Adventures in Technology Enhanced Learning @ UoP

Tag: technology (Page 3 of 4)

Natalie_4.0

Software developers and user interface designers often use storytelling techniques to help them make sense of different features of their system and to help them communicate and explain their work to others. Software developers, for example, write “user stories”: descriptions of system features written from the perspective of an end user of the system. User interface designers often develop “personas” – a written description of a fictional character who represents a particular type of end user.

Jisc, in trying to understand what Education 4.0 might mean, have adopted a similar approach. They have created a fictional character, called Natalie_4.0, who represents a student taking a university course in geography in October 2029. What might a typical study day look like for Natalie_4.0? What opportunities will technology open up for her? By writing a story – “A day in the life of Natalie_4.0” – we can try to get a feel for what the future of educational might be like. Our story would not say that is is how education will turn out; but it can say how education might turn out.    

The twist here is that Jisc have written Natalie’s story not in the form of a written story, as is usual in the software development and UI world, but in the form of a virtual reality experience. I checked out the Natalie_4.0 VR experience at the recent Digifest conference. So – what was it like?

Well, the first thing to say is that the VR technology itself is improving at a rapid rate. Increasing numbers of VR content developers are entering the market and the hardware is getting cheaper and better. The Natalie_4.0 VR experience itself builds on this foundation: it is immersive, and while you are sharing Natalie’s day it is easy to imagine how VR technology could have real educational benefits. (Personally, I don’t believe that those benefits extend to all subject areas. Indeed, in many cases I believe the introduction of VR would be detrimental – it would be a gimmick. Nevertheless, in some niche areas I can see how VR could deliver tremendous benefits.)   

But what about the story itself? Does Natalie_4.0 provide a reasonable guess as to what the student of 2029 might experience? Well, of course we won’t know definitively for another ten years. But for what it’s worth I believe that some guesses will likely prove accurate; others won’t.

The influence of AI on daily life is one aspect of Natalie_4.0 that will, I think, come to pass. The story suggests that Natalie will have access to a personal AI that will help her throughout her day – in her learning as well as in her everyday life. But other aspects of the story seemed to me less convincing. For example, Natalie’s AI organises a live feedback session with her (human) tutor. Well, it will be terrific if turns out that every student has access to a personal tutor; if every student can sit down with a teacher and have a one-on-one session to discuss a piece of work. But how is such a thing possible in a mass education system? Most universities can’t offer that luxury now – why should that change in the future? (It might be that Jisc have underestimated the rate of progress of artificial intelligence; perhaps Natalie’s personal AI will be able to play the role of tutor as well as general assistant?)  

Another AI-related thought struck me as I sat through Natalie_4.0. In the feedback session mentioned above, the tutor uses some gee-whiz technology to provide feedback on … a written essay. Well, technology has already reached the stage where an AI can generate reasonable text in a variety of styles; in ten years time I’m sure Natalie would be able to get an AI system to write an essay for her. (Who knows. Perhaps AI systems will be able to mark essays. Why not cut out the middle-man and have an AI write an essay and a different AI mark it! All untouched by human hands!) In such a world, authentic forms of assessment will become crucial: tutors will need to assess skills that are uniquely human – judgement, creativity, leadership, teamwork, communication. That is the main thing I took from the Natalie_4.0 experience.

Image credits: Photo by JESHOOTS.COM on Unsplash

Episode 4 – eAssessment within the US – Cara North

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You can follow Cara on Twitter.

Jackie Van Nice PowerPoint Storyboard Template

Ohio State University – Ripley’s Believe it or Not “bad” assessment case study

Copyright Information:

Nowhere Land – Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Hold – A rewarding app

What is it?

Hold is an app aimed at students that discourages them from using their mobile phone. Hold works by presenting a timer on screen that awards points every 20 mins. If you do exit the app, you receive a warning, and then if you don’t go back the timer resets to zero and you have to start again. The points that you earn can be converted into real-world prizes, such as; Amazon vouchers, coffee shop vouchers, and cinema treats.

