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    This Page has been Blocked – ocTEL

    May 2nd, 2013

    Blocked

    After posting my reflection on the Adventure Game I was reminded of Fantastic Contraption. This is a puzzle game that require logical thinking, but because of the design of the game there is no one answer, you can be very creative. It’s also very social as you can share your “contraptions” with others. I have seen some very innovative and interesting “contraptions” from others within the game. You can also return to your “contraptions” to improve them and make them better. This is a much better puzzle game and more engaging for me than I found with Lost in the City. I thought I should try and have a go at the puzzle game recommended on the ocTEL site. Alas the site was blocked, I was using the free public wifi at the local library. So despite wanting to try out the puzzle game recommended I couldn’t.

    So how about I look at Fantastic Contraption instead? Well this is a fun engaging puzzle game. It requires logical thinking and elements of trial and error. Unlike something like Lost in the City, there isn’t a single solution you need to find, there is an infinite number of solutions to each of the puzzles. You can also go back and fine tune your solutions.

    Fantastic Contraption

    This is quite engaging and there is an element of satisfaction when you find a neat or clever solution. 

There are levels that can appear to be unsolvable and these initially proving challenging can after a while be somewhat demotivating. If there is a level that you can’t solve, you probably will stop playing the game. However as the “recipe” doesn’t really change much across the different levels, you can have enough of the game and when the next game comes along you will probably stop playing, I know I haven’t played for ages.

    As for what can I learn from the game, well that’s a more challenging question. I am not entirely sure if there is too much I can learn from the game, there’s elements of physics and logic, but I am not sure how useful the skills learned will be in real life and how transferable they will be. When it comes to problem solving, I would have thought logical and fine tuning a solution would be useful, but I don’t see how this game would result in gaining those skills. If anything the game doesn’t “teach” those skills, and it would be difficult to learn those skills from the game. What is a more likely scenario is that this kind of game would appeal to someone who already has those skills.

    I think another interesting point from all of this is the fact that I couldn’t access the puzzle game from the ocTEL webiste. Site blocking is an issue with any kind of MOOC or TEL activity when the learner has to access a third party site as part of the learning and that an “administrator” has deemed to be “unsuitable”. The key question is how easy is it to have the site unblocked. In my case probably unlikely as I am using the public wifi at the local library. What is also quite interesting, but could be worrying for learners, is the comment “The request was logged”. You could imagine a learner thinking that if they went to too many blocked sites they would lose their internet access. It’s an interesting aspect of this MOOC that I suspect hasn’t really been thought about.

    Site blocking is still prevalent on public wifi, train wifi, school and college wireless too. For example CrossCountry Trains blocks YouTube and iPlayer as there is insufficient bandwidth on the train. A lot of sites are also blocked on 3G connections due to the default content control on these services. I remember a VLE I worked with in the past was blocked by Vodafone Content Control.

    When designing TEL activities (and MOOCs) as mentioned in a previous blog, consideration must be given to alternatives for those occassions when sites are blocked. Also it makes sense to check out how these activities and tools work away from university and college systems, on free wifi or 3G networks.


    Active Play – ocTEL

    May 2nd, 2013

    Lost in the City

    Have found a little time this week to look at ocTEL.

    Over recent decades, game-based learning has grown as a form of TEL. It encapsulates many principles of active learning, such as engagement in an authentic context, learning by mistake-making and reflection, experiential learning, collaborative learning and learning by problem-solving. As such, it is worth considering the techniques that games use to engage learners and what can be learned from them. Four game genres with obvious learning potential are adventure games, puzzle games, role playing games and strategy games.

    Playing “Lost in the City” reminded me of how much I hate these kinds of adventure games and how frustrating I find them. Now I did give it a fair go and spent over 15 minutes playing the game, of which the majority of time was spent trying to find a single small object on the screen. This was very un-engaging and very demotivating.

    Personally I don’t think I could learn anything from this specific game. I also think the frustrations acted as a disincentive to learning.

    This is not an “adventure” game, this is a game with puzzles that appears to be an adventure, but isn’t. These are not even “useful” puzzles as far as I am concerned, they are logic puzzles that have to be solved in a particular way or in a specific order, the “challenge” is to find that order out to solve it. The problem with this is that there is no real logic to the process and it’s much more trial and error then actual logic. Also with only one specific solution, you can’t be creative or find alternative ways of solving the problem. This does not reflect the real world.

    The other aspect is that too often you spend a long time trying to find (as in the case of “Lost in the City”) that final key, that elusive number. This is not learning, unless you’re learning to be patient! It’s merely frustrating and annoying, as far as I am concerned it’s not even a game.

    For me a true adventure game should allow for freedom and flexibility. Then it can be more of a learning experience.

    I can see how some people may “enjoy” this kind of game, but also can see how some people think such games “could” be used to teach subjects like Health & Safety, as in spot the danger. However such games would annoy many learners for the reasons I outlined above, and therefore could be a choice, but allow other ways of learning.


    Is the Scroll of Death Inevitable?

    May 1st, 2013

    newspapers

    One of the common themes that comes out when people discuss how to use Moodle, is the inevitable scroll of death.

    As you start to use Moodle and create a course for the first time., you add a title, add a label describing the course and then you add a link to file, a link to the forum, some quizzes, a wiki, an assignment, then another. Before long you will have a long list of resources, the inevitable “scroll of death”.

