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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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.

Continue reading via Read Write Web

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Virtual Worlds as Scientific Tools

A meeting in Second Life Virtual worlds have grown by leaps and bounds over the past few years, and their applications in expressing political messages and building competitive online-based businesses seem to expand with each new release. But what about scholars at universities and think tanks who hope to use virtual worlds and the social microcosms they create as part of serious academic study?

Pixels and Policy has been skeptical about how some news agencies have looked at virtual worlds as pop-sci “fun fact” generators, but for those willing to invest the time and resources in virtual world research, the Metaverse can yield very interesting and useful data on how people interact, work, and manage a second life in the virtual realm. Pixels and Policy takes a look.

Building Up Social Sciences in Synthetic Spaces

Virtual worlds as modifiable simulation tools are finding a foothold in all levels of academia and professional research, and the names and organizations being linked to virtual world research are no longer unknown fringe researchers. This is because the mechanics behind virtual worlds are evolving with emerging technology, and because institutions like the University of Texas are making virtual worlds a research priority instead of a secondary or tertiary concern.

The great visual effects community blog Vizworld has some excellent reporting on just how expansive virtual world-based research has become. Among Vizworld’s best points? The emergence of virtual therapy – something we covered a week or so ago – and the potential ethical questions raised as an old discipline adapts to the shifting and nebulous rules of a virtual landscape:

Several psychologists and sociologists view SecondLife as a rare sandbox of human behavior.  The open nature of the system removes several of the restrictions found in online games, allowing more natural interaction between avatars, but also allows people to assume whole new personalities.  The distinctions between the user’s real persona and their chosen avatar has been the subject of many psychological studies and books.

Books like John Suler’s ‘Psychology of Cyberspace’ is a great resource that discusses the observed group dynamics and psychological behaviors monitored inside virtual worlds, and lays out possibilities for psychotherapy and clinical work inworld.

Vizworld writer Randall Hand notes that, disconcertingly, little ‘hard’ science is conducted in Second Life. This is a legitimate criticism of virtual world research as it stands – the great palaces of research organizations seem to serve as libraries of completed and pending research instead of virtual field labs for virtual experimentation. But as more open-source and behind-the-firewall worlds come about, that paradigm is changing. As it turns out, getting researchers in front of virtual worlds may yield a long-term dividend for applied science.

Putting students and researchers in front of virtual world technology – be it Second Life or something else – creates familiarity, and with familiarity comes the confidence to create ever more refined social and scientific experiments. In time, graduates with research experience in virtual worlds could develop their own virtual worlds – an interactive laboratory of indefinite size and scope, suitable for any number of experiments that real-world limitations may render impossible. UT Dallas made a name for itself building virtual laboratories in Second Life. The future of virtual research will be much more ambitious.

The standards for this kind of in-world research are already being debated in academic circles. A recent conference session over at the New Media Consortium focused on best practices in respecting the privacy of researchers and research subjects in virtual social experiments. The presentation’s PowerPoint notes are available at the aforementioned link, and they make for fascinating reading. When universities begin looking at virtual world research in earnest, they’ll lean on the best practices developed by forward-thinking organizations like NMC.  Continue reading…Via Pixel and Policy

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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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