The app certainly caught our eye in the TEL office after the BBC published an interesting article about it.

Hold App

Why use it?

Hold is clearly targeted at students who need a way to counter an addiction to using their phones, and is trying to help those students to focus on their lectures, reading or revision. It’s particularly popular in Norway where 40% of students are using Hold to help focus on learning and break their addiction.

What next?

Smart phones have changed how we interact with the world, they provide 24/7 social interaction that is now the norm for many of us, especially young people who have never known any different. Yet some experts are already highlighting how this new lifestyle may not be healthy, so perhaps any way to gain a little more control over our digital lives should be seen as a good thing.

If the amount of users of the app increases it could be a fantastic way to focus the attention of those students who are easily distracted both in and outside of the classroom.

We are living in a digital age, many academics are using phones and tablets as part of their teaching. It could be seen as sending a mixed message if you simultaneously ask students to put away their devices, as they prevent them from concentrating, and also ask them to use mobile technology to learn in class.

It is more than likely that the creators of this app, and those like it, are hoping to tackle the issues of those students who struggle to focus their time on learning. It is not meant to destabilise any attempts at implementing new and innovative teaching tools in the classroom.

Apps like Hold do however raise the wider issue of how much a university is expecting the student to provide their own device for learning interactions. Should more money be put into providing each student with a learning device? Where once it was expected the student brings a pen and paper, should that expectation now be that they have a tablet or PC/Chromebook that they use for their note taking and/or classroom interactions?

Lynda online learning – user survey

User survey

Since August 2017 all students and staff at University of Portsmouth have had access to Lynda.com, an online, on-demand learning resource designed to help users gain new technical, business and creative skills.

Lynda.com can be used in numerous ways. A student, for example, might use it as part of their course, or to learn additional skills such as Excel. A member of staff might use it for personal development, or to embed its resources into Moodle, create playlists and support students. We’d really like to learn about your experience of using Lynda since it was launched – so please take a couple of minutes to complete our user survey. Results from the survey will go towards improving and tailoring our provision of digital resources.

University of Portsmouth Lynda.com User Survey

Never heard of Lynda.com?

If you still haven’t used Lynda.com you’ve been missing out! Nearly 3,500 staff and students have used it since we launched, accumulating over 4,000 hours of instructional time. Lynda.com is available anytime, on any device, and as well as supporting your own learning it is possible to share courses, create playlists, and embed courses into Moodle – all helping to support the learning of students and staff.

With Lynda.com you get:

  • Unlimited access –  Choose from more than 5,000 video tutorials covering business, creative and technology topics.
  • Relevant recommendations –  Explore the most in-demand skills based on your interests.
  • Expert instructors –  Learn from industry leaders, all in one place.
  • Convenient learning –  Access courses on your schedule, from any desktop or mobile device.
  • Helpful resources –  Reinforce new knowledge with quizzes, exercise files and coding practice windows.
  • Relevant content – Map content to support the learning of your students and staff.

For further information:

www.port.ac.uk/lynda

Online Training for everyone – Lynda.com

adrian.sharkey@port.ac.uk

@adrianjsharkey

Episode 2 – The Moodle Quiz and Chromebooks for Assessment with Gavin Knight and Emma Coppins

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Copyright Information:

Nowhere Land – Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Interactive Classroom Tools – Some Advice for Students

In some classroom situations your lecturer might decide to use interactive tools that require you (the student) to have access to a connected device (phone, tablet or laptop). When lecturers do this, the work traditionally reserved for in-class teaching can be done outside of lesson time. For  example, you could be asked to watch and investigate the subject of a lesson before even entering the classroom – then in class you are in a position to contribute and shape discussion. This approach is not about a lecturer talking at you for two hours – it’s about you being an active part of the process. This might require a shift in your working practice. This can be daunting at first – but don’t let it worry you!

Some people assume that if anyone starts university today having grown up in the 21st century then they must be an expert in all areas of technology. This assumption is, of course, false. While you may be technically proficient with a range of electronic devices, the question for you is: “Have I used my devices for more than just social media or games? Have I used them to develop my higher level thinking skills, or for more in-depth researching techniques than Google and Wikipedia can provide?”

