Sunday, April 10, 2011

Journey in Getting Presentation to Work

It has been a long journey to get my presentation to work properly. I couldn't understand why the powerpoint uploading sites that I usually use wouldn't translate my powerpoint correctly. I finally found a website that explained requirements when uploading a powerpoint:

http://www.newmediarights.org/external_feeds/robin_goods_latest_news/where_to_upload_and_share_powerpoint_presentations_guide_to_t

I really like www.brainshark.com and it seems to meet all of the requirements that my powerpoint needs. After locating that site, I have had to revise my presentation many times. My narration isn't perfect but every time I revised a slide my revision would contain a new imperfection.

I thought that I would have to just put links in for the videos that I found because of the obstacles that kept confronting me. However, with lots of work, I was able to insert videos that I found on YouTube. (Credit for each video is in the Sources pages at the end of the presentation.)

If you prefer not to watch each video, simply click on the arrow for the next slide.

Sunday, February 20, 2011

Module 6: Making Emerging Technologies Valuable to Others

Module 6: Making Emerging Technologies Valuable to Others
As an advocate for technology in the classroom, I must keep up with new and emerging technologies by reading articles, searching on the internet, and adapting to more and more technologies. In my search for other techie points of view, I found an interesting article by Piquepaille (2008) where he describes a multi-touch smart desk. It resembles a giant iPhone and instead of using a mouse one  manipulates the screen by touch.  The short video that was hyperlinked in the article illustrated how novel ideas can engage students. The author goes on to say that the software will be available soon and probably as open source.
Besides reading and searching the internet, I must also be aware of what technologies kids are using . In an online chat, Gray, Klopfer, and Ash (2009) various attendees mentioned technologies that they feel are up and coming as an educational tool. iPod Touches, cell phones, iTunes, and Web 2.0 were just some of the things mentioned. If kids are using a technology at home or with friends, then that technology is much more likely to succeed in the classroom.
Learning is often by example which is another way to spread the news about the validity of emerging technologies in the classroom. I must use them and share my experiences and ideas with others. My colleagues will then see a real person who has real kids with very real day-to-day challenges using technologies that enhance instruction and learning. Lam (2010) points out the obvious that it’s not enough to have technology in the classroom but it also has to be used. Technology is used to meet the needs of the gifted learner, the slow learner, the speaker of other languages, and the special education student.
How do I affect the attitudes of others towards the use of emerging technologies? I must read strive to do all or most of the following:
•Read articles about new technologies
•Search the internet for new advances in technology
•Be aware of what technologies kids are using
•Lead by example, I must use emerging technologies in the classroom

Sources:
Gray, L., Klopfer, E., & Ash, K. (2011) Chat: Cutting-edge classroom technology. Retrieved on February 20, 2011 from http://www.edweek.org/ew/events/chats/2009/06/23/indes.html

Lam, Jamshed. (2010). Technology in the classroom. Retrieved on February 20, 2011 from  http://www.teach-nology.com/tutorials/techinclass/

Piquepaille, R. (2008). Multi-touch smart desks in the classroom.  Retrieved on February 20, 2011 from http://www.zdnet.com/blog/emergingtech/multi-touch-smart-desks-in-the-classroom/1039


Module 4: Second Life as a Disruptive Technology

Second Life as a Disruptive Technology
Disruptive technology, according to Clayton Christensen, is when a new technology disrupts or takes the place of an established technology (Tech Target, 2008). So, is Second Life a disruptive technology? To answer that question, one must look at the advantages and disadvantages of this virtual world environment. Helmer (2007) lists several strengths and weaknesses of the augmented reality called Second Life in an educational setting as follows:

Strengths
Weaknesses
•Inexpensive to develop
•Rich and diverse learning environment
•Multicultural input
•Three-dimensional point of view
•Highly engaging
•This augmented reality itself is difficult to learn how to use
•Entertainment value may detract from learning
•Can be distracting
•Prone to bad publicity in the past

When looking at the strengths listed above, one may see the potential for Second Life to grasp a much greater audience. Its game-like environment makes it highly engaging. However, the gaming public already has access to video games with much richer graphics and greater capabilities. There are also many other Web 2.0 tools that are highly engaging, entertaining, and educational.
Second Life has displaced some of the older video games. It will probably be several years before Second Life is displaced. Second Life continues to evolve and it will take a few years before this virtual reality is fully developed. Google has developed a customizable three dimensional reality called Lively (Virtual Environments Info Group, 2008).
According to Bob Moore (Virtual Environments Info Group, 2008) virtual worlds will eventually merge with social networking sites, such as Facebook. Moore goes on to explain that in a virtual world you can be anyone that you want. Females can use a male avatar if they wish. Both males and females may  change age, race, and live in a fantasy world. Socially inept or reserved personalities can choose to be outgoing. The virtual world enthusiast can also meet people all over the world.
According to Virtual Environments Info Group (2008) there are already over 70 universities and colleges who maintain a virtual campus. Distance learning, broadcasting information, and exploratory learning are just some of the educational uses of Second Life. Conklin (2007) provides a detailed description of uses of Second Life in the classroom. One assignment that can be translated to elementary education is using Second Life to interview someone. One idea that comes to mind is creating some historical figures in which to interview. An elementary student would then have to create questions and answers based on research. Creating a  scavenger hunt to be used in this virual world would hone following directions and even writing directions. Socially, these two ideas could have an impact when working in small groups or with a partner. Shy students would be able to overcome any disadvantage by being anonymous in this setting.


