How Open is Your Open Content?

Here’s an interesting discussion of open educational resources (OER): Framing the Open Conversation – Branded Content & Fair Use

Rolin, the author and Assistant Professor & Director of EdTech & Media at Seattle Pacific University, believes content should be remixable rather than merely accessible. (Rolin goes further to discuss “openwashing” of content, which offers an interesting comparison of content makers.) With decades of web content available, it’s helpful to keep this ideal of remix in mind when choosing or creating OER.

Free access to educational materials is important for many learners, but educators can potentially do more with content that does not foreclose possibilities of remix.

Immersion: When Media is Educational

Sure, video games are immersive, but are they educational? Only to a very small extent. Educators have been pursuing the connections between immersive media like gaming and education for decades, but I want to offer another perspective: learners have to be suspended between being gamers and game-makers. Here’s a brief reflection on how that can happen…

Put Away the Video Games

Games are really only interesting in small doses. So if you’re going to use them for broader educational purpose, keep it short. This same advice applies to many other activities as well: hooks, icebreakers, brainstorms, research, and perhaps even reading. When it comes to ambitious learning goals, how long does it take until we get bored? Are all engaging educational experiences short in duration? (And is this a feature rather than a bug?)

If we contrast active and exciting learning experiences with more conventional lecture-style information delivery, let’s say the best experiences are the short ones. (Even traditional teacher-led experiences collapse after about 50 minutes, though there is evidence that more interaction is perceived as better.) Is formal education—educational experience that spirals and requires significant exposure to achieve significant recall—ever likely to permanently achieve the velocity to escape boredom for most students most of the time? It seems unlikely, but what if the answer was that it could

Dynamic Interventions

Teaching often begins with a presentation or a group activity—activities that help individuals explore new ideas while confronting factual information from experts or authoritative sources. A part of our jobs as “producers” in the Learning Theater is to bridge events (and our event partners) from the present into a better-designed-built-environment future.

In the past two years at EdLab, we have begun experimenting with what I will call “dynamic interventions.” These are generally small multimedia gestures that connect classroom activities:  a soundtrack, a light cue, an introductory video for an activity, or a background image. The Learning Theater has enabled us to manipulate the built environment in both subtle and dramatic ways during a face-to-face learning experiences. Using light, sound, video, props, and furnishings, we have built many multimedia experiences to enhance what began as more ordinary learning scenarios.

Adding multimedia to an educational experience is not always the right thing. (As in all design, sometimes simple is better.) But increasingly we’re seeing the blending of “simple” and “multimedia” moments as creating the optimal conditions for sustaining learning over the course of an hour, an afternoon, a day, or longer.

Recent events have given us more confidence to steer our partners toward building dynamic interventions into their plans, and I’m excited to see where these efforts lead. But it won’t just be a matter of adding “fun” and “exciting” multimedia moments into lectures that optimizes learning. The learners are going to be active participants in the process of design and execution.

Immersion

I think “immersion” is a helpful word to describe this enhanced educational experience. Often used in language learning to describe a situation where learner can’t help but be confronted with educationally rich experience, it also comes to us with a sense that the learner is sustained in a state of flow. How can that happen?

Only learners can ultimately tell us what they need. Do they need a break? Do they need a boost of energy? Do they need time to reflect and write? Or time to talk together? Involving learners in the ebb and flow of educational experience with dynamic interventions will raise the stakes. Educators can offer learners an environment, but learners will need to activate it.

Collaboration is a key element of dynamic interventions we’ve made so far. (Learning is often more fun together!) With respect to collaborative activities, learners are really asked to be both participants and educators—taking an active role in their colleagues’ learning. Dynamic interventions can help support learners in both their roles by giving their work new contexts as an activity unfolds—and in a highly aesthetic way. Ultimately, I imagine that the suspension of learners between these different orientations can best sustain a flow experience. Time will tell…

Alas, we are just beginning to explore the possibilities of this exciting—and I think somewhat novel, or at least technologically-heightened—nexus of knowledge, creativity, and learning.

What are ways do you think we can further (or best) support the development and sharing of these ideas and our toolset?

A “Story Genome” Project

random.genome
A visual representation of a human genome.

How do the stories we read, hear, or come to know make us who we are?

What if we could track and annotate how these stories constitute our identity and behavior? (Or perhaps rather our rational deliberations?)

If we had a map of that similar to the mapping of genomes, could that be a useful educational tool? Or a tool for better understanding others?

I think we’d want to know and highlight the biggest influences and to see “storied” context of why they are our biggest influences—why they are meaningful to us.

The resulting map would constitute a different “story genome” for each person. It would be a quantified self tool that would require constant updating and revising. I think we could learn a lot about ourselves and others.

