Showing posts with label model. Show all posts
Showing posts with label model. Show all posts

Friday, July 15, 2011

Floating Cities & K12 Learning - Instructional Game Theory Model

Imaging using a tool to create instruction that incorporates both synchronous and asynchronous student participation, requires students to work together, does not limit students by age, grade level or location, has very few rules requiring students to create and learn the rules as they progress, incorporates skills students will use in “work” world, promotes creativity, writing, questioning, fact gathering, uses intrinsic and extrinsic rewards, provides ample feedback (from teacher, “peers,” and self), addresses content standards, incorporates the students’ physical environment, provides a model for ethical and responsible engagement, social networking skills, multiple solutions, “highly” engaging, game play, writing for multiple purposes, digital and physical components, and the tool could be reused over and over again for different instructional goals.

Imagine that this tool could be used to teach a specific concept in a particular grade, used to teach an entire class, or even used as a tool to develop an entire school.

What might that tool look like? It may sound like I’m describing the “Holy Grail” of instructional tools. I don’t think I have discovered that particular tool, but I do think I have an idea of one that seems to point in a direction that leads to more possibilities in the “Holy Grail” tool direction.





A few weeks ago I caught wind of a site called The Floating City. It was created by Thomas Dolby, the musician - “She Blinded Me With Science” fame, and a small crew of creative individuals not numbering probably more then ten, from what I have read. The site is named after his next album, The Floating City and takes place on a fictitious world, in an era which seems to be around the time of the Second World War and loosely imaged as what the planet may have looked like if things turned out a little differently. To get a visual, think of the Kevin Costner movie, Waterworld, but taking place during the 40s with a strong SteamPunk theme. The site is designed as a multi-user game, with teams of players searching for clues as to the reason for the (fictitious) Floating City. Along the way, players of the game read the Gazette, the only remaining news paper, gather clues floating in the water, trade objects (named after some of the lyrics in a Dolby song) back and fourth to create complete sets which then can result in codes to download complete mp3s of the particular Dolby songs. Everything in the game from the objects, the Gazette, the names of locations on the world map, to the clues that are provided through game play, are provided to give players a chance at forming their ideas related to how the Floating City came about. Is there a correct answer? Will one be fleshed out? Either way, it’s a great strategy to promote creativity. If you’re interested, I highly suggest you take your browser over there and get yourself an account and check it out.

What I really enjoy about the Floating City site is how it was constructed and the learning model it promoted. As I mentioned earlier, the Floating City was constructed with a small, creative, team of developers. They took advantage of OpenSource and free tools, such as Google Maps API, and mashed up their entire game using a little of this tool, and a little of that tool, to eventually get to the environment that is the Floating City. Not having to develop a ton of code to create a discussion board, or a messaging system, or a graphic user interface, such as the game map, freed them up to develop the look, feel, and more importantly, the narrative (instruction) of the game. Looking at how they developed this got me thinking as to why couldn’t we do the same thing in our schools or classrooms. There really is no reason, aside from the prerequisite knowledge of basic installation requirements that some of these tools require, skills most of our school IT departments readily have, why could we not allow teachers to create instruction modeled on a similar tool? I think most teachers are very creative and would jump at the opportunity to create instruction that was more game like, promoted creative thinking, writing, sharing and collaborating while at the same time addressed standards, digital citizenship, and technology.

So this last week I decided to see what it would take to develop the “bones” of a similar model based on the Floating City. As a Director of Technology, I know a little about a lot of technology. I have a very liberal education as it comes to instructional technology. I’m not an expert C+ coder, or a PHP web site developer, or a database design guru. I do know a little though…just enough to be dangerous.

A multi-user (game) environment requires sharing of information between the players. In order to do this you need to store the player information. So right from the start, you need to use a network based database. My database of choice was mySQL. Looking at the other “instructional components” of the Floating City such as the discussion board and messaging system, these tools are also OpenSource (free) and work within the mySQL database. I looked at the Google Maps API, and in the short time I evaluated the API, everything made sense to me with the exception of the custom map tiles. With a little more time I probably would have figured it out, but when I went back and looked at the Floating City map, having a custom map this based on true latitude and longitude coordinates is probably not necessary. The Floating City map is used primarily to access the profile and inventories of other player and could have well been either a random representation of players on a image of a map or even player determined locations on an image of a map. So I scrapped the idea, at least for now, for using the Google Maps API for an interface component.

