Tag Archives: pokemon go

Top Ten Blog Posts 2016

Over the last 12 months I have written 43 blog posts, in 2015 I wrote 24 blog posts. In 2014 I wrote 11 and in 2013 I wrote 64 blog posts and over a hundred in 2012. In 2011 I thought 150 was a quiet year!

Dropping four places to tenth, is my post VideoScribe HD – iPad App of the Week. I talked about this app in July 2013 and was impressed with the power and versatility of the app for creating animated presentations, one problem, is that the app isn’t available any more for the iPad!

My ninth most popular post was entitled Ten ways to use Pokemon Go for Learning, was not as the link bait title suggested a post about how to use the current fad of the week in relation to teaching and learning! It was more me wondering why the edtech community gets so excited about consumer technologies and thinks that this will have a real impact on teaching and learning.

In 2016 I managed to record two podcasts for the blog and one of these was e-Learning Stuff Podcast #091: Conversing about copyright and is the eighth most popular blog post. Myself, Jane Secker and Chris Morrison conversed about the current topics and issues in copyright in higher education.

Dropping three places to seventh 100 ways to use a VLE – #89 Embedding a Comic Strip. This was a post from July 2011, that looked at the different comic tools out there on the web, which can be used to create comic strips that can then be embedded into the VLE. It included information on the many free online services such as Strip Creator and Toonlet out there. It is quite a long post and goes into some detail about the tools you can use and how comics can be used within the VLE.

Classroom

Dropping one place to six was Comic Life – iPad App of the Week Though I have been using Comic Life on the Mac for a few years now I realised I hadn’t written much about the iPad app that I had bought back when the iPad was released. It’s a great app for creating comics and works really well with the touch interface and iPad camera.

CC BY 2.0 JD Hancock https://flic.kr/p/732b7n
CC BY 2.0 JD Hancock https://flic.kr/p/732b7n

Written for the 2015 ALT Winter Conference, my blog post on time and priorities, I don’t have a dog #altc climbs two places to number five. This was a discussion piece and looks at the over used excuse for not doing something, which is not having the time to do it. The real reason though, more often then not, is that the person concerned does not see it as a priority.

Dropping two places to fourth place was Frame Magic – iPhone App of the Week, don’t know why this one is so popular!

In third place is a post from this year and one I really think had quite an impact, which was Mapping the learning and teaching. Mapping is an useful exercise to think about practice and though any such map may not be accurate or complete, it does allow you to consider and think about actions and training required to change behaviours or how spaces and tools are used. I took the concepts used in mapping visitor and residents behaviour and looked at how it could be used for teaching and learning. This post has been used for workshops in some universities and colleges, and I was also invited to speak about it at an LSE NetworkED event in November.

After climbing three places last year, this year Can I legally download a movie trailer? climbed another place to be my second most popular blog post of 2016. One of the many copyright articles that I posted some years back, this one was in 2008, I am still a little behind in much of what is happening within copyright and education, one of things I do need to update myself on, as things have changed.

Once again, for the fourth year running, the number one post for 2016 was the The iPad Pedagogy Wheel. I re-posted the iPad Pedagogy Wheel as I was getting asked a fair bit, “how can I use this nice shiny iPad that you have given me to support teaching and learning?”.

It’s a really simple nice graphic that explores the different apps available and where they fit within Bloom’s Taxonomy. What I like about it is that you can start where you like, if you have an iPad app you like you can see how it fits into the pedagogy. Or you can work out which iPads apps fit into a pedagogical problem.

So there we have it, the top ten posts of 2016, of which three were from 2016!

So which of my posts was your favourite?

Ten ways to use Pokemon Go for Learning

Pokemon Go

Sorry no this is not a post about how to use the current fad of the week in relation to teaching and learning!

If you have even a passing interest in tech news, or are on the Twitter, you will no doubt have seen the explosion of articles on the new AR game, Pokemon Go. I am surprised no one has gone and written an article entitled “Ten ways to use Pokemon Go for Learning” as often happens with new tools and technologies.

I am not alone in this, just after I started writing this article, Martin Weller posted this on the Twitter.

There will be lots of people posting on Twitter and in blog posts and discussing over coffee the impact and importance of Pokemon Go and some will even say how this will transform learning.

I do wonder sometimes why the edtech community gets so excited about consumer technologies and thinks that this will have a real impact on teaching and learning. However we have been here before many times with the iPad, Facebook even Twitter. However often the edtech interest isn’t what drives use in education, it’s more the use by the general public. It often takes consumer interest in a digital technology or tool to kickstart the use in education.

The tablet device, in the Dynabook was envisaged in 1973, there was lots of research on mobile learning in the late 1990s and early 2000s, but it wasn’t until the consumer success of the iPad from 2010 that really saw the potential of tablets (and mobile devices in general) to enhance and support teaching and learning.

The Gutenberg project in 1973 started a huge library of ebooks, but serious widespread educational interest in the potential of ebooks didn’t really happen until consumers got their hands on the Kindle (and the iPad).

I also see it going the other way, there was no real consumer demand for virtual worlds such as Second Life, as a result it never really hit the educational mainstream, and was ignored by virtually everyone including most of the edtech community.

I see Pokemon Go along the lines of Flappy Birds, a fad that will come and go, like a lot of games. It will probably (like both Flappy Birds and Angry Birds before) inspire developers to create a range of similar and copycat games. I am expecting to see a zombie style Pokemon Go game in the next few months (or even weeks).

However I also think that what Pokemon Go could do is make Augmented Reality more of a realistic proposition for others, including those in the education sector and (probably more likely) the museum sector. I also suspect that we will see an increase in the use of AR across other sectors, notably retail and entertainment. There is a chance that Pokemon Go could move augmented reality from the fringe into the consumer mainstream and there into education.

So what do you think, is Pokemon Go just a passing fad, or is it the first step to mainstream adoption of augmented reality?