The Most Flexible Immersive Learning Space

A bold title? Not when you’re talking about the Smith Learning Theater. In Gary Natriello’s words, it “underscores our commitment to producing unconventionally collaborative, custom-designed, authentic learning experiences that are playful, valuable, and inspiring.”

I’m grateful to have played a role in bringing this space into existence for the past 3 years. I’m excited to see how educators and educational researchers use it.

It’s truly an innovative space, combining five distinct data networks (supported by over twenty miles of fiberoptic and copper cabling) with a flexible ceiling grid, geo-spatial tracking system, and video broadcast-ready AV system packed into a 6,600 sq. ft. event space.

You might think it was designed from the ground up for learning in the Experience Age.

Check out the Library’s Rhizr for event highlights and more information.

Notes on “Augmenting Education”

316EB47A00000578-3458780-Zuckerberg_said_that_since_Gear_VR_current_headset_pictured_laun-a-32_1456162811894
VR gear at a Facebook event in 2015

I have a recurring vision of a dilapidated 19th century classroom full of children with VR goggles strapped to their heads. It’s worth considering why this could be both a nightmarish vision and a reasonable, near-term goal for anyone who cares about public education…

Here is a brief sketch of an outline I can imagine using to undertake the task:

Immersive-to-augmented Reality Versus Virtual Reality: What path is best for education?

  • Examples
  • Define “Immersive-to-augmented”

Ways to analyze:

  • What past is most open to collaboration (and at different “levels”)?
  • What is most compelling? (Does our hunch about virtual prove lacking?)

After initial case for “augmented” is made:

  • What makes AR better for education (i.e, collaborative)?
  • What makes AR more compelling? (i.e., examples of extreme fun)
  • When is VR useful? (i.e., cheaper? more accessible?)

Visions for Education

  • Enlarged and Narrowed

I might call the resulting essay:

Augmenting Education: Comparing Two Paths for Immersive Educational Experience

“IX” Design: Designing for Immersive Experience

I’ve been thinking about a new “IX” focus for designers and educators:

Immersive (I): Multimedia is used to surround participants.

Experience (X): Participant experience is organized by a story.

How can these dimensions help participants achieve substantial new knowledge (i.e., information, perspectives, and/or values)?

Other elements that seem important:

  • Participant interaction is planned.
  • Sequential elements are planned and rehearsed.

This might lead to new sub-genres of IX:

  • “Social IX”
  • “Rehearsed IX”

And so on…

 

Making of a Learning Theater

"Library Orientation" in the Learning Theater, Summer 2016 by Yuntong Man
“Library Orientation” in the Learning Theater, Summer 2016 by Yuntong Man

I just had the great fortune of spending two days with Leakey Foundation members exploring the meaning of evolution (and human origins) in relation to the theme of “human survival.” It was an amazing experience led by seven thoughtful and well-spoken scientists speaking about diverse topics such as physiology, virology, climatology, behavioral psychology, and more.

It not only led me to reflect on how to describe my work, but (perhaps predictably) how to describe it at a cocktail party in under two minutes. And for me, that’s the challenge of describing EdLab.

What are folks at EdLab doing?

At EdLab, our work touches on many of the ideas that were explored during two days of discussions on the survival of humans—namely, how can education help us solve our most difficult problems as a species?

We do a lot of experimental software and multimedia projects at EdLab, and we also run the Gottesman Libraries—a local, service-oriented side of our work that keeps us enmeshed in the immediate, day-to-day work of the Teachers College community of 5,000 teachers and researchers. And for the past two years, some of us have been involved in making a “learning theater”—an extension of both the “experimental” and “practical” sides of our work.

Creating a “Learning Theater”

I’ve been deeply involved in this project of conceptualizing, developing, building, and programming the Smith Learning Theater. Indeed, just recently I’ve spent many hours optimizing the workflow of the soon-to-be-completed AV system; multimedia, however, is only one aspect of this expansive project. In light of my recent cocktail party experience, I’ll risk summarizing the purpose and mission of this experimental space as follows:

The Learning Theater is designed as a multi-use space for active learning supported by innovative multimedia technology, a unique software platform, and the most knowledgeable teachers in the world.

(Oh, did I forget to mention that it’s a unique and complex architectural endeavor at one of the world’s leading educational institutions, and possibly the most advanced space of its kind in the world!? That’s right: pretty cool stuff.)

