tangible, VR, AR & MR, Multimodal interfaces
  • Console gaming, 3D input devices
  • Co-located interaction, presentations
  • Educational Pedagogy, learner-centric
  • Empirical methods, case studies
  • Multi-display interaction
Submission:  The deadline for workshop paper submissions is January 6th, 2010. Interested researchers should submit a 4-page position paper in the ACM CHI Extended Abstract Format to the workshop management system. Acceptance notifications were sent out March 15, 2010. The workshop will be held April 11, 2010 in Atlanta, USA. Please note that at least one author of an accepted position paper must register for the workshop and for one or more days of the CHI 2010 conference. 
Workshop Contact:  Edward Tse  edwardtse [at] smarttech.com SMART Technologies


Johannes Schöning

Yvonne Rogers
Pervasive Computing Laboratory
The Open University


Chia ShenScientists Discovery Room
School of Engineering and
Applied Sciences
Harvard University
SMART Technologies


RELATED


Learning Through Touch (pdf) -SMART Technologies


November 23-25, Banff, Canada


(Cross-posted on the Interactive Multimedia Technology blog.)


Monday, November 02, 2009

Eric Sailers' "Bling Your Blog" Presentation: How to use Web 2.0 to spice up a blog.

Eric Sailers is a speech-language pathologist and assistive technology specialist in the La Mesa-Spring Valley School District in San Diago, CA. He's ahead of the pack when it comes to embracing emerging collaborative and interactive technologies in education. Eric recently shared his presentation, "Bling Your Blog" on SlideShare. The presentation is an overview of how to incorporate Web 2.0 technology into blogging.

Below are links to a few things discussed in the presentation:
Animoto


Glogster: "Poster Yourself"
Interactive Calendar Poster by a Glogster


Voicethread (Collaborative digital storytelling.  The Ed. VoiceThread is a secure K-12 network.)


Web 2.0 Guru (Web 2.0 Resources for 21st Century Instruction)


100 Awesome, Free Web Tools for Elementary Teachers

Eric Sailers' Blog


(Cross posted on the Interactive Multimedia Technology blog.)

Wednesday, October 28, 2009

Digital Media and Learning Resources: DML Central at the University of California

(If you are in a hurry, jump to the DML Central resource page for lots of links, including teaching resources.)

Here is the press release:

New Center at UC Irvine to Seed Research and Collaboration on Digital Media and Learning

Posted October 27, 2009
IRVINE, Calif. (Oct. 27, 2009) -- Digital media and the Internet are transforming how young people learn, play, socialize, and participate in civic life. A newly-created Digital Media and Learning Research Hub located at the University of California-Irvine will provide an international center to nurture exploration of and build evidence around the impact of digital media on young people’s learning and its potential for transforming education. Funded through a $2.97 million grant from the John D. and Catherine T. MacArthur Foundation, the Center was announced today at a national forum at Google headquarters that brought together leading thinkers around the challenge of reasserting American global leadership in education.

“Global digital media are rapidly becoming a driving force in globalization, scientific advances, and the intersection - and sometimes clash - of cultures,” said David Theo Goldberg, director of the University of California Humanities Research Institute and co-director of the Digital Media and Learning Research Hub. “Every day new questions arise about the ability of traditional systems and institutions to prepare both young people and life-long learners for the social, economic and political demands of a complex and networked new century.”

Through study of how youth are using digital media, researchers will seek to understand the implications inherent in how this generation of youth – unlike any previous one – is embracing the online world to access information, socialize, and engage in public life. Research is expected to help schools, libraries, museums and other institutions engaged in teaching and learning better prepare students for the 21st century workforce.

“We’re at the very early stages of this phenomenon where youth and kids are learning so much more outside of the classroom via the Web and social networking,” said Mizuko Ito, University of California, Irvine researcher and co-director of the Research Hub. “If we don’t tap into the learning revolution that is going on today, I’m very concerned we’re going to have many kids being left behind.”

With a physical office at UC Irvine and a new virtual destination, www.dmlcentral.net, the Center will support emerging research on digital media and learning by hosting international conferences, facilitating workshops and working groups, and bringing together researchers, practitioners, policymakers, industry leaders and others working on related projects. It will also house related research initiatives of the MacArthur Foundation’s digital media and learning initiative. Harvard’s Berkman Center for Internet and Society, and the nonprofit research group, FutureLab, are partnering with UC Irvine on Hub activities.

