Implementing A Mobile Applications Curriculum Using Flash  ©Daniel Downs 2011 <ul><li>Presenter: Daniel Downs </li></ul><u...
Background/Context  ©Daniel Downs 2011 <ul><li>“ The app is the new 99-cent single – for kids, it’s the new currency,”   <...
Emerging Global Trends With Mobile Development & Education <ul><li>Becta (formerly known as the British Educational Commun...
<ul><li>1.Growing use of Web 2.0 technologies by young people  (user centered ,Information sharing, collaboration based) <...
Becta Research identified six cross-cutting trends affecting the development of learning technology relating to pedagogy a...
Mobile Device Design Has Cross Cutting Impact <ul><li>“ The trend that comes closest to having cross-cutting impact is the...
Mobile Application Design & The Massachusetts Technology Standards <ul><li>Standard 3. Demonstrate the ability to use tech...
Mobile Application Curriculum Addresses All Of “Standard 3” <ul><li>Focuses on applying a wide range of technology tools t...
How Do You Choose Tools & Software? <ul><li>-Choose a platform based on your students skill level and your resources.  </l...
Programming/Software Options ©Daniel Downs 2011 <ul><li>Elementary:   </li></ul><ul><li>Google App Inventor </li></ul><ul>...
Possible Curriculum Modifications ©Daniel Downs 2011 <ul><li>Flash:  Modify Existing Animation or Web Design Curriculum to...
Testing And Debugging Options ©Daniel Downs 2011 <ul><li>Once you have chosen your platform and begun to create apps you w...
Curriculum Strategy ©Daniel Downs 2011 2.Implementation 3.Debugging & Testing 4.Adding To A Device 1.Design
Information Architecture &Design ©Daniel Downs 2011 <ul><li>Information Architecture </li></ul><ul><li>-How will the user ...
Implementation & Skill Based Lessons ©Daniel Downs 2011 <ul><li>Flash Tools and API Integration </li></ul><ul><li>Buttons(...
Testing & Adding To Android Market  <ul><li>Why Android Devices? </li></ul><ul><li>-Android supported Flash and Adobe Air(...
Project Ideas  ©Daniel Downs 2011 <ul><li>Childrens Game </li></ul><ul><li>School App(schedules,photos,homework links) </l...
Direct Student Benefits & Outcomes <ul><li>Create Hypermedia Experiences </li></ul><ul><li>Curriculum of Design, Implement...
Next Steps……. <ul><li>Assess your students level  </li></ul><ul><li>Choose a platform for development </li></ul><ul><li>Ch...
References <ul><li>Massachusetts Technology Literacy Standards and Expectations. (2008).  www.doe.mass.edu . Retrieved Sep...
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Implementing a mobile applications curriculum using flash copyright daniel downs 2011

  1. 1. Implementing A Mobile Applications Curriculum Using Flash ©Daniel Downs 2011 <ul><li>Presenter: Daniel Downs </li></ul><ul><li>Computer Education </li></ul><ul><li>Winchester High School </li></ul><ul><li>Winchester,Massachusetts </li></ul><ul><li>[email_address] </li></ul><ul><li>www.androidapplicationsclass.com </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  2. 2. Background/Context ©Daniel Downs 2011 <ul><li>“ The app is the new 99-cent single – for kids, it’s the new currency,” </li></ul><ul><li>- Tim Westergren, founder of Pandora, maker of a US music app that has been downloaded on to 13m iPhones. ©Daniel Downs 2011 </li></ul>
  3. 3. Emerging Global Trends With Mobile Development & Education <ul><li>Becta (formerly known as the British Educational Communications and Technology Agency) was a non-departmental public body (popularly known as a Quango )] funded by the Department for Children, Schools and Families , in the UK .(Becta,2008) </li></ul><ul><li>In April 2008, Becta launched a major research program to support the Harnessing Technology strategy. The research covers the education and training system as a whole: children’s services; schools; further education, skills and regeneration (FESR); and higher education (HE). .(Becta,2008) </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  4. 4. <ul><li>1.Growing use of Web 2.0 technologies by young people (user centered ,Information sharing, collaboration based) </li></ul><ul><li>2.Development of mobile, ubiquitous and contextual computing (using mobile applications,smart phones,tablets) </li></ul><ul><li>3.Impact of widespread capital building programs. (Building design based on technology integration) (Becta,2008) ©Daniel Downs 2011 </li></ul>Becta Research identified six cross-cutting trends affecting the development of learning technology relating to pedagogy and the curriculum
