Category Archives: Inspiration

Wear Your IWB to Work

cyborgs

A wearable computer won’t make you a cyborg, but it will get you one step closer.  A new project out of Carnegie Melon University allows you to turn any surface into a touchscreen, including your body.  Read the article or watch the video below.

Essentially, the system combines a Microsoft Kinect and a pocket-sized projector for a relatively smooth multi-touch, multi-surface user experience.  The downside?  This is what you have to wear:

wearable computer

Is it worth it?  Probably not.  Yet.  Good luck wearing one of these through an airport without attracting attention.  It probably wouldn’t even be easy to have a natural interaction with another human being without them being slightly distracted.

For those attracted to having your playlist projected on your forearm (instead of on the screen you’re holding in the hand at the end of said forearm) I’d advise you to wait a few years for Moore’s Law to shrink this down to something that will fit into the brim of a baseball cap, which, come to think of it, might be even creepier.

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Flickr is Saving the Whales

humpback whale flukes

Flickr is a popular online photo sharing website that allows users to attach information to the pictures such as keyword tags, date, time, and location the picture was taken, and even the kind of camera that took the picture.  Although pictures can be made private, many are uploaded publicly.  This online public database is now being used to help save the whales.

I first came across this project on the CNN website.  People are using pictures of whales, particularly pictures of their tails which have unique markings that can be used to identify individual whales, combined with the date and location information of the pictures to track whales’ migration.  One whale that was tracked via Flickr was found to have a longer migration route than any other previously recorded migration route.  These citizen scientists are helping further scientific research.

Crowdsourcing solutions to problems is no longer uncommon, particularly via games.  Newspapers have made a game out of combing through online documents on government spending, thereby turning readers into investigators.  Fold It is a game in which players twist and untwist actual molecular structures to further science in ways that computer modelling cannot.  Jane McGonigal has created a game called Evoke that challenges a community of players to share and evaluate solutions to the world’s problems.  The U.S. Navy has adopted a similar approach to fighting piracy.

Can language teachers and learners make use of crowdsourcing?  Of course.  Forvo.com, a pronunciation dictionary created by users, is one example.  Creating an online dictionary that includes pronunciations for every word in a language would be a nearly impossible task for one person, which is why it took a crowd of hundreds to create Forvo (which includes pronunciations for scores of languages.)

Can language teachers create similar games for language learning?  Perhaps.  Julie Sykes has created a location-aware game called Mentira which sends students into an actual Spanish-speaking neighborhood near the University of New Mexico campus to solve a fictional mystery set decades in the past.  Students who have finished the game are now involved in writing and rewriting it to add more detail and different possible outcomes.

Given the game-like nature of language learning (learners learn skills to level up) there are lots of options for teachers– from encouraging students to become involved in the above activities to creating new games for students.  If you know of other examples, leave them in the comments.

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Geo Games

globe puzzle

I have friends and family who really enjoy the boardgame Risk.  We had the game as a kid and I would play with it, but not by the “rules.”  I made my own game by moving pieces around and rolling the dice from time to time.  The map both fascinated and confused me (Alberta goes all the way to the Pacific Ocean?) and the colorful little pieces inspired several different games.  A map is a natural game board.

Fast-forward to the present: computer games have become ubiquitous (Ever kill time playing a game on your computer or phone?) and we rely on Google maps and GPS devices to get us to where we want to go.

Fast-forward to the future: Computer applications that we interact with are beginning to mash up GIS and other data.  (Ever check in to a real place using Foursquare or Facebook?)  Games are no exception.

Imagine playing Risk with the borders and armies from 100 or 1000 years ago.  Or Monopoly based on real utilities and real estate values.  Or Farmville with real agricultural data.  Or Oregon Trail with weather and census data from specific dates throughout history.

Ola Ahlqvist, a professor of Geography at Ohio State, is involved in a project to build the infrastructure to make these kinds of games possible.  I’ve talked with Ola several times about his games, but his presentation below is a pretty good summary of the process.

