OSU Open Photo is a fantastic “collection of high quality, openly licensed photos from around the web” put together by Ashley Miller at Ohio State. Images include original sources and licenses. Most of the photos relate to higher education, technology, and people in contemporary educational or work settings. The photos are tagged and searchable. There are also links to other resources for finding free photos. Although there are larger collections out there, this set is useful because it is so nicely curated.
Tag Archives: education
Now that we have our $100 studio put together, we have to figure out how to use it. After a little Googling, I came across Wistia.com’s Learning Center, a “hub to teach, learn, and discuss video marketing.” Don’t let the term marketing trip you up. The tips on this site are categorized into video strategy and concepting, video production, and video marketing. The first two certainly apply to creating your own educational materials and parts of the third might also be helpful.
Not surprisingly, all of the tips are presented in well-crafted, short, edutaining videos. The overarching goal is to get you up and running quickly, cheaply and easily, so a wide range of options are presented — from $600 microphones to squeezing decent videos out of a camera you may already have — an iPhone.
Some highlights for me include the Down and Dirty Lighting Kit, which explains how to setup good quality lighting for under $100; Choosing a Microphone, which advocates for a shotgun mic over a lavalier, but anything over what comes with your camera; and Shooting for the Edit, which has lots of great ideas for recording that will make your life easier in post production.
There have been a couple of videos that don’t really apply to what I want or need to do (like Get Creative with Lenses, because we’re not planning to shoot with a DSLR camera) but even those are well crafted and interesting to watch. I’d recommend all of these videos to anyone making their own videos, with or without a studio.
Welcome to The Republia Times. You are the new editor-in-chief.
The war with Antegria is over and the rebellion uprising has been crushed. Order is slowly returning to Republia.
The public is not loyal to the government.
It is your job to increase their loyalty by editing The Republia Times carefully. Pick only stories that highlight the good things about Republia and its government.
You have 3 days to raise the public’s loyalty to 20.
As a precaution against influence, we are keeping your wife and child in a safe location.
So begins this simple, engaging, Flash-based game by Lucas Pope called The Republia Times. The first time I played it, I was charmed by the simple graphics, which reminded me of games I used to play on my Apple IIe. When I learned that the game was created in a 48-hour game-making competition, I was impressed that there were any graphics at all.
As described in the initial instructions, above, the player begins as the editor of The Republia Times, which is pretty clearly the voice of the government’s Ministry of Media. Your task is simple enough; choose from the stories that roll through the news feed and choose how much prominence to give them in the newspaper layout at right. (See the screenshot, above.) You quickly learn from playing the game that your decisions affect the number of readers and their loyalty to the government, both of which are important to your faceless supervisors and, therefore, the well-being of you and your family.
This task is simple enough, but a more complex story of Republia soon bleeds through the game and your decisions quickly become more complicated. I won’t give away the details of the plot — the game is quick and easy (and free!) to play so try it yourself to get the full story — but just when you think you have learned to play the game, it hits you with another twist, which is a nice metaphor for life when you think about it.
The advantage that interactive media like games and simulations have over traditional media like newspapers, magazines, and television is the variety of possible user experiences. Everyone who plays The Republia Times will have a different experience. Some will quickly deduce the effect their editorial choices have whereas others won’t make the connection as easily. Different players will choose different sides and follow their own path to the end. And because the game is replayable, players can try different strategies and make different choices each time they play to test different strategies and hypotheses to explore the entirety of the game. All of this can add another layer of interest to classroom discussions.
I haven’t yet used this game with students in a classroom, but I would like to. Although government manipulation of the press could be a sensitive topic for some international students, this game is based in a clearly fictional country, which can make the topic abstract enough to make conversations more comfortable than, say, news articles about specific countries that students may have personal ties to. Additionally, the game and story are ripe for discussions like What is the author of the game is trying to communicate? Where does he stand on the issues described in the game? and What can you learn from this game, if anything?
The Republia Times is a good, quick, and free introduction to serious or art games. For a deeper dive into the genre, consider some of Lucas Pope’s other games: 6 Degrees of Sabotage (free), a game that explores the concept of six degrees of separation; The Sea Has No Claim (free), like Minesweeper but with more varied and limited resources; and Papers, Please ($9.99), a dystopian document thriller (watch the trailer here). Just because these games are serious, doesn’t mean they aren’t fun ways to begin some challenging conversations.
Like many educators, we find ourselves producing more and more online content. Currently, to record audio, we try to find a quiet room and record directly onto our laptops, which makes for pretty lousy audio. For video, the process is the same, including stacking furniture and books to get the webcam in our laptops to the best possible position. Far from ideal. As we move to more and more audio and video production, the lack of a dedicated studio space is becoming and issue. So, we decided build a dedicated studio.
Like most educational organizations, cost is big a factor. We just don’t have thousands of dollars to throw at the latest 4K cameras. We also don’t need a full-blown Hollywood studio to make materials for our students to view on the web. We started by looking at acoustical foam as a way to insulate our space, but this quickly added up to hundreds of dollars for our 10′ x 12′ room. Our search for other options led us to Justin Troyer, OSU’s resident media services expert and author of Medialogue, who showed us a studio on campus that he had insulated with mover’s blankets. This looked to be a solution to some of our biggest audio issues because they would both help to block out external noise and reduce the echo within the room.
We had also been struggling with what sort of background to use for video production. We were leaning towards a velvet or velour curtain in a neutral color because it would help to further absorb the echo within the studio. But that fabric is expensive and it would lock us into a single background for every video, which is not ideal. Justin suggested a green screen, which can be removed digitally and replaced with almost anything. He has several different-sized pop-up green screens which are easy to put behind the video subjects. But in the end we decided to got with another option he suggested: paint a wall green. This saves both money and space because the wall does not have to be set up or stored when not in use.
So, after starting with an empty office space, we used the following items to create our studio:
|Mover’s Blankets – Harbor Freight||6||$7.99||$47.94|
|Light-Duty Ceiling Hooks – Home Depot (4 pack)||4||$1.49||$5.96|
|Gallon Behr Premium Plus Ultra Interior Latex Paint – Sparkling Apple||1||$30.98||$30.98|
|Assorted painting sundries (roller covers, masking tape)||$15.87|
We came in just over $100, which is pretty close to our target. Included in the costs are items that got used and disposed of while we were painting (roller covers and masking tape) but not items that I already had at home that I brought in to use (paint roller, roller tray, brushes). I also filled in a few holes in the wall with my own putty and putty knife. You may need to factor in additional costs if you don’t have access to these basic tools.
In the end, we incurred one final cost which was to purchase a short curtain rod and rings to which allow us to slide the mover’s blanket out from in front of the door, which makes getting in and out much, much easier. The rod and rings cost just under $22.
Now the real fun begins. You can see from the picture that we already have a small table, chair, microphone stand, and camera tripod. The table will be used for straight audio recording, which is why we wrapped the end of one mover’s blanked around it to enclose it on three sides. We still need to find a microphone or two, a video camera, and some lights. Stay tuned as we work on acquiring these items to complete our studio.
In May, I attended the 2013 CALICO Conference. CALICO stands for the Computer-Assisted Language Instruction Consortium. According to the CALICO website, the organization “includes language educators, programmers, technicians, web page designers, CALL developers, CALL practitioners, and second language acquisition researchers–anyone interested in exploring the use of technology for language teaching and learning.” The diversity of the conference attendees leads to a wide range of interesting sessions. Here are a few of the highlights:
First, was a pre-conference workshop called “Place-Based Mobile Game Design for L2 Learning and Teaching” presented by J. Scott Payne and Julie Sykes. Scott and Julie have been working in a mobile game design platform called ARIS, which can be downloaded for free to iOS devices. Julie has developed a place-based augmented reality game called Mentira which requires students in Spanish classes at the University of New Mexico to venture into local Spanish-speaking neighborhoods to solve a fictional murder mystery.
Scott has worked on modifying the ARIS platform so that it can function offline and can work with historical maps for projects like Immigrant City. It’s amazing to see the little blue circle that represents you on your phone’s map move around a hundred-year-old map while you walk through the real city. Some roads and structures on the map are still there, while others are not. Workshop participants signed up for free accounts and used the ARIS editor to begin building place-based games. Although the editor is simple and easy to use, very complex games can be built with it. (If you would like to build your own mobile game, visit http://arisgames.org/make/)
“Eye Tracking for Dummies: A Practical Overview of Options, Affordances, and Challenges in Conducting Eye Tracking CALL Research” was a panel that described several options for conducting eye-tracking research. In language learning, eye-tracking can reveal how readers’ eyes move over words, where they pause, and where, when, and how long they go back over words they have read. Although this kind of research typically requires sensitive equipment which costs thousands of dollars, one of the panelists, Jeff Kuhn, built his own eye-tracker for about $150. (For more on Jeff’s DIY eye-tracker, see my earlier post.)
Another interesting session was “Semiotic Remediation and Language Learning through Place-based Plurilingual Gaming” with Steve Thorne and the 503 Design Collective. Steve described a mobile game his group created called ChronoOps in which players must survive the future past by becoming agents sent back from 2070 to document the dawn and dusk of environmentally friendly technology. This game, which was also developed on the ARIS platform, requires players to document green technology with pictures, text, and audio which are geotagged and saved within the game. When other players play the game near the same locations, they can see what in-game artifacts other players have created and recorded within the game. By playing the game, players are collaborating to collaboratively augment their reality.
A complete list of conference sessions can be found on the CALICO website. But it’s not just the sessions that make for a good conference; it’s also the people you meet and the conversations you have outside of the scheduled sessions. One of the conversations I had was with Mat Schulze, a German professor at the University of Waterloo. We sat and talked for over an hour about building an English learner language corpus. In linguistics, a corpus refers to a large body of or collection of language. A wide range of applications have been developed to analyze these collections of language that can find almost any trend or pattern you would like to examine.
For example, if we examine every placement composition that English as a Second Language (ESL) students write, we could potentially investigate anything from differences between speakers of different first languages (Chinese vs. Arabic speakers, for example) or at what point in students’ learning specific grammatical errors no longer appear indicating that they have learned how to produce a specific structure. Building and analyzing our own corpus could lead us to a big data-informed curriculum as well as to research opportunities for other language educators and linguists. Attending this conference helped to connect me to people who can help us build this corpus.
I was able to attend the 2013 CALICO Conference through the generous support of ESL Programs and the Department of Teaching and Learning in the College of Education and Human Ecology at The Ohio State University. I also received matching funds from an OSU eLearning Professional Development grant. For move information on this grant, visit http://ocio.osu.edu/blog/grants/apply/pd-grant-application/.
This post was originally published on OSU’s Digital Union blog.
In December 2012, Beck Hansen released an album called Song Reader in an extremely traditional way: on sheet music. Best known for genre-bending songs such as Loser and Where It’s At, Beck is going blazing another new trail by reaching back to a format that predates recorded audio. But, why?
Well, in an age of Instructables, MakerBots, and GarageBand, making things has never seemed less intimidating. And with YouTube, you’ve got a way to share your creations whether you’ve played a song on your piano or mashed up a couple of hit songs into something new.
Beck talks about the audience involvement aspect of this album in an interview on the publisher’s website:
These songs are meant to be pulled apart and reshaped. The idea of them being played by choirs, brass bands, string ensembles, anything outside of traditional rock-band constructs—it’s interesting because it’s outside of where my songs normally exist. I thought a lot about making these songs playable and approachable, but still musically interesting. I think some of the best covers will reimagine the chord structure, take liberties with the melodies, the phrasing, even the lyrics themselves. There are no rules in interpretation.
In education, we talk about Massively Open Online Courses (MOOCs). Beck has released an album that is completely open to interpretation and assembly by the user. By trusting and empowering his listeners to participate in his music, Beck has created something much larger than just twenty songs. He has created a community.
Anyone can post their version of one of these songs to Song Reader.net via YouTube or Soundcloud. As more songs are performed and uploaded, each work will form a kind of dialog and interaction with each one influencing the next.
Why mention this on ESL Technology.com? There are some parallels between this open approach to making an album and the open education movement. Trusting your students and empowering them to make decisions can be very scary — for both teachers and students. Letting students choose their own projects and then working with them to make sure the projects fit the curriculum is more difficult and time consuming, but it’s a process that can really infuse students with a sense of ownership over their work. Being responsible for their own learning is an important lesson for all students.
Opening your classroom to the real world (by making student videos and blog posts public, for example) can also be a scary, but rewarding, opportunity. Teaching in an open environment also means preparing students for the challenges in that real world — teaching strategies for dealing with griefers and phishing attacks, for example — which is probably some of the most useful learning they can carry forward from your classroom. They all have to join the real world eventually.
Is Song Reader a model that can guide your teaching? Not directly. But the novel way that this album has been conceptualized relates to some interesting ideas that relate to how many are re-thinking traditional approaches to teaching.
For more on Beck’s album, visit Song Reader.net. Some of my favorite interpretations of “Old Shanghai”, the single that was released before the rest of the album was available, are below. If you’ve played “Old Shanghai” or anything else from Song Reader, please post a link to your work in the comments.
Piano only, with a beautiful video:
The staff of the New Yorker:
A more fully-produced trio, Contramano:
Two guys named Dave and Ted:
So, without any introduction, I told them to open the game and give it a try. If you’ve never played this game before, I would encourage you to try the game for yourself to recreate the students’ experience before you read the rest of this post. It’s free and only requires a browser with Flash to play.
There were mixed results initially. One student assumed the game was loading and patiently stared at the screen. Even after I pointed out that he could begin, he had trouble figuring out what kind of control he had within the game. Other students began exploring and deducing the rules of the game.
A couple of students began to observe each other and to ask each other questions. One even got up to walk around the room. I asked them to share the rules that they had learned, which helped the others. I also asked them what flOw was and whether it was a game. They had several different interpretations of what was being represented within the game — from space to microorganisms — and most decided it was more of a simulation than a game.
Although some students were a bit frustrated by my lack of guidance, they quickly turned to each other to share and collaborate (in English!) on making sense of what they were experiencing, which was my goal.
Overall, this was a brief, but interesting conversation starter for these students. Although some initially reported that they didn’t like the game very much, the had a hard time leaving it alone. But, because the game does not contain any English (and my goal was to have them practice their English) I made sure to keep the discussion and interaction going within the class.