The Floating City is all web based and that makes it compatible with almost all devices and all operating systems. However, on the iPhone the layout is a bit cumbersome due to the layout just being reduced to fit the screen and requiring the user to pinch to zoom in on links. They probably could solve that with a custom App. I thought about doing my model just using php and MySQL. But that would also require time spent on developing CSS, php and lots of html code. It could be done, but I decided that I did not have the time. Plus, if this model is to be used over and over, I wanted a development tool that would provide me a little more flexibility. The tool that I chose was RunRev’s LiveCode. I should point out that LiveCode is not OpenSource. It is a commercial application with a variety of licensing options. However they do give a discount to educators. LiveCode stands on the shoulders of other rapid development tools such as Apple’s old HyperCard software. It allows for the development of applications very quickly and uses a scripting language that is very easy to understand. One difference between doing the development in LiveCode as opposed to doing it all in html/CSS/PHP is that in LiveCode you actually compile a standalone application. That being said, you can provide your users access to your LiveCode programs via the web and using a web plugin. The plugin can be installed by your users for free and then your application will play in the user’s web browser window, similar to how Adobe’s Flash works. The other benefit of using LiveCode is that they make tools to port your LiveCode application to MacOS X, Windows, Linux, Apple’s iOS, Google’s Android, and Windows Mobile. So with a little tweaking on the design layout, you can compile for mobile devices.

In about a week’s time, working on it when I had the time, I was able to create my own model. The model is just the bones, there is no narrative or design yet, but the logic is all in place. The model consists of the following components:
  • User Login and Authentication
  • Location of Player on Map
  • Ability of player to relocate themselves on map and save coordinates
  • Ability to click on other players map icon and get player profile and current inventory
  • Ability for player to review their profile and inventory
  • Ability for player to initiate a trade
  • Ability for player to accept or decline a trade
  • Ability to generate an automatic message when trade is initiated
  • Ability to send a reply to received message
  • Ability to delete messages
  • Ability to send a new message to different player
  • Ability to enter code or phrase to unlock mission
  • Ability to enter mission code to receive “badge” or recognition

Though many of the missions are hard coded, based on entering the correct data by the player, because the data is stored in a database, it does provide the teacher the ability to change things on the fly such as rewards, badges, and inventory. In addition, the missions can be as varied as the teacher’s imagination. They could be as simple as a code the player types in, a website that the students is directed to and research, an audio sample or video file, or even a QRCode. As long as it can provide some type of definitive code that a player can enter into the game and that the game can verify as correct, it can be used within the game.

The following is a screen cast of the LiveCode project:





The wheels are turning, and I have some ideas for narratives that may fit well within this model. Stay tuned for both student and adult examples!

Friday, December 10, 2010

The Power of Web 2.0 in Moodle 2.0

For all of us, having an audience for what we write is key for helping us to improve our writing skills. With systems such as blogs, the ability for individuals to share their thoughts in writing, and then for others to comment on that writing is very powerful; this process of learning by sharing through Web 2.0 tools is not unique to adults and schools can help students to improve their writing using the same types of systems. Achieving an environment for students where they can share, reflect, and comment on each other’s writing can be done in Moodle using the database activity.

The database activity in Moodle allows teachers to create embedded database directly in their Moodle site. These databases can be populated with information by the teacher, or populated by the students themselves. In this example, I have created a database that has been designed to provide a tool for students to anonymously reflect on their learning. These reflections are shared amongst all students in the Moodle course and each student has the ability to comment on all individual student reflections. In addition, the teacher has the ability to rate individual anonymous record posts submitted by the student and an average score can be recorded in the Moodle gradebook at the completion of the database activity.

Video Tutorial One

Moodle 2.0 - Introduction to Database Activity from John Patten on Vimeo.