This is a great example of learning through games and simulations.  Players can see how different factors affect the outcome of the game — develop hyphotheses, then change their strategy for playing the game to test them.  Of course, this is how learning occurs outside of games, but by making a game out of a real map, the learning becomes more compelling.

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A Unique Game

usb drive

Have you ever played Chain World?  I didn’t think so.  I haven’t either.  Only one copy exists and you can only play once.  It’s based on Minecraft, which is an open-source sandbox-style game in which players build things out of textured blocks.

The important distinction is that Chain World exists completely on a USB drive.  The rules of the game are essentially build what you want (though explicit signs are forbidden), save the game when you die, and pass it on to someone else.  After you’ve played, you are forbidden to discuss your experience or to ever play again.

These rules, if observed, would make for a very compelling gaming experience.  In most games, the stakes are relatively low because you can always restart and, in many cases, continue where you left off.  In most games, death is not final.  In Chain World, it is.  This heightens the overall experience tremendously.

The complete story of this game, as well as the discussions that the game fostered around religion, charity, following the rules, and how seriously gamers take themselves, can be found in Wired Magazine.  It’s a compelling read.

How does the story of this game relate to the ESL classroom?  Clearly, the religious debate is likely beyond the scope of most classrooms (and this blog), but the question of whether to follow the rules is an interesting one.  The Chain World experience was designed with a specific set of rules that create a very specific and unique experience.  But if a player breaks a rule, or plays the game in a way that the designer did not intend, can it still be a valuable experience?  Imagine the first person that put checkers on a chess board.  Did someone say, “That’s not what that board is for!”?

In your classroom, do your students ever break rules or react in ways that you did not plan for?  Of course they do.  While this is frustrating, it can occasionally lead to very valuable learning experiences.  I’ve had lessons go off track right from the beginning when a student asked a question that was not related to the lesson, but turned out to be something that the whole class wanted or even needed to know more about.  These unexpected and unplanned classes are some of the most interesting I have every taught and some of the most appreciated by students.

When I use games in an ESL classroom, I occasionally encourage students to find out what happens when you break the rules or even break the game.  (Not in the sense of throwing the computer across the room, but in the sense of going somewhere that is officially “out of bounds” in the game.)  This exploration is part of what makes learning through games so exciting, which can increase motivation for language learning.  This same exploration of the boundaries of a language can also be an exciting part of language learning.  (Can I use this word this way?  How about this way?)

Languages, like games, have specific rules that speakers, and players, choose to follow.  Chain World, although a relatively simple game in execution, provokes some very interesting discussion on lots of engaging topics, including how to figure out what the rules are as well as whether and when to follow them.

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DIY Virtual Language Lab?

ipad typewriter

I heard a story on NPR the other morning that got me thinking about hackers.  Not the type that break into computer systems to steal credit card numbers, but the kind that like to take existing technologies and repurpose them.  If you’re a regular reader of this blog, you won’t be surprised to learn I consider myself to be a bit of a hacker by this latter definition.

Hackerspaces have opened up in cities across the U.S. and around the world.  Think of these as clubs where like-minded people can share tools and expertise in order to collaborate as well as further their own projects.  Here in Columbus, Ohio, we have the Idea Foundry.  I haven’t been there yet, but the range of projects and classes on the website are intriguing.

So, what is the ESL equivalent?  And, a related question is, could Language Labs serve the same purpose?  I’ve taught in programs that do and don’t have language labs.  And the current trend I’m seeing in our program is that almost every student brings a laptop from home or buys one when she gets here.  Although I know this is a reflection of the demographics of our specific population and is certainly not the case for all ESL students, technology is becoming more and more prevalent.  Could a distributed model of a language lab (i.e. each student has one computer, so the lab is wherever the students are) be a good model?

I’ve always been a big proponent of exploiting Course Management Systems (CMSs) that make it easy for teachers to post supplemental materials online for students to access.  Taken a step further, materials could be made available in a way that students could access them and use them individually in a language-lab-like way.  The difference would be that instead of a whole class marching to a lab to sit together for an hour, students could access “the lab” from the library, a coffee shop, or their own home.  And the motivated ones could do so for more than the prescribed time.