The answer might be “possibly not” – but if it is, don’t worry: you need to learn to ask for help in areas where you are unsure or uncertain of how to proceed. Even seemingly ‘simple’ problems regarding Word, Excel or similar software might pose challenges. To this day I am a limited Excel user; although I’m definitely not a technophobe, my capabilities with the software are not what many would expect. However, now that the University has a full campus licence for Lynda.com I am able to develop my skills at a time of my choosing. Asking for help should not be seen as a problem or as an admission of failure: it’s a means of  making your life easier for the next three  years (and indeed for life after university). The finest minds are always asking questions and attempting to learn more to better themselves and by extension of those around them.

Two areas that lecturers are investigating are Social Media and Collaborative Learning – but it is down to you, the learner, to help shape the platform on which material is being delivered. Would you engage with course material on Facebook? Can you help develop an academics idea of how best to use Twitter in the classroom? These conversations are taking place and you should not be afraid to take part in them.

If you are unsure of how to participate in these conversations then please contact us and let us help. We deliver training to academics about future technologies and how they can be used in class, but we don’t always get the responses of how that has worked from the student perspective. We’d love to hear from you!

Image Credits: Photo by Ross Findon on Unsplash

Ross Findon

Augmented Reality as an Educational Tool

Introduction

My first dealings of Augmented Reality within an educational context came with an attempt to engage 4-year-old boys with their first steps in writing. To anyone who has worked within an open plan early years environment containing 90 children, trying to get boys – who would much rather be running around outside – to pick up a writing tool to mark make, is similar to herding cats! Using the Quiver app, children were able to choose a picture from a selection and colour it in how they liked. The app then showed an augmented reality animation of their picture, showing their specific markings. This gave the children ownership and allowed them to buy into the creative process.

Earlier in the year I was fortunate enough to attend the ‘Working with Technology Enhanced Learning’ networking event in association with Southern University Libraries. Debbie Holley from Bournemouth University gave an inspiring and practical presentation demonstrating Aurasma and told us about her experiences researching it in collaboration with Anglia Ruskin University. You can visit Augmented@ARU for further user guides, blogs and some useful resources to use to demonstrate  the app.

What is Aurasma?

Aurasma states that it is the world’s leading augmented reality platform, is currently used across a wide range of sectors and is beginning to filter into higher education. Aurasma allows the user, with the use of a mobile device, to combine a real time/real world view of an object (such as a poster, book, brochure or item of equipment) with an overlay that plays sound, displays an image or even a short video.

It works by using the mobile device’s camera to ‘find’ the image, which then links to the given media that the user has associated with it. Because it is essentially trying to match the image, the subject needs to be static and something that is unlikely to change over time – I’ve tried this out using numerous face images and decided that people or moving objects don’t really work! The ‘Auras’ that the user creates can be stored and used on the device, or uploaded to Aurasma and made public for anyone to find. This YouTube video shows how Aurasma can be used:

https://www.youtube.com/watch?v=VuSQo0vAugA

Aurasma in action

Aurasma is relatively easy to use. Depending on their device, users can download the Aurasma app from the relevant Apple or Android store. On downloading you are prompted to create a free account, though free ‘Auras’ are limited in their accessibility to followers of the creator.

There are enhanced ‘Pro’ accounts available at a cost that allow access to a wider range of media content that allows the creation of ‘Auras’ that can be accessed by the general public.  

This makes sense as it allows Aurasma to police the amount of open Auras created, as well as limiting it to high end advertising campaigns of companies that can afford the high cost of this service. While this limits the average user in terms of creation, it does help provide a number of high quality Aura’s that really show the possibilities and the power of Augmented Reality. (I would particularly recommend the Frozen, Star Wars and Mike’s Hard Lemonade as examples of how marketing campaigns have used Aurasma to incorporate video, animation and interactivity with their users.)

