TLC Announces Three New Clients

The Learning Collective announces three new clients.   We are acting as the “in-house” online educational experts for Ketchum and their account with a leading provider of online classes to middle and high school students.  We’re advising UCLA on the potential development of an online emergency preparedness tool for developmentally disabled adults.  And we’re overseeing Mojo Markeing & Media’s Jamaican charitable programs, and related digital promotions, stemming from The Mojo 6 LPGA/CBS golf tournament.  Learn more about what we do.

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UNICEF Rapid Prototyping Lessons

Interesting lessons learned excerpted from UNICEF’s Stories of Innovation …

This video is a synopsis of the projects, themes and trouble-shooting expressed at the Design Days event on May 10-11 at UNICEF NYHQ.

We have edited down a conversation between UNICEF sponsored rapid design prototypers to profile what they have created in order to respond to and alleviate actual needs of families and children. This video is intended to help make transparent the iterative process that development must undergo in order to create a new device that can respond to global concerns. Also touched on are ways for the organization to make the process of creating prototypes more streamlined, and the best method to take what is developed and to make it open source in order to create a sustainable and beneficial outcome to those that need it.

For Design Days we invited designers and engineers who have worked with us to discuss UNICEF, the design process, and recommendations for future design collaborations.

Lessons Learned:

UNICEF needs methods for iterative and flexible design contracting; we can’t always know what the end result will look like.

UNICEF would benefit from understanding and discussion of the design process before embarking on projects.

We need to work with open-source designers and engineers so that whatever we pay to have produced is public domain.

“Research” and “development” need to happen with end users, in the field.

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Digital Playground Inspires Slumdog

Earlier this month, the MacArthur Foundation announced the winners of the third annual Digital Media and Learning competition.  There are some great projects, especially the Learning Lab Awardees which won up to $200,000 to further their initiatives.

A project that particularly caught our eye is Hole-in-the-Wall, the inspiration for the book “Q&A” which inspired the movie Slumdog Millionaire.  Bridging the digital divide by reaching previously underserved youth in the developing world … urban slums and remote-rural populations, ethnic minorities, juvenile home detainees, and children with special needs … Hole-in-the-Wall has installed over 700 internet-enabled public Playground Learning Stations across India, Bhutan, Cambodia and countries in the African continent.  Game-activities promote experiential learning that is mapped to prescribed primary grade curricula across various subjects, Hole-in-the-Wall’s Activity Based E-Learning Solution imparts a playful learning environment by encouraging learning through self and group exploration beyond the classroom.

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Cloud-Based, Open-Source For Teachers?

Feliz día del profesorado
Image by César Poyatos via Flickr

A computing device for every teacher and student so they can access the Internet at school or at home? That, along with an embrace of cloud computing, Creative Commons, and open-source technologies is part of a new set of recommendations from the U.S. Department of Education.

On March 5, the department released an 80-page draft of its National Educational Technology Plan entitled Transforming Education: Learning Powered by Technology. The plan lays out an ambitious agenda for transforming teaching and learning through technology.

Much of the NETP emphasizes “21st Century learning” as the path to transforming education: “engaging and empowering learning experiences for all learners… and leveraging the power of technology to provide personalized learning instead of a one-size-fits all curriculum.” The plan seeks to challenge the traditional model of the isolated teacher in a classroom, promoting the idea of “always on” learning resources and online communities for both educators and students.

In addition to changes to the US education model, there are some bold technology recommendations in the plan.

  • Adequate broadband and wireless access inside and outside of school
  • At least one Internet access device for every student and educator inside and outside of school
  • R&D into the use of gaming, simulations, and virtual worlds for instruction and assessment
  • Encouragement of cloud computing for school districts
  • Use of Creative Commons and Open Education licenses
  • Changes to FERPA (Family Educational Rights & Privacy Act) to open access to student data
  • Changes to CIPA (Children’s Internet Protection Act) to open access to the Internet and rethink how filtering works in schools.

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Develop Idea for A Mobile Learning App

Applications for the first Startl Design Boost are now open for budding entrepreneurs and designers interested in developing cutting edge mobile applications for learning.  Developed in conjunction with IDEO, the first Startl Boost, a five day building, hacking, business and human centered design immersion will be held at the Pratt Institute in New York City, March 15-19, 2010.  There is no tuition cost for the workshop.  Details of the workshop:

Day 1: Define the Idea: Participants present ideas and set criteria for their proposed mobile learning application.