Would this be better for students?  I think it depends on what resources are made available to students and how they are instructed to use them.  Finding some level-appropriate reading would be helpful.  Working through an online workbook might also be useful.  But do those options really allow a student to explore, be creative and become hackers with the language?  Perhaps a bigger question is, have ESL resources really moved forward along with other advances in technology (internet compatibility, web 2.0, connecting users to other users)?  Some of the resources I’ve posted on this blog have potential, but overall, I’m not sure that educational technologies have taken full advantage of these advances.

How would you design your own virtual language lab if each of your students had a computer?  How would you create an environment in which students learn by exploring the language?  Share your ideas in the comments below.

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Edupunk Eye-Tracking = DIY Research

One of my favorite presentations at the 2011 Ohio University CALL Conference was made by Jeff Kuhn who presented a small research study he’d done using the above eye-tracking device that he put together himself.

If you’re not familiar with eye-tracking, it’s a technology that records what an person is looking at and for how long.  In the example video below, which uses the technology to examine the use of a website, the path that the eyes take is represented by a line.  A circle represents each time the eye pauses, with larger circles indicating longer pauses.  This information can be viewed as a session map of all of the circles (0:45) and as a heat map of the areas of concentration (1:15).

This second video shows how this technology can be used in an academic context to study reading.  Notice how the reader’s eyes do not move smoothly and that the pauses occur for different lengths of time.

Jeff’s study examined the noticing of errors.  He tracked the eyes of four ESL students as they read passages with errors and found that they spent an extra 500 milliseconds on errors that they noticed.  (Some learners are not ready to notice some errors.  The participants in the study did not pause on those errors.)

The study was interesting, but the hardware Jeff built to do the study was completely captivating to me.  He started by removing the infrared filter from a web cam and mounting it to a bike helmet using a piece of scrap metal, some rubber bands and zip ties.  Then he made a couple of infrared LED arrays to shine infrared light towards the eyes being tracked.  As that light is reflected by the eyes, it is picked up by the webcam, and translated into data by the free, open-source Ogama Gaze Tracker.

So, instead of acquiring access to a specialized eye-tracking station costing thousands of dollars, Jeff has built a similar device for a little over a hundred bucks, most of which went to the infrared LED arrays.  With a handful of these devices deployed, almost anyone could gather a large volume of eye-tracking data quickly and cheaply.

Incidentally, if you are thinking that there are a few similarities between this project and the wii-based interactive whiteboard, a personal favorite, there are several: Both cut the price of hardware by a factor of at least ten and probably closer to one hundred, both use free open-source software, both use infrared LEDs (though this point is mostly a coincidence), both have ties to gaming (the interactive whiteboard is based on a Nintendo controller; eye-tracking software is being used and refined by gamers to select targets in first-person shooters), and both are excellent examples of the ethos of edupunk, which embraces a DIY approach to education.

Do you know of other interesting edupunk projects?  Leave a comment.

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Gestural Interfaces and 2-Year-Olds

In the video above, a dad asks his son to draw something on a new iPad, the ubiquitous Apple tablet.  The 2-year-old clearly has some facility with the device as he casually switches between apps and between tools within the drawing app.  Interestingly, (though not surprisingly for anyone with a 2-year-old,) the boy also wants to use his favorite apps including playing some pre-reading games and watching videos.  He very naturally fast-forwards through the video to his favorite part.  He also knows to change the orientation of the device to properly orient the app to a wider landscape format.

Although I like gadgets, I’m not a true early adopter.  I do carry a PDA — an iPod touch — which my 2- and 4-year-olds enjoy playing with.  It’s amazing how quickly they understand gestural interfaces, pinching, pulling and tapping their way from app to app.

While I don’t think that I need to rush right out and get my kids iPads so they don’t get left behind, (the whole point is that they’re easy to use anyway,) I do wonder about some of the interesting opportunities for learning on these devices: drawing, reading, and linking information.  Of course, they also do a lot of these things on paper which places far fewer limits on their creativity — instead of choosing from 16 colors in a paint program, they can choose from 128 crayon colors or create their own by mixing their paints.

In the end, this new technology is flashy and fun, but I’m not convinced that iPads and other tablets are essential tools that will give our kids and our students a clear learning advantage.  I sure would like one, though.

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Web Browsing in 3D

3D glasses

Everything else is available in 3D (movies, televisions, the real world), so why not 3D browsing?  I recently came across this demo video of a 3D browsing experience created using WebGL, HTML5, Javascript and the Mozilla Audio API.  Is this the future of Web browsing?

I’m not extremely fluent in all of these technologies (for more info, see Flight of the Navigator), but as a demo, this is pretty impressive.  To me, it looks a little like Second Life with tons of screens out to the internet.  In other words, slick and different, but I’m not sure how useful, or even how truly integrated this experience would be.  Would you rather navigate to different places on the Web by moving through a 3D space or by Ctrl-Tabbing to the next open tab in your browser?  Maybe I’m old-school, but the latter seems far easier to me.

Of course, there are lots of other demos posted online and it will be interesting to see where this goes.  Checking your favorite Twitter feeds in-game would certainly blur the line between the gaming experience and the real world, but is this necessary?  Probably not, but maybe that’s not the question to be asking with whiz-bang technology like this.  It certainly opens up interesting avenues for the greater integration of a wide range of technologies.  Where that takes us will be interesting to see.

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Group Work

classroom groupwork

Working in small groups is a natural choice for the language classroom.  If one student in each group is talking, the opportunities for practice increase dramatically.  But does group work work?

Group work that works (even in large classes) is the title of an interesting article on this subject in the Prof Hacker blog on The Chronicle of Higher Education’s website.  Although the article is targeted towards college and university professors, there are some useful suggestions for the ESL classroom.

First is that group work allows students an opportunity to make a difficult decision based on a set of data.  An analogy is drawn to a jury which must decide the outcome of a court case based on evidence in a trial.  The article argues for posing the same, significant problem to each group and having them report their specific choice simultaneously.

simultaneous reportingReporting simultaneously, whether by holding up cards with letters on them, pointing or moving to a wall or area of the classroom, or using clickers, prevents later groups from changing their minds based on previous groups’ answers.

The article goes into much more detail, and is worth a read.  How could these ideas be used in an ESL or EFL classroom?

Groups of students could be asked to evaluate a piece of writing and report back on their evaluations.  If you received this job application, would you hire the person?  Based on the mistakes in this paragraph, which country is the author from?  What letter grade should this essay receive?  Projects like these could be very engaging ways for students to interact with the target language and each other.

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Kinect Development

microsoft kinect hardware

Microsoft recently announced plans to release a software development kit (SDK) for the Kinect.  This should allow academics and enthusiasts to find new ways to connect the motion-sensing Xbox hardware to other platforms, such as desktop and laptop computers, much more easily.  In short, there should be many more Kinect hacks to come.

I’m still not sure how this would directly apply to classroom teaching, although it stands to reason that these applications could someday replace physical interactive whiteboards in the same way that Kinect was originally designed to replace physical videogame controllers for the Xbox.

For more, see my previous post on Kinect Hacks and below for some new examples of how Kinect is being used in new and exciting ways.

Control Windows 7

The touchless multitouch is really nice.  Mice are so 2008.

3D Tetris with Face Tracking

As the user moves his head, the perspective on the screen changes to match so that the 3D perspective is constantly updated.

Kinect Lightsaber

A wooden stick becomes a lightsaber in real time.  This would save hours of  frame-by-frame editing.

Balloon Body

After Kinect scans your body, use your scroll wheel to expand or contract the surface.

Christmas Lights

Use Kinect attached to a bunch of dimmers to control Christmas lights for a very nice effect.

Flying Robot

The 3D capability of connect makes it perfect for a robot that navigates three-dimensional space.

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