  • How this particular database activity appears to a student.
  • All students can contribute comments to each student’s record in the database.
  • Moodle 2.0 comments appear much more “Web 2.0” like and been integrated into many of the activities and resources in Moodle version 2.0.

Video Tutorial Two

Moodle 2.0 - Database Activity Settings from John Patten on Vimeo.

  • The initial database activities settings configuration.
  • Providing students with the ability to comment on each other’s contributions is vital for improving writing, holding them accountable, and generating discussion regarding what they are learning.
  • The “Require approval” setting if used, will provide the teacher with a button to approve any new record added by a student before it visible to other students. This can also be used as a way to provide a system to collect and store information from students without making it public to other students. For example, let’s say a student has posted some content in a new database record but there are some grammatical errors in the post. The teacher could add a comment to that students post regarding fixing the grammatical errors. That original post and the teacher’s comments would only be available to the specific student and the teacher. Once the student has corrected the errors, the teacher could delete their comment and then approve the students record so that it is visible to the rest of the class.

Video Tutorial Three

Moodle 2.0 - Database Activity - Designing the Database from John Patten on Vimeo.

  • Creating fields for your database and adding those fields to the list view, single record view, and Add (record) view templates.



Thursday, May 28, 2009

Blending F2F and Online Learning with Web 2.0 and Project Based Learning

Last Tuesday, for lunch, I was fortunate enough to get to sit down with Steve Hargadon, and about over 100 other education peeps, and listen to a presentation by Michael Wesch. Mr. Wesch is a cultural anthropologist out of Kansas State University ( http://mediatedcultures.net/ksudigg/) who studies the impact of new media on society and culture. You may be familiar with him through his YouTube videos. One particular video you may have seen is: The Machine Is Us/ing Us.



On this particular episode of Steve's LearnCentral he turns over the spotlight to Mr. Wesch. Mr. Wesch's description of his latest course design is a textbook example of a blended face-to-face and online learning environment that uses both Web 2.0 and project based learning. He obviously is a tech geek in addition to an anthropologist. However, by default, aren't all anthropologist geeks anyways? ... I wish I could describe him as a non-techie, but that probably would not be fair. Rather than describe it in my own words, I'll just share what I lifted from the archived presentation on Steve's site. If you like the full presentation is here (http://www.learncentral.org/node/4016), but my edits just cut to the juicy parts.


Mr. Wesch's Purpose-Driven Course
  • exploration stage
  • guided introduction to the field
  • self-guided research
  • publish research paper
  • share with world (video, website, etc.)


First clip: (Introduction of Course LMS and Exploration) Mr. Wesch talks about his learning management system developed by combining freely available web applications.

Resources Used:
NetVibes - http://www.netvibes.com
Diigo - http://www.diigo.com/
WetPaint Wiki - http://www.wetpaint.com/
(Yahoo's) Pipes - http://pipes.yahoo.com/pipes/
Blogger - http://www.blogger.com
Sony Vegas - Windows (PC) Video Editing Software - http://www.sonycreativesoftware.com/vegaspro
YouTube - http://www.youtube.com




Second clip: (Exploration) Research Proposals and Video Trailers

Resources Used:
Zoho Creator - http://creator.zoho.com/ (used to create the web form for students submit their proposals)



Third Clip: (Guided Introduction and Self-Guided Research) Collaborative research proposal as culminating activity.

Resources Used:
WetPaint Wiki - http://www.wetpaint.com
Blogger - http://www.blogger.com



Fourth Clip: Nice example of using the LiveScribe gadget to assess student presentations. (This example almost makes me want to buy one! Almost.)

Resources Used:
LiveScribe - http://www.livescribe.com/



Fifth Clip: (Publish Research Paper) The KYHOI (Knock Your Head Off Idea) ...great new word!

Resources Used:
GoogleDocs - http://docs.google.com



Sixth Clip: Mr. Wesch responds to a question about what he does to help teach all these tools he uses in class with his students...gotta love the answer :-)




The last part of Mr. Wesch's outline is "share with the world." They are primarily doing this through YouTube and web sites. His YouTube channel is: http://www.youtube.com/user/mwesch.

Thanks for the great examples Mr. Wesch!