You will also need to consider your device’s Wi-Fi connection. Though it can use a phone’s 3G/4G data allowance, do bear in mind that most Aura’s link to video, animations or music, so it will be dependent on this.

Aurasma requires the user to capture a trigger image within the parameters of the viewfinder, namely an indicated rectangle on the screen. When an Aura has been discovered the 7 dots change to a pulsing circle animation to inform the user that content has been found and is loading. The speed of this is dependent on both the speed of the device’s internet connection and the size of the download. Factors such as light and stability of the camera shot can create difficulties in the app ‘finding’ the Aura. Equally, trying to use an Aura displayed on a computer/television screen seems to take longer than when finding a real life object, possibly due to reflection or glare from the screen’s brightness.

Discovering and finding content is great fun given the variety and ingenuity of the Auras on offer. Within the app or website there is an opportunity to search for terms, and most Auras have various hashtags to help you.

It should also be an educator’s first port of call when wishing to add augmented content to their lectures and resources, as there is no need to reinvent the wheel by creating content that already exists, and the eclectic range gives a good scope of possibilities. Should you not find exactly what you were after, it is quite easy to create your own Aura with the user placing an overlay over an image. The overlay can be one of the animations provided by Aurasma’s default library. You can use existing video, audio and images up to a 20Mb limit on your portable device within the app.

Alternatively you can download Aurasma Studio, which is a free desktop application available from the website allowing up to 100Mb overlays, so if you want to have video of a higher resolution, this may be the method for you.

Creating an Aura is very straightforward and user-friendly and there is a nice feature of quality control on the image capture, which grades your Aura by contrast from red (insufficient) to green (good image quality). The overlay image can be positioned simply by dragging, and intuitively uses all of the finger gestures of a portable device for resizing and rotating objects. Once created, the user can publish it to a ‘public’ channel that followers can access on the Aurasma app.

Final thoughts

I think the use of augmented reality can only help engage students further into the subject they are studying. The advantage of using Aurasma is it’s ease of use, the ability to use it on a variety of devices and platforms, as well as being free and actively encouraging users to create their own content.

The drawbacks come with a limited choice of templates and a cap on the amount of data you can use, but as a ‘gateway’ for encouraging educators to use augmented reality in their session, it is excellent. It’s ability to provide information and weblinks give much wider usage – from interactive university maps during induction of new students, to historical views of monuments on field trips – that mean higher education has numerous and unlimited possibilities for its usage.

 

Images from:

https://gigaom.com/2012/09/17/telefonica-bets-on-augmented-reality-with-aurasma-tie-in/

http://readwrite.com/2010/06/02/how_augmented_reality_helps_doctors_save_lives/

Featured Image:

Photo by Patrick Schneider on Unsplash

 

The Amazon menu is magical

I’m somebody who gets distracted easily. Sometimes this can get in the way of what I need to do, but sometimes, just sometimes, it pays off. This is one of those times.

I’m sure all of you have heard of amazon.co.uk the online purveyor of anything imaginable. What I noticed while I was browsing their site the other day totally distracted me from what I was searching for, to the point that I’m still not sure what it was I was trying to buy! Their product menu is so well thought out it’s almost magical, real Harry Potter level stuff:

amazon_menu_gif

Simply put, it’s just good design, and something you wouldn’t normally notice – when you hover over the main menu on the left-hand side, it changes content in the panel on the sub-menu on the right-hand side.

A potential problem arises when you need to get your cursor from the bottom of the left-hand list to the top of the right-hand list. Your most direct path takes you over some of the other items in the main menu, which should then change the content in the right-hand list you are aiming for – but this is where the magic comes in!

The menu detects which direction your cursor is travelling and prevents the main-menu, and in turn the sub-menu, from switching. If however you pause, or change the direction your cursor is travelling, it ‘unlocks’ the main menu again and allows it to change. You can watch this in action above (and maybe even have a go yourself!).

Is learning inevitable? Are teachers an essential part of the process?

Is now the right time to question our role in education?