  5. 5. Becta Research identified six cross-cutting trends affecting the development of learning technology relating to pedagogy and the curriculum Page 2 <ul><li>4.Demand for increasingly technological skills in the workplace. (21 st Century Skills Initiatives) </li></ul><ul><li>5.Economic, social and technological drivers transforming the character and organization of education and training. (Professional Development & Training) </li></ul><ul><li>6.Challenge to professional development of the teaching workforce. (Updating software skills and gaps in teacher technology skills) </li></ul><ul><li>The factors affecting pedagogy are not isolated from each other. There are inter-relationships between the factors, and they can have combined effects. (Becta,2008) ©Daniel Downs 2011 </li></ul>
  6. 6. Mobile Device Design Has Cross Cutting Impact <ul><li>“ The trend that comes closest to having cross-cutting impact is the arrival of ubiquitous computing – the specific trend ‘Ubiquitous mobile devices’ (smart phones, tablets,) (Becta,2008). </li></ul><ul><li>However, the expansion in mobile social networking does not necessarily translate into opportunities for supporting ubiquitous learning related to formal education and training(Becta,2008). </li></ul><ul><li>A course in Mobile Applications Design allows students to directly apply technology skills & tools which they are already attached to and interested in. ©Daniel Downs 2011 </li></ul>
  7. 7. Mobile Application Design & The Massachusetts Technology Standards <ul><li>Standard 3. Demonstrate the ability to use technology for research, critical thinking, problem solving, decision making, communication, collaboration, creativity, and innovation . </li></ul><ul><li>(Massachusetts Technology Literacy Standards and Expectations,2008) ©Daniel Downs 2011 </li></ul>
  8. 8. Mobile Application Curriculum Addresses All Of “Standard 3” <ul><li>Focuses on applying a wide range of technology tools to student learning and everyday life; ( Flash, Photoshop, Illustrator, software packages) </li></ul><ul><li>Aims to ensure that students will be able to use technology to process and analyze information ; ( students design an interface and create graphic and informational content for it) </li></ul><ul><li>Is to help students develop skills for effective technology-based communication ;( students apply ideas with software and design it to communicate for multiple users( children, business, education) </li></ul><ul><li>Includes the use of technology to explore and create new ideas, identify trends, and forecast possibilities; (Students are asked to design something which uses modern technology (API’s , Input Fields ,databases) to stay abreast of common communication methods) </li></ul><ul><li>Aims to provide students with an awareness of how technology is used in the real world . (Students can implement and debug their application designs in a real world setting ( android market) </li></ul><ul><li>(Massachusetts Technology Literacy Standards and Expectations,2008) </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  9. 9. How Do You Choose Tools & Software? <ul><li>-Choose a platform based on your students skill level and your resources. </li></ul><ul><li>-Availability of high end graphic software (Photoshop, Flash, Illustrator) </li></ul><ul><li>-Skill & Comfort level with programming. </li></ul><ul><li>Let’s Talk About Some Options! ©Daniel Downs 2011 </li></ul>
  10. 10. Programming/Software Options ©Daniel Downs 2011 <ul><li>Elementary: </li></ul><ul><li>Google App Inventor </li></ul><ul><li>http:// www.appinventorbeta.com /about/ </li></ul><ul><li>(Download required, Android Platform) </li></ul><ul><li>Beginning computer users (drag and drop, wysiwyg editors, text formatting skills) </li></ul><ul><li>Requires a specific Android phone for testing. </li></ul><ul><li>High School/Middle School </li></ul><ul><li>Flash CS5.5 </li></ul><ul><li>http://tv.adobe.com/watch/adc-presents/building-mobile-apps-with-flash-professional-cs55/ </li></ul><ul><li>PhoneGap </li></ul><ul><li>http://www.phonegap.com/about </li></ul><ul><li>Basic Programming Skills/Graphic Software Experience (Photoshop, Flash, HTML, CSS) Java/Android Development Kit </li></ul><ul><li>Honors High School Level: </li></ul><ul><li>Java/Android Development Kits,IDE’s </li></ul><ul><li>Honors Level Computer Science </li></ul>
  11. 11. Possible Curriculum Modifications ©Daniel Downs 2011 <ul><li>Flash: Modify Existing Animation or Web Design Curriculum to integrate devices and new design strategies. Students directly apply API’s to design. </li></ul><ul><li>Java: Modify Existing Computer Science Programming Course to integrate mobile devices. Students learn to program and implement available API’s. </li></ul><ul><li>Phone Gap: Modify existing web design curriculum and integrate Phonegap.PhoneGap wrap enables the use of API’s </li></ul><ul><li>Google App Inventor: Individual subject area lessons and introductory design lessons. API’s built in. </li></ul>
