7. 40
% Fall 2011 students in at least 1 distance
learning course
13
% students whose courses are fully online
50
% of annual headcount in distance learning
About the VCCS
36. VCCS & mobile
Image credit: http://www.vccs.edu
Imagining the future is now planning for next year.
37. ECAR:
Undergraduate Students &
Information Technology 2012
Undergraduate Students &
Information Technology 2012
Survey conducted from March 12 - April 10, 2012
13,000 respondents
12% return rate
Final data released Summer 2012
44. Mobile Apps: Content Delivery
• Development of a suite of
“branded” apps
• 4 platforms:
• iOS, Android, Palm, Blackberr
y
• Access to the Bb Mobile SDK
• Support & maintenance
45. Bb Mobile Central Project
Pilot of Bb Mobile Central
• Phase I: Oct 2011
• small team
• side project
• “a bit of a learning curve”
• Launch date: any day now
• Phase II: SDK
46.
47. Bb Mobile Central Project
• Phase II
• Bb Mobile SDK
• Build apps from ground-up
• PhoneGap
48. Pros
• Happy with quality of apps
• Replicable, use by other colleges
• Great entry into mobile arena
• Led to new partnerships and
projects within the NRCC*
Bb Mobile Central Project
49. Cons
• Limited control of “look & feel” with
templates
• Limited use of mobile functionality
• Learning curve
Bb Mobile Central Project
51. Virginia #9 in
Top 10 States
Feb 2012 Eaton 51
Sources
ESA: Economic Data 2010
TechNet: Where the Jobs Are The App Economy
“Virginia’s computer and video game
industry continues to experience
tremendous growth, expanding by
77% in 2009, and adding $38.5 million
to the Commonwealth’s economy.”
NRCC Game Technology Program
52. NRCC Game Technology Program
• First Game programs in Virginia
• Started in Fall 2006
1. Information Technology AAS Degree
Game Design Specialization
2. Computer Aided Design AAS Degree
Game Technology & Animation Specialization
54. • IT Game Specialization Courses
– ITP 160 Intro to Game Design & Development (GameMaker)
– ITD 112 Creating Web Graphics
(Photoshop, Dreamweaver)
– ITD 120 Design Concepts for Mobile Applications
(Dreamweaver
CS5.5+PhoneGap, HTML5, CSS3, jQuery, Javascript or
ObjectiveC)
– ITD 212 Interactive Web Design (Flash, Dreamweaver)
• IT Core Courses
– CSC 200 Intro to CS (Lego Robotics & Python)
– ITD 110 Web Page Design I (HTML, CSS, Dreamweaver)
– ITP 134 Visual C++ Programming (w/ Dark GDK)
– ITP 120/220 Java I and II Programming (Java w/ Eclipse)
54Eaton
NRCC Game Technology Program
55. • CAD Game Specialization Courses
– CAD 250 Game Level Design
(Unreal Game Engine)
– CAD 195 Motion Capture Technology (Motion
Capture Suit & Green Screen)
• CAD Core Courses
– CAD 238/239 3D Modeling (3D Studio Max)
– CAD 114 Drafting I
– CAD 120 Intro to Graphic Representation
– CAD 201/202 Computer Aided Design I/II
(AutoCAD & Revit)
– CAD 280 Capstone Project
55Eaton
NRCC Game Technology Program
56. STEM Skill Sets
– Game Design & Development
– Programming: C++, Java, VB etc.
– Drawing skills: 2D Graphics, Story boards –
Photoshop or Fireworks
– Creativity, Problem Solving
– Math skills: coordinate systems, geometry,
trigonometry
– Physics skills: Speed of falling objects, bouncing
– Writing skills: Story lines, game documentation
56Eaton
NRCC Game Technology Program
57. Job Skills
Team work
◦ Character Artist, Background Artist
◦ Sound Effects
◦ Digital Musician
◦ Programmer
◦ Game App Designer
◦ GUI Designer
◦ Project Manager
Systems Development Life Cycle
idea > app store
Time Management
Sept 2011 Eaton & Chalmeta 57
NRCC Game Technology Program
59. Same Sound Spell Bound
Same Sound Spell Bound is an
adventure designed to help the
player understand
homophones. To begin the
adventure, users choose to
play as either Luna or
Leo, young magicians who are
beginning to master the magic
of words.
The game is designed for third
and fourth graders.
Eaton 59
60. Same Meaning Magic
The Same Meaning Magic game