    From a learner’s perspective this is a long list of links, no context and not really an engaging and interactive learning experience. It will be more challenging to use Moodle, it won’t be intuitive. The end result will be disengaged learners and people saying that Moodle is “boring”, why can’t it be more like Facebook, Twitter or Google+?

    If you are reflective and ask learners for feedback, when you next build a Moodle course, hopefully you will think about whole course design and not build merely a list of links. However years of talking to educators I have found that they rarely talk about whole course design, they are more worried about what they are going to teach tomorrow, or at best next week. They may well have a scheme of work, but that doesn’t mean that it’s useful or they stick to it.

    This short-term planning often resulted in the resources been posted to Moodle without any thinking about the context or the impact this approach will have over the whole course.

    Now at this point we mustn’t dismiss this approach entirely. It’s often seen as a good thing that we see learning on the VLE, however this doesn’t mean that when you find just a list of resources means that there is no learning happening. It may be happening in the classroom, in the workshop, the workplace, the resources are merely a starting point or a catalyst for learning.

    An unplanned approach to curriculum design, combined with a interface flaw within Moodle, means that you are more likely to end up with the “scroll of death” than anything else. If you throw into that mix all the resources that are used over a course, there could be lots of them, probably much more so than any kind of interactive activity, then is it any wonder that when used extensively, most Moodle courses have the “scroll of death”. I know that when I was planning lessons I would have many kinds of resources to support the activities, there may anything up to ten resources for any one activity or assignment. This can quite easily lead to a “scroll of death”.

    Another aspect to consider is that the VLE in most FE Colleges (and Universities) is used more often to support, enhance and enrich delivery in the classroom or the lecture theatre. It’s more rare for the VLE to be used for the delivery of learning on its own. Support often means resources, as opposed to a series of learning activities.

    Having said all that there is no excuse for the “scroll of death” with a little planning, it’s quite easy to not only avoid it, but add context to any resources and activities, so making the VLE an engaging and useful experience for learners.


    Textual Animation

    April 24th, 2013

    GoAnimate Screenshot

    I use to really like Xtranormal and in many ways I still do… however though I like Xtranormal and am willing now and again to open the coffers to basically pay to use it, it’s not a tool that I can recommend to practitioners. I will show them, I do like it, but it costs money and it isn’t simple to get a site licence for a site as big as ours and as diverse as ours.

    I sometimes find that though I like a particular tool or service, finding a way to allow access for all our staff and learners, on the assumption that only a few would actually use it to begin with, is quite challenging. This isn’t just an issue with small companies such as Xtranormal, but also with software providers as big as Adobe. We now have a site licence for Adobe CS6, in the past we were quite restricted on how we could use other versions of Adobe Creative Suite as it was on a per machine basis.

    So what am I recommending now?

    Well it’s GoAnimate.

    It’s a simple text to animation tool. You choose a setting, choose a couple of characters and then type in the dialogue and then preview the resulting animation. The characters will speak the typed text.

    Really by James Clay on GoAnimate

    Animated Presentations – Powered by GoAnimate.

    It’s a simple way for learners (and staff) to create animations. The limitation of ten lines of dialogue (180 characters per line) can be a constraint, but from a literacy perspective working out a dialogue of text is a good way of improving vocabulary and writing skills.


    Comic Life – iPad App of the Week

    April 23rd, 2013

    Comic Life Icon

    This is a regular feature of the blog looking at various Apps available. Some of the apps will be useful for those involved in learning technologies, others will be useful in improving the way in which you work, whilst a few will be just plain fun! Some will be free, others will cost a little and one or two will be what some will think is quite expensive.

    Photo 02-04-2013 14 36 42

    This week’s App is Comic Life.

    Comic Life, the award winning photo comic creation software, has been redesigned for iOS. It’s the funnest, easiest and fastest way ever to create photo comics on a mobile device. Your comics come to life with our integrated reader on brilliant iOS displays. Easily go from taking photos to creating full comics all on one device with full page templates and panel layouts. Bring in photos from Photobooth or your library, and use our powerful editing and design tools to get exactly the look you want.

    Comic Life 2.0 for iOS has everything you need for creating and sharing comics, including fun and quirky templates, stylized image filters, and an easy-to-use drag and drop placement. You have full control over the design of your comics with a huge selection design options – colors, fonts, gradients, balloons, captions, panels and more.

    The Comic Life app is designed to parallel that of Apple’s iWork suite of apps, making it easy for you to transition your skills from Pages and Keynote to Comic Life. With similar tap functions and commands, it is simple to hit the ground running.

    When your comic is complete, use the integrated reader to flip though the pages. You can also easily share your comic with other options: print, e-mail, or upload to Facebook and Twitter. Use the innovative In Tray option to share comics with nearby iOS devices. Comic collections provide a simple way to keep things tidy as the number of comics created on your iPad increases.

    £2.99

    I have been a fan of Comic Life for many years and when it came out for the iPad, I did buy a copy. I think this kind of app shows what a tablet, such as the iPad, can be used for, and certainly shows how it can be used as a creative tool. It was a good app with the first iPad, however it really came into its own with the release of the iPad 2 with the built-in cameras.

    With the in-built cameras, it actually improves and speeds up workflow, compared to using a “normal” camera, iPhoto and an app like Comic Life on the Mac (or the Windows PC).

    Comic Life is very much designed for working with photographs, though you can of course use drawings, but you would need to scan them in first. With a lot of scanners this means you also need a computer, however some of the HP all-in-ones use an in-built web server allowing you to scan and save the image direct to the iPad using Safari. This means you can use printed photographs or drawings too.

    Read the rest of this entry »