In my previous role of ICT Co-Ordinator within local primary schools, one of the key components of my job was to source and purchase new technology for the school. I know the University are making large capital investments, one such example is the £11 million Future Technology Centre. With ever decreasing budgets and tightening of the purse strings, I had to research and plead my case, attend numerous Senior Leader and Governor meetings to stress how vital this technology was for learning and for future attendees of the school. There were many hoops to jump through and numerous games to play just to get a fraction of the budget I had bid for. So you can imagine my reaction when at a headteachers conference I was sat on a table with a very proud Headteacher who had just spent a large amount of money on 60 iPads with the aim to eventually ensure every child has one in the school. When quizzed on the reasoning behind this strategy, what confounded me was how little thought seemed to be behind this. Now there may have been an ICT Co-Ordinator working tirelessly in the background, who had a detailed 5-year plan to modernise the school but this wasn’t shared by the headteacher. “We haven’t thought that far yet!” “They can access the internet in class.” and “They can use them instead of writing in books!” as if the technology automatically is “better” than pencil and paper were later offered as reasons.

There is a lot of research and evidence that backs up the use of mobile technology in the classroom and it is my view that educators can use technology to support the learning of any subject. As is the importance of bringing the technology to the hands of the students rather than them having to trundle off to the antiquated computer suite. It did get me thinking about the technology first/pedagogy second approach.

Steve Wheeler

Steve Wheeler is Associate Professor of Learning Technologies at the Plymouth Institute of Education where he chairs the Learning Futures group and leads the Computing and Science education teams. Within his widely renowned educational blog Learning with e’s, he asked the question: What is Digital Learning? I would certainly recommend reading it but he does come up with two huge statements within it that bear thinking about. Firstly “Learning is learning. Whether you use technology or not is relative. Using the tools and technologies will enable you to connect with more content and peers, more quickly and effectively. However, learning without technology is also a reality for all of us”  before hitting home with the notion: “Here’s the bottom line: Learning will happen if the conditions are right, and it will happen whether teachers and technology are present or not.”

My background in both training staff in Primary and Higher Education is to promote the educator’s role as being one of the facilitator and technology is medium through which this is channeled or amplified. However, with the premise of flipped classrooms, student led research and truly constructivist approaches where students not educators dictate the direction that their learning takes (which in turn leads to new and unforeseen outcomes) – Do we educators overestimate our importance to the process?

Sugata Mitra

A few years ago I was fortunate enough to be in the audience for Sugata Mitra’s address at the Hampshire ICT conference where he discussed his Hole in the Wall research project. I would thoroughly recommend watching his 2010 TED talk where he outlines how he placed a computer with the internet in the slums and observed how children with no prior knowledge and poor English skills learnt on their own through a process of exploration, discovery and peer coaching when interacting with technology. He coined the term  Minimally Invasive Education which is a pedagogic method that uses the learning environment (or in this case a Learning Station) to generate motivation to induce learning with minimal or no intervention from a teacher. Further information about this can be found on the Hole-in-the-Wall website. While this study is aimed at younger students, I feel the research findings have merit with their Higher Education counterparts. The ability to access content, learn from it and most importantly retain it is enhanced, the overall academic improvement of the students and the close proximity to the performance of their peers who received formal computer education would certainly advocate a “let them loose with the technology” approach.

Final thoughts

We recently received a presentation from Chris Chang about the University’s policy on global engagement and it is fair to say that the makeup of our student intake is becoming increasingly diverse. It is not purely about what learning is imparted during lectures on campus, the use of Moodle as a supporting tool to encourage independent, self governed learning requires the pedagogists to think deeper about their audience and the intended learning outcomes. Distance Learners do not set foot on campus and do not get to see educators “in the flesh” but still are required to (and do) reach the same standard through further intuitive interactions such as webinars, forums and quizzes.  We are in a world where the modern student has unprecedented levels of access and connectivity with their peers around the world. Teachers/educators need to be fluid and change like the world around them. If the “way” in which we deliver education does not change then we may find ourselves in a world where our students or our institutions no longer need us to get to where they want to be.

 

Featured Image:

Photo by NeONBRAND on Unsplash

 

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