Sources:
Conklin, M. (2007). 101 uses for Second Life in the college classroom. Retrieved February 20, 2011 from http://careersmarts.com/21/second%20life%20101%20uses%20classroom.pdf

Helmer, J. & Learning Light. (2007). Second llfe and virtual worlds. Retrieved February 20, 2011 from  http://www.norfolkelearningforum.co.uk/wp-content/uploads/2009/04/virtual-worlds_ll_oct_2007.pdf

Tech Target. (2008). Disruptive technology. Retrieved February 20, 2011 from http://whatis.techtarget.com/definition/0,,sid9_gci945822,00.html



Tuesday, February 15, 2011

Module 5


Module 5: Increasing Returns & Red Queens
When looking at the titles of Philip K. Dick’s books that had been transformed into movies, I chose Minority Report.  First, I tried YouTube to view this movie for free but it had been removed. My teenage son then helped me find the movie on MegaVideo.com so that I could still watch online at no cost. Savitz (2007) discusses the finding of Craig Moffett of Bernstein Research that video on demand is gaining popularity among the viewing public and will greatly benefit movie studios and the cable industry. It will take time to offset the cost and profits but video on demand will be a moneymaker for cable and the movie industry. DVD rentals and Netflix will see their profits dwindle as the new form of media takes the lead.
In choosing which of Dr. Thornburg’s terms (vodcast) correctly describes the competition among these media, I lean more towards Red Queens rather than Increasing Returns. Thornburg (vodcast) defines Red Queens as a fierce competition between two major technologies. The competitors of these two technologies lose ground and merge to the background but are not completely eliminated. The two victors continue to forge ahead in trying to gain the consumer’s attention. In the example of video on demand and DVDs, both will continue to compete for the viewer dollar. DVDs won’t be completely eliminated since they don’t require an internet connection and require little computer skills, if any.
In McLuhan’s Tetrad, the DVD is replaced in significance by video on demand.
Enhancements: The new media enhances the DVD by making movies attainable instantly. One does not need to drive to Blockbuster’s to rent the DVD or to purchase it.  With the click of the mouse, the consumer can view many movies for free, with a download fee, or the cost of membership to Netflix or another provider.
Obsolescence: Video on demand makes the video cassette, the filmstrip, and the slideshow obsolete. Not quite obsolete but definitely no longer in the forefront is the movie theater, the DVD, and the video cassette. Cable television has yet to be replaced since it seems to be evolving to keep its edge.
Retrieval: Video on demand rekindles the movie experience. The viewer can reminisce about the times when getting in line to relive the cinematic experience.
Reversal: Video on demand will probably continue to evolve its service to appeal to a broader audience. Gradually, the bells and whistles associated with this evolving technology will provide a greater edge over cable tv, DVDs, and other media.


Sources:
Laureate Education, Inc. (Producer). (2011). Increasing returns featuring Dr. David Thornburg [Video Program].
Laureate Education, Inc. (Producer). (2011). Red queens featuring Dr. David Thornburg [Video Program].
Savitz, E. (2007). Video on demand: The real threat to Netflix and Blockbuster? Retrieved February 14, 2011 from http://seekingalpha.com/article/24905-video-on-demand-the-real-threat-to-netflix-and-blockbuster