Day 2: Validate the Idea: Participants conduct research with end users and get feedback with learning and marketing experts about their mobile learning app.

Day 3: Design the idea: Participants storyboard their refined idea for mobile learning app and begin creating/ modifying their prototype.

Day 4: Share the idea: Participants create presentation deck to “pitch” their mobile learning app and finalize their prototype.

Day 5: Pitch the idea: Participants will present “pitches” and prototypes to an audience that includes a panel of users, industry experts, and market investors.

The top three teams will be invited to present to a larger audience at the Venture Capital in Education Summit in June in NYC.  While the Startl Design Boost is open to mobile learning applications for all ages, teams creating apps for children ages 3-11 can also apply for the inaugural Cooney Center Prizes for Innovation in Children’s Learning, a national competition intended to generate digital educational innovations with prizes up to $50,000, as well as ongoing business planning support from The Joan Ganz Cooney Center and Sesame Workshop. Startl is a new social enterprise dedicated to bringing digital media and learning innovations to market – from kindergarten to college, inside and outside the classroom.  Startl was incorporated in 2009 with initial funding from the MacArthur, Hewlett, and Gates foundations.  Startl’s mission is to identify talented people with great ideas and new products that will affect the future of learning.  Through relationships with best of breed design, incubation, and investment partners Startl provides an ecology that allows entrepreneurs to mature and products to evolve.  Related articles:

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Education and Google Buzz…A Match?

It seems, Google has thrown down the gauntlet…Google Buzz is a incredibly powerful attempt to take a piece of Facebook’s market share in social networking. Google Buzz is powerful because if you have a Gmail account you are already a member. Within minutes of logging in to my Gmail account I had followers and I was following a number of people. This is how “friending” and “following” on Google Buzz works. Google has filtered users’ Gmail inboxes and Google Talk IM contacts and used algorithms to determine the users that they communicate with most frequently. Users can then share Buzz posts with the world (and Google search), or they can share privately through their existing Gmail groups or custom-made groups in Buzz. Here are a few a videos that explain the tool in more detail:

When I logged in for the first time with buzz activated, I could not believe my father was instantly among the people I was following. I liked that, no more sending him links… he is not a “first adopter” like me, and if Google can get him to interact with the social stream I am impressed. I’m not sure liked the asymmetric follower/friend model, though, because there were a few people that appeared on my list that I did not want knowing my business… or my whereabouts, so this feature made me a bit uncomfortable.

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Augmented Reality and Education

Image representing Layar as depicted in CrunchBase
Image via CrunchBase

Five Dutch content providers participated in the development of worlds first AR (Augmented Reality) browser. There are a variety of developers working in this area currently and it is the new buzz word in tech circles. Augmented Reality is technology that allow the user to point AR equipped devices at objects to see an additional layer of information about the object. We have seen this in the heads-up displays in the helmet view screens of high tech characters like Robo-cop or Iron Man for years. Now portable, processor and GPS equipped, smart phone devices, like those on the Andriod OS, will allow us to experience this first hand.

Of course, the first versions will focus on consumerism. They will allow you to point your phone to spot real estate for sale and enable easier shopping. But, It is easy to understand the educational extensions of this technology. Imagine a lesson where you can take your students on a tour of a old town and when they point their phones on different areas of the town info from a famous book or books written on the area appears for them to read. Imagine taking a tour of New York and being able to point you phone at each building to see the year it was built, architect, building style, materials, or even sections of the blueprints. As an instructional technologist I see it as a ground breaking utilization of GPS and I can go on and on with the ideas.

Here is press release and video of one of the first successful AR projects to launch:
AMSTERDAM, Tuesday June 16th, 2009. Mobile innovation company SPRXmobile launches Layar, worlds first mobile Augmented Reality browser, which displays real time digital information on top of reality (of) in the camera screen of the mobile phone. While looking through the phones camera lens, a user can see houses for sale, popular bars and shops, jobs, healthcare providers and ATMs. The first country to launch Layar is The Netherlands. Launching partners are local market leaders ING (bank), funda (realty website), Hyves (social network), Tempo-team (temp agency) and Zekur.nl (healthcare provider).