“At this time of extraordinary transformation, it is critical to harness and coordinate research that provides insight into the impact and applications of digital media for learning,” said Connie Yowell, director of MacArthur’s education grantmaking. “MacArthur has long been committed to improving public education in the U.S., and we see the emerging research and practices in the field of digital media and learning as holding the potential to transform the way we prepare our young people to be engaged citizens and to compete in the 21st century workforce.”

Two MacArthur initiatives are already active at the Hub. They are bringing together researchers and practitioners to explore 1) the transformation of learning and assessment in the 21st century and 2) the unprecedented ways in which technology is enabling youth to participate in the political and public sphere. These investigative efforts, lead by Mizuko Ito and Mills College professor and researcher Joseph Kahne, respectively, are major initiatives of the University of California Humanities Research Institute, the system-wide UC research center for the humanities and social sciences, based at UC Irvine. More information about the Digital Media and Learning Research Hub can be found at www.dmlcentral.net.

About the MacArthur Foundation
The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities better places, and understand how technology is affecting children and society. In 2006, MacArthur launched its digital media and learning initiative to explore how digital media are changing the way young people learn, play, socialize and participate in civic life and what that means for their learning in the 21st century. More information is available at www.macfound.org/education.
Contact
Jeff Brazil
e: jbrazil@hri.uci.edu
p: 949.824.9956

Sunday, October 25, 2009

NCTI Technology Innovators Conference: UDL, Accessibility, Reaching All Learners


If you are interested in universal design for learning, accessibility, and reaching all learners, the upcoming NCTI Technology Innovators Conference, held in Washington, D.C., Nov.16.2009 - Nov.17.2009, is not one to miss!
(Thanks to the Able Gamers Foundation website for the information below!)
The 2009 NCTI Technology Innovators Conference, Educational Futures — Powered by Technology, will focus on how learning and assistive technologies can supercharge education for all students.
With “must-attend” keynote speeches, engaging panel discussions, powerful presentations, and the extraordinary opportunity to network with fellow leaders and innovators representing exciting programs across the country…this is YOUR conference!Register now.
Over 200 nationally recognized leaders from academia, corporations, government and the media will examine the big ideas that have emerged to strengthen teaching and learning through the effective use of technology. The presentations will focus on best and emerging practices to ensure that all students, particularly struggling learners, fulfill their academic and social potential.

Invited Speakers

Venue

Venue:
The Madison Hotel -
Street:
1177 Fifteenth St. NW
ZIP:
20005
City:
Washington
State:
DC
Country:
Country: us

Monday, October 19, 2009

Upcoming Interactive Events and Webinars on Classroom 2.0: Adolescent Literacy, Learning Teachnologies, and More!

Here is a letter from Steve Hargadon, the founder of Classroom 2.0, the the social network for those interested in Web 2.0 and collaborative technologies in education.


A message to all members of Classroom 2.0

Monday, October 19th, 1pm PDT (US):  Angela Maiers' leads a panel discussion with Carnegie's "Time to Act Adolescent Literacy Panel."  http://www.futureofeducation.com/forum/topics/angela-maiers-panel-discussion

Tuesday, October 20th, 5pm PDT (US):   Judi Fusco and Patti Schank from the Stanford Research Institute (SRI) join us
to talk about the Tapped In network, educational social networking, and the future of electronic communities in education.  http://www.futureofeducation.com/forum/topics/sri-on-tapped-in-educational

Tuesday, October 20th, 6pm PDT (US):   Rushton Hurley hosts the Next Vista Digital Dream Team discussion on video projects and ideas.  LearnCentral Link:  http://www.learncentral.org/event/30733

Wednesday, October 21st, 11am PDT (US):  The Ambient Insight "Learning Technology Innovation" series presents "Innovation In Educational Technology: The Virtualization Of K-12 And Higher Education" with Sam S. Adkins.  LearnCentral Link:  http://www.learncentral.org/event/6745

Wednesday, October 21st,  1pm PDT (US):  Middle School Portal 2: Math & Science Pathways (MSP2) presents Mindy Johnson on Universal Design for Learning (UDL).  LearnCentral Link:  http://www.learncentral.org/event/25969

Wednesday, October 21st,  5pm PDT (US):  I interview Esther Wojcicki, a Journalism/English teacher at Palo Alto High School and the current board chair of Creative Commons, on "Creative Commons and Open Education."  http://www.futureofeducation.com/forum/topics/esther-wojcicki-on-creative

Wednesday, October 21st,  6pm PDT (US):  Maria Droujkova hosts another Math 2.0 session on the Guarantech math video community.  LearnCentral Link:  http://www.learncentral.org/event/28911

Thanks for your attention, and see you online!  Be sure to let me know if you're interested in starting your own Webinar series!