  12. 12. Testing And Debugging Options ©Daniel Downs 2011 <ul><li>Once you have chosen your platform and begun to create apps you will need to choose testing devices or emulators. </li></ul><ul><li>Benefits of Flash: Built in emulator and integration to Adobe Device Central. </li></ul><ul><li>Benefits Of Android Market & Devices: Easy to test on devices and add app to Android Market. </li></ul><ul><li>Iphone Apps can be tested on individual phones and devices but Apple controls releases to market. </li></ul>
  13. 13. Curriculum Strategy ©Daniel Downs 2011 2.Implementation 3.Debugging & Testing 4.Adding To A Device 1.Design
  14. 14. Information Architecture &Design ©Daniel Downs 2011 <ul><li>Information Architecture </li></ul><ul><li>-How will the user move through the information (How does it flow? </li></ul><ul><li>-How many pages will user see and need </li></ul><ul><li>-How will the user interact with the information and media </li></ul><ul><li>-What will the interface look like? </li></ul><ul><li>Graphics(Loading Time,Resolution ) </li></ul><ul><li>-PNG Graphics In Photoshop(Loading time and resolution) </li></ul><ul><li>-Resolution based on intended device </li></ul><ul><li>-What will the color scheme look like? </li></ul><ul><li>-What will be the maximized size of your design in pixels? </li></ul><ul><li>Considerations for the Mobile User </li></ul><ul><li>-Button Sizes & Touch Events </li></ul><ul><li>-Designing for tablets and phones(different resolutions,screen sizes and interaction) </li></ul><ul><li>-API Integration(What tools will the user need? </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  15. 15. Implementation & Skill Based Lessons ©Daniel Downs 2011 <ul><li>Flash Tools and API Integration </li></ul><ul><li>Buttons(Layout Of Basic App:Animals for Kids,Build A Bear) </li></ul><ul><li>Input Fields </li></ul><ul><li>Accelerometer(Object on stage with borders:Soccer Ball) </li></ul><ul><li>Pinch & Zoom(Photos/Graphics:Landscape) </li></ul><ul><li>Exporting/Creating A Certificate (.APK files) </li></ul><ul><li>Software Integration (Photoshop,Flash) </li></ul><ul><li>API’s :API’s(Application Programming Interface:Set of rules and specification that software programs can follow to communicate with eachother: accelerometer, camera roll , touch event , geo location , gesture transform event, stage orientation) </li></ul>
  16. 16. Testing & Adding To Android Market <ul><li>Why Android Devices? </li></ul><ul><li>-Android supported Flash and Adobe Air(both are required to run applications </li></ul><ul><li>-Flash Support(before fall 2011) </li></ul><ul><li>-Open Market </li></ul><ul><li>-No wait time on app being added to market </li></ul><ul><li>Testing On A Device </li></ul><ul><li>-Need to create certificate and render .APK file </li></ul><ul><li>-On tablets need “ “ app to create file manager </li></ul><ul><li>-Device choices( Zoom Tablet, Android Phones, Necessary apps for devices, Android Market) </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  17. 17. Project Ideas ©Daniel Downs 2011 <ul><li>Childrens Game </li></ul><ul><li>School App(schedules,photos,homework links) </li></ul><ul><li>Basic Games </li></ul><ul><li>School Sports Teams(Team Rosters,News,Scores) </li></ul><ul><li>Study Guides(Foreign Language) </li></ul><ul><li>Music (example:Top 10 Songs for School) </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  18. 18. Direct Student Benefits & Outcomes <ul><li>Create Hypermedia Experiences </li></ul><ul><li>Curriculum of Design, Implement and Debug( Project Based) </li></ul><ul><li>Game Design Skills </li></ul><ul><li>Real World Application Of Projects </li></ul><ul><li>Curriculum easily modified for learners of all levels </li></ul><ul><li>Students motivated through ownership of their projects. ©Daniel Downs 2011 </li></ul>
  19. 19. Next Steps……. <ul><li>Assess your students level </li></ul><ul><li>Choose a platform for development </li></ul><ul><li>Choose devices </li></ul><ul><li>Create a process of development, implementing and testing </li></ul><ul><li>©Daniel Downs 2011 </li></ul>
  20. 20. References <ul><li>Massachusetts Technology Literacy Standards and Expectations. (2008). www.doe.mass.edu . Retrieved September 20, 2011, from www.doe.mass.edu/edtech/standards/itstand.pdf </li></ul><ul><li>www.becta.org.uk. (2008). Analysis of emerging trends affecting the use of. Resources . Retrieved September 23, 2011, from www.e-learningcentre.co.uk/Resource/CMS/Assets/5c10130e-6a9f-102c-a0be-003005bbceb4/form_uploads/Analysis_of_emerging_trends_affecting_the_use_of_technology_in_education___BECTA.pdf </li></ul>

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