We’ll be unpacking this mission over the next decade, and trying to live up to the potential this space affords us and our collaborators. But if someone asks me right now what that means to make this space work, these are some of the ideas that come to mind:

  • Exploring the pedagogical and technological potential of such a space with everyone who uses it.
  • Working smarter, harder, and finding the right colleagues who are willing to undertake this inherently interdisciplinary work.
  • Taking risks, and resisting institutional pressures that diminish creativity.
  • Making an effort to share Learning Theater experiences with the whole world.
  • Thoughtfully supporting even modest efforts to use the Learning Theater.
  • …and rigorously demonstrating how learning happens in an active, comfortable space!

The Learning Theater should change the world. It should change education and, importantly, perceptions of education; it should deepen respect for teaching as a noble, complex, and valuable vocation.

This week I witnessed a handful of caring, thoughtful, visionary, and eminent scientists agreeing that, above all, the well-being of the human race essentially rests on the ability of teachers (of all kinds) to inspire billions of people to be more imaginative, curious, and empathetic.

It’s a complex problem a whole bunch of people need to work together to solve.

Join us!

Documentaries in the curriculum

Filming_Documentary_about_Sinenjongo_High_School_in_Joe_Slovo_Park,_Cape_Town,_South_Africa_-_02
Someone documenting someone!

Jeff Frank‘s article on expanding the educational significance of documentary film (Frank 2013, detail below) is a thoughtful reflection on how film and education can intersect.

Frank is a philosopher interested in better understanding education generally, with a specific interest in literature and other narrative texts (I love that he teaches a class entitled, “What Does it Mean to be Educated?”).

In this essay he outlines how educators can be “responsive to genre” when teaching from/with documentary films. By contrasting how a documentary approach is different from a “news” approach, Frank surfaces issues of how bias is constructed and experienced through media. He argues that a documentary film necessarily surfaces the issue of how a subject is represented, and what the inherent biases, shortcomings, or values of that approach may be to the viewer. News, for example, often sidesteps this “deeper” discussion of the many problems of representation (perhaps, not wrongly, news relies more heavily on the “brand identity of the publisher?).

He then returns to his claim that documentary film is a more meaningful educational tool than a source of mere content, connecting it’s method (of surfacing issues of representation) to the project of building a democratic public. Drawing on Stanley Cavell’s voice and work, Frank shows how engaging a documentary might lead someone through a “transformational” educational experience—the kind of experience where the world changes you. Very cool.

 

Full citation: Frank, J. (2013). The Claims of Documentary: Expanding the educational significance of documentary film. Educational Philosophy & Theory, 45(10), 1018-1027.

Learning with Apple Live

Apple’s live events keep evolving, and I would love to be able to use their “live broadcasting” toolkit—essentially turning their website into a media-rich live blog of the event. Here’s a screenshot of what today’s Apple Watch-focused event looked like:

Screen Shot 2015-03-09 at 2.17.49 PM

 

The key features of this mode of presentation are:

  • Live video of the main presentation—which is being produced somewhere (usually California) for a live audience.
  • Produced video elements are used during the presentation. Split-screens are sometimes used to juxtapose the speaker and other content (as above).
  • Pre-made, widget-like cards appear from top to bottom with short summaries (including images and video) of the presentation content. They have simple, built-in social sharing functionality.
  • When you scroll down to see older cards, the video is shrunk to a thumbnail and continues to play at the top of the page.

These elements combine for a simple, compelling online presentation. One can easily step away and come back, and skim the cards to see what was missed. It would be equally great if the presentation could be replayed from the point of any ‘card’… though I don’t think this is currently the case!

So, if I had this presentation toolkit, would I use it? Given the amount of pre-planning and multimedia in use, it would certainly take a significant up-front investment (e.g., time, money, preparation). However, to deliver a high-impact event to a web audience, it seems like a great place to start.

I especially like the live element—which underscores the event with the sense that, “this would be even more impressive in person, but I’m as close as I can get!”

Techitecture, The Emergence of

My involvement in Teacher College’s Learning Theater project makes me appreciate how fast-evolving audio/video technologies (or better: display/capture/collaboration technologies) challenge traditional architecture.

Our project feels like “techitecture”—a combination of technology and architectural design and development. (And I’m curious that, having imagined this fanciful term, I have not found it used before in this way.)

The fit and function of technology elements in our space will go beyond traditional theater. Not only will the audience not be “fixed” (in seats, etc.), but it’s not even clear to us what events will eventually unfold in the space.

article-2700073-1FD8588400000578-158_634x462Designing the learning theater space seems more akin to designing the holodeck. It will essentially appear as an empty grid until users imagine ways to activate it.

In undertaking this type of project, it’s clear that architects need to be brave, and AV consultants need to be braver still… We are essentially designing a digital space with bulky materials from the past, and just enough matter to support the needs of humans.

And coffee.