Steve

Steve Hargadon
Founder, Classroom 2.0

Visit Classroom 2.0 at: http://www.classroom20.com

RELATED

Time to Act:  An Agenda for Advancing Adolescent Literacy for College and Career Success (pdf)
(Final Report from Carnegie Corporation of New York's Council on Advancing Adolescent Literacy)

International Reading Association Publications

Tuesday, October 06, 2009

Kindle in Education? Problems with usability and accessibility.

When e-readers first were released to the world, I thought I'd be the first on the block to run out and get one.  But I wasn't, and I didn't.  Why not?   


  • They are too expensive.
  • They don't provide me with the text/content/concept/nonlinear/multimedia interaction I want (not useful for my purposes.)
  • Issues regarding usability, accessibility, and universal design have yet to be resolved.
Read more:
Problems with Kindle in Education:  Looks as if Amazon forgot to do usability and accessibility homework!

Sunday, October 04, 2009

Links to Blogging School Psychologists

Saturday, October 03, 2009

Looking for Free Online Resources for your Interactive Whiteboard?

The majority of teachers at one of my schools now have interactive whiteboards, and the last few will get theirs very soon.  Teachers are smiling a lot, and so are the students with special needs that they teach.

I'm amazed at how quickly everyone has intuitively adapted to this technology in just a few weeks.The school has access to some fee-based resources, such as United Streaming Video, TumbleBooks, and Clicker 5,  as well as the resources provided by SMARTTechnologies and Promethean Planet.  Even so, there are plenty of free on-line resources the teachers are sharing and discovering.

Everything is better on an interactive whiteboard!  The students focus their eyes intently on the screen, and listen carefully to the on-line stories.   They get up in front of the screen and manipulate items, completing academic tasks that would not be possible using paper and pencil activities or folder tasks.

This post was created as a resource for my colleagues, but I'm sharing it on my blog since I know that many teachers are looking for good interactive content for their students.

I welcome comments and links to other resources!

Resources and Links


Imagine interacting with this content on a huge screen in front of you?  The activity below is from the free Starfall website:


Zac Web Browser
The Zac Web Browser was designed by a grandfather of a young boy with autism. It is free and can be accessed via the web or downloaded to you computer. It even works with a Wii mote controller! The following video clip demonstrates the application- you'll have to wait through the short ad at the beginning:

I experimented with the ZAC browser on my HP TouchSmart and it worked well with touch interaction. Below are a couple of  screen shots of the browser:


Video Portal
http://www.softpedia.com/screenshots/Zac-Browser_2.png


Storybook Portal
http://www.softpedia.com/screenshots/Zac-Browser_5.png

HelpKidzLearn is a website with free software and resources from Inclusive Technology:

























Most young people love animals.  Animal webcams from various zoos make an interesting focal point for learning and sharing, no matter what age or ability level.  The Smithsonian National Zoological Park is a great place to start!

I especially like the Amazon River Cam:



































Zoos Worldwide is a great portal to the zoocam world.  If your students are learning about nocturnal animals, simply link to a webcam from a zoo that is in a time zone 12 or so hours away.

Other websites that are great for interactive whiteboards:
National Geographic Kids























   
Discovery Kids
PBS Kids 
NASA Kids' Club

National Gallery of Art Kids
Smithsonian Kids
Kids Gov   Kids Gov Fun Stuff
Natural History Museum Kids Only (UK)
e-Learning for Kids
This website has loads of learning games and courses covering math, science, health and life skills, English language, language arts, and computer skills.

"Established in 2004, e-Learning for Kids is a global nonprofit foundation dedicated to fun and free learning on the Internet for children ages 5-12  with courses in math, science, reading, health, and computers. A volunteer staff consists of education and e-learning experts and business professionals from around the world committed to making a difference."

Count Us In:  Games designed to help children understand basic number concepts.  The games were created in Flash and can be downloaded for off-line use.





