How it works
Layar is derived from location based services and works on mobile phones that include a camera, GPS and a compass. Layar is first avaliable for handsets with the Android operating system (the G1 and HTC Magic). It works as follows: Starting up the Layar application automatically activates the camera. The embedded GPS automatically knows the location of the phone and the compass determines in which direction the phone is facing. Each partner provides a set of location coordinates with relevant information which forms a digital layer. By tapping the side of the screen the user easily switches between layers. This makes Layar a new type of browser which combines digital and reality, which offers an augmented view of the world.

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A Wireside Chat with Lawrence Lessig

Lawrence Lessig, is the foundational voice and an advocate of the free culture movement, Creative Commons and Open Source. The Open Video Allience will present a live webcast of a talk by Lawrence Lessig at the end of Feburary. For more background on his ideas view his speech: Free Culture: What We Need From You (Ogg). This was Prof. Lessig’s keynote speech at LinuxWorld in San Francisco. (via Lessig.Content: Audio/Video ) In this video he discusses the emerging remix culture as both the source and outcome of societies embrace of digital technology. Lessig feels a new literacy has emerged due to these changes which should be embraced and taught because it is the key to preparing society for further innovation into the 21st Century. Last year at Educause 2009 he stated:

The ‘ecology of education and science,’ Mr. Lessig said, is inherently collaborative, and it is being strangled by copyright-law principles based on exclusivity…”Scientists and educators are busy creating,” he continued, “so it is up to chief information officers and other information-technology specialists to devise ways to make those creations both legal and widely accessible.”

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Can the iPad finally Replace Textbooks?

SAN FRANCISCO - JANUARY 27:  Apple Inc. CEO St...
Image by Getty Images via Daylife

The iPad was unveiled this week by Apple’s CEO Steve Jobs to rave reviews from techies everywhere. It is predicted that base models will cost about $499. I was lucky enough to spot a pre-production version of one at an ad firm last summer and I have longed for one since then.  This device promises the usability of the iPhone in a package that is better for learning because it offers more real estate for the display of information.

I can’t wait to see what app developers do with the screen extra space. Here is a video of a great app that proposes ways this tool can be used on the university level to do away with textbooks and enhance education:

It is also revolutionary because it offers the wealth of info found on the web to students anywhere, anytime if you opt to spend a bit more ($130 or so) for the 3G connected version. As an instructional designer/technologist the combination of form and function that this new learning tool offers is powerful. At this point iPhone OS is accepted as being rock solid and free from the crashes (and even mobile virus issues) that hinder Windows Mobile devices. That said, it is is still hindered by its inability to display Flash-based media on websites.

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Harvard Professor: Learn 3 Minutes a Day

Some educators are turning to short online learning activities as a preferred approach to engage students.

Take SpacedEd.  It offers students the chance to “learn most anything in 3 minutes a day.”  Originally developed by Dr B. Price Kerfoot, a Harvard Medical School professor, for medical school students, the method has been proven through 10 rigorous studies to increase knowledge by up to 50% and strengthen retention of concepts up to two years.

SpacedEd feeds short bits of info to users in small spurts of questions and answers.  Learners browse a directory of courses ranging from medical subjects to bartending, music theory and fantasy football.  “Courses consist entirely of questions and answers.  They are sent to you in small amounts (typically 1 or 2 a day) on a regular schedule via email, the Web or RSS … Questions repeat based on answers … Get a question wrong and it repeats sooner.  Get it right one or more times in a row and it is retired from the course.  Retire all questions to complete the course.”

This method is based on two psychological findings: the spacing effect and testing effect.  The “spacing effect” refers to the finding that “information which is presented and repeated over spaced intervals is learned and retained more effectively, in comparison to traditional ‘binge-and-purge’ methods of education.”  In other words, learning over extended time periods works better than cramming.  The “testing effect” refers to the finding that “the long-term retention of information is significantly improved by testing learners on this information.  Testing is not merely a means to measure a learner’s level of knowledge, but rather causes knowledge to be stored more effectively in long-term memory.”

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