Sunday, January 16, 2011

Module 3

Rhymes of History: Sign Making
There were many people involved in the development of one type of sign, the neon sign. One person who started the process was a French astronomer named Jean Picard (Bellis, n.d.). In 1675, Picard noticed that a faint glow developed when a tube of mercury was shaken. In 1855, Heinrich Geissler furthered the concept of neon signs by making a glass tube of mercury glow by applying an electrical power. Georges Claude started a company called Claude Neon and displayed a neon lamp in 1910. Claude also sold two neon signs for $24,000 to a Packard dealership in 1923.Another type of sign was a business sign, specifically the pub sign. The ancient Romans are credited with creating the first of these. Signs have evolved over time.
Another type of sign is the billboard. Billboards are credited to beginning with the ancient Egyptians and were made of stone. In 1450, Johannes Gutenberg, the inventor of movable type made the billboard much more versatile and easily produced (Lim, 2011). Billboards were first used to let the town folk know that the circus was coming to town. In the 1900s, billboards became a popular way of advertising and now are a part of Americana. Billboards are still very much a part of the landscape and have transitioned to the digital age. Today’s digital billboards continue to advertise to the public but with greater versatility.
Sign making by professionals still continues to be conducted by businesses but is now evolving into our homes on the desktop or laptop computer. One can now create signs using Microsoft Word (or other program) easily with color, clipart, and different fonts. Once created these signs can be printed on a personal printer or uploaded and printed at businesses, such as Office Depot. There are also many Web 2.0 tools in which to customize the signs to be printed. Block Posters allows one to create a poster any size using many sheets of paper to piece together. One doesn’t have to be limited to inches in a poster but can make a poster in dimensions of feet. Image Mosaic Generator allows individuals to upload a photograph to create an image that can then be included in a sign or poster. Poster It also allows one to upload a photograph that uses multiple sheets of paper in creating a poster. Just add words and you’ve got a sign or poster. Another fun Web 2.0 tool to use in creating signs is Sign Generator. This site allows you to create a sign using a cartoon character, a movie marquee, a decorated cake, and even using the letters in a bowl of alphabet soup. Tuxpi has a motivational poster tool that allows you to upload a picture, add words, select the frame, and the photo effects that you want. The list gets even longer when looking for other Web 2.0 tools that allow individuals to create their own signs. Using Similar Sites, one can choose from many other links to create unique and personal signs.
Thornburg (vodcast) explains that the Rhymes of History is the rekindling of something that we’ve experienced in the past. Creating one’s own signs, no matter the size, is a reflection of times when only professionals or businesses made all the signs needed.


Sources:
Bellis, M. (n.d.). The history of neon signs. Signs of Life. Retrieved January 16, 2011, from http://www.signsandshirts.co.uk/history.html
Laureatte Education, Inc. (Producer). (2011). Rymes of history featuring Dr. David Thornburg [Video program].
Lim, A. (2011). Billboards: Snapshots of history. Retrieved January 16, 2011, from http://desktoppub.about.com/od/signage/a/billboards.htm
Pub Signs. (n.d.). The history of billboards. Signs of Life. Retrieved January 16, 2011, from http://www.signsandshirts.co.uk/history.html


Module 2--Second Tetrad

Tetrad for Word Processor
A word processor is a computer application or stand-alone computer that is used to prepare, format, save, and get documents ready for printing. The term word processor was invented in the 1960s by IBM (Computer Nostalgia, 2011). In the 1970s, this term applied to typewriters that had higher capabilities than the traditional manual or electric typewriter. This technology made significant popularity when the CRT screen was developed in the mid-70s which allowed the typist to view what was typed. Microsoft Word is the most common word processing system. However, there is free open source competition in the form of Open Office and KWord.


Today’s word processors feature many advances, such as spell check, different fonts, tables, graphs, and clipart to name a few. The traditional typewriter is now considered a relic in most office spaces. Even the often-used “white-out” has joined the ranks of the office dinosaurs.
                          

               

Tetrad for Word Processor:
Source:
Computer Nostalgia. (2011). History of word processors. Computer history: Tracing the History of the Computer. Retrieved January 15, 2011 from http://www.computernostalgia.net/articles/HistoryofWordProcessors.htm
Laureatte Education, Inc. (Producer). (2011). McLuhan’s tetrad featuring Dr. David Thornburg [Video program].

Saturday, January 15, 2011

Module 2


Nintendo Hand-held Tetrad
The Nindendo Entertainment System celebrated its 25th anniversary in October of 2010 (Reisinger, 2010). It has gone through many transitions throughout the years. Nintendo’s handheld game system was released in the 1980s with games entitled Donkey Kong, Mario Brothers, and so forth (Melanson, 2006).  

 

The next gaming success came when the GameBoy and its versions were released in 1989 (Melanson, 2006). The price appealed to many consumers which made GameBoy very popula

The GameBoy Color (in 1998) included better graphics and gaming experience, as did the GameBoy Advance (in 2001). The GameBoy Advanced packed more punch with the power of Super Nintendo but with a sleek design. 


 
In 2004-2005, the Nintendo DS Lite was introduced. The built-in WiFi is a great selling point, as is the sleek design and dual screen.

Tetrad of the Nintendo DSi XL 

SOURCES:
Melanson, D. (2006). A brief history of the video game. Retrieved 12 January 2011 from http://www.engadget.com/2006/03/03/a-brief-history-of-handheld-video-games/

NintendoDS. (2011). Retrieved 12 January 2011 from http://www.nintendodsi.com/#slideshow=feature-1

Reisinger, D. (2010). Happy 25th, Nintendo Entertainment System.In CNET. Retrieved January 15, 2011, from http://news.cnet.com/8301-13506_3-20019927-17.html?tag=contentMain;contentBody;3n

Wikipedia. (2011). Handheld game console. Retrieved 12 Jaunuary 2011 from http://en.wikipedia.org/wiki/Handheld_game_console