Teaching Learners with Multiple Special Needs 
Free Online Activities for Intensive/Multiple Special Needs
(recent post and links)
Kids Online Resources
Vicki Blackwell's Website
Blackwell's Best
Teachers Love SmartBoards (SMARTTechnologies blog)
Teacher LED:  Interactive Whiteboard Resources for Teachers



















Teacher LED's Interactive Clock

The AESOP for Children (on the Teacher LED website)
(This is a flip book that allows students to turn virtual pages on an interactive whiteboard.)

GREAT FEE-BASED RESOURCES

CLICKER 5
The students at Wolfe like Clicker5  activities. Imagine these screenshots on the SmartBoard:
http://www.cricksoft.com/uk/images/clicker/new/home.jpg

 http://www.cricksoft.com/uk/images/clicker/Clicker%20Pages/animalcharacteristics.jpg

 Clicker 5 was developed following the guidelines of Universal Design for Learning (UDL). It includes high-quality speech with highlighting, sentence writing grides, writing frames to help scaffold writing, and on-screen talking books that highlight words automatically as they are read.  Clicker allow students to create their own talking books, record their voices, and with Clicker Paint, illustrate their creations.

Even students with little or no speech can use Clicker using customized grids.
http://www.cricksoft.com/uk/images/clicker/new/QF.jpg

Clicker offers a variety of active learning support options for struggling readers, such as the Planet Wobble series of talking books and related on-screen activities:
 http://www.cricksoft.com/uk/images/clicker/wobble/NewPWimages/beach1.jpg

Teach Town
"TeachTown: Basics is a research based solution for children with Autism Spectrum Disorder and other special needs. The service brings together parents, clinicians, teachers and students in one comprehensive package. Subscription includes on-computer lessons, off-computer generalization activities, data tracking and communications tools that keep the whole team connected."

Screenshot of the TeachTown walkthrough:


































TeachTown Research

I'll update this post as I collect additional resources.

Sunday, September 13, 2009

Assistive Technology: Eye Gaze, Face Tracking, and HeadMouse Open Source, Free, and Low-Cost Alternatives

I'm working with a few students who have multiple special needs who are in need of assistive communication technologies that are not expensive. Although my first idea was to look at eye gaze technology, the possibility of face tracking is also appealing. Take a look at the following video from SeeingMachines, a commercial company:



SeeingMachines offers a free version that doesn't provide all of the features I'd need.

The HeadMouse concept is something that I think has potential.

The $$$ option is the HeadMouse Extreme. It provides head-controlled wireless computer access, and uses a wireless optical sensor that tracks a disposable target that can be affixed to glasses, a forehead, or hat.  The resolution is very precise, and allows control over a range of activities such as graphics work, CAD, and gaming, in addition to typical productivity tasks.

 HeadMouse on LaptopHeadMouse on Display

Photos are from the Origin Instruments website, where you can find additional information about the HeadMouse Extreme system as well as other assistive technology and augmentative communication systems.

Alternative to HeadMouse Extreme:

HeadMouse2 is an open-source project from the Grupo de Robotica at the University of Lleida in Spain. The free software works with Virtual Keyboard, another free application.



Here are the links:
HeadMouse2

Virtual Keyboard



FREE, LOW-COST, AND OPENSOURCE ALTERNATIVES


COGAIN

COGAIN stands for Communication by Gaze Interaction.  This group was created to overcome the current problems in research and development in the field that include software that works solely with a certain eye tracking device, and in the process, contribute to bringing down the price of eye tracking systems so that more people will benefit from this technology.

The COGAIN website provides a list of open-source gaze tracking, freeware, and low-cost eye tracking resources. There is enough information available for DYI purposes:

Open Source Resources

COGAIN's Early Language and Literacy Resources


Links to books and games can be found on the COGAIN Early Literacy web-page. Children in the Picture  collaborated with COGAIN for some of the literacy resources.

  • Note:  "Scope's In The Picture campaign is about encouraging publishers, illustrators and writers to embrace diversity - so that disabled children, who have been virtually invisible until recently, are included alongside others in illustrations and story lines in books for young readers."
COGAIN's Bibliography:  Eye Tracker Development and Gaze Tracking Implementation:  Systems, Hardware, Software, Algorithms

Gaze-Aware Systems, Attentive Interfaces, and Applied Eye Tracking

Research Papers, Bibliographies, Article Collections

COGAIN's Links

COGAIN's Downloads

More to come!

Saturday, September 12, 2009

Social Stories: Link to the ultimate Social Stories resource (test) site!

It is Saturday, and I know that there are hundreds of teachers online, searching for social story resources for their students who have autism spectrum disorders or other disabilities that interfere with social interaction and communication skills.   

I am putting up a link to a mega-list of social story links. If you scroll down the massive page, you will find social stories and additional links.  I have not explored the site or evaluated any of the stories.  I plan to choose some of the best that I find, and link them from this blog

Readers are welcome to post links to good social stories and social stories resources in the comment section.  This is NOT the spot for commercially-made social stories, as those can be found elsewhere.

Here is the link.  From the title, it looks like it was a "test" page, so perhaps there is a cleaned-up version elsewhere.

http://www.autism-pdd.net/testdump/test14154.htm

Friday, September 11, 2009

Ru Zarin's Interactive Multi-touch Applications for the Cognitively Disabled: Social stories, talking symbols, a piano, and more!

 http://uidresearch.files.wordpress.com/2009/07/multi_touch_trollskogen_1024.jpg


Trollskogen Final Demo from Ru Zarin on Vimeo.

The above video is a demonstration of Ru Zarin's masters degree project at Umea Universitet.

This project examined ways to use multi-touch technologies to support communication and learning among children with Down syndrome, autism, and related diagnoses within the age group of 5-8. I especially liked the animated social story application.

"Trollskogen is a communicative framework designed to enhance communication among people with cognitive disabilities. The forest is split up into interactive modules that provide a fun and engaging learning environment while helping improve on certain aspects of speech, reading/writing and symbol based languages. This framework has been deployed on a custom multi-touch table prototype built at the Interactive institute Umeå, enabling the children to interact with their fingers in a more natural, intuitive way rather than a traditional keyboard/mouse setup."

RELATED READING
RELATED VIDEOS OF THE PROJECT DEVELOPMENT

Ru collaborated with the illustrator Linda Arvidsson for the characters and objects found in the troll forest theme.  

I especially liked the Troll Forest Cabin, which is shown in the social stories section of the video.

http://uidresearch.files.wordpress.com/2009/05/sketch_cabin.jpg

Cross posted on the Interactive Multimedia Technology blog.

Monday, September 07, 2009

Thomas G. West's Blog: In the Mind's Eye, Dyslexic Renaissance

Who is Thomas G. West?   He is the author of In the Mind's Eye: Visual Thinkers, Gifted People With Dyslexia and Other Learning Difficulties, Computer Images and the Ironies of Creativity and also Thinking Like Einstein: Returning To Our Visual Roots With The Emerging Revolution In Computer Information Visualization 

I don't know how I missed Thomas G. West's blog, as his books and writings have influenced the last ten years or so of my life.  They inspired me to study technology, take a deep look at visual thinking, and follow my instincts to take a visual/multimedia approach to the way I communicate through my blogs.  (For examples of this method of communication, take a look at my Interactive Multimedia Technology blog.)

Here is a link to his blog, which he started in March, 2009:

In the Mind's Eye, Dyslexic Renaissance 

"Visual thinking, visual thinkers, visual technologies, visual giftedness, dyslexia, learning difficulties, brain diversity, creativity, scientific discovery, scientific visualization, computer graphics, entrepreneurial business, art and design, history of science, visual aspects of cultural and economic history"

A new edition of In the Mind's Eye will be published later this year, perhaps this month. I look forward to seeing what West has to say.  If you read some of Thomas West's blog post, you'll get an idea of what he explores in his books.  (Warning;  no pictures, just words.)

Visual Overload and Visual Crowding: When More Means Less (via Eide Neurolearning Blog)

Ken McGrew, of IQ Corner, shared this link to a post on the Eide Neurolearning Blog, which is worth the read, as it has specific suggestions regarding how information should be presented to students who have dyslexia or related reading difficulties:

Visual Overload and Visual Crowding-When More Means Less


RELATED

Crowding, reading, and developmental dyslexia
Martelli, M., Di Filippo, G., Spinelli, D., & Zoccolotti, P. (2009). Crowding, reading, and developmental dyslexia. Journal of Vision, 9(4):14, 1-18,

http://journalofvision.org/9/4/14/, doi:10.1167/9.4.14
The following passage was posted on the Eide Neurolearning blog.  It was a meme that went around the internet several years ago, and was translated into many languages. An in-depth look at the passage, as well as examples of the passage in various languages are  posted online by Matt Davis, of the MRC Cognition and Brain Sciences Unit at Cambridge.
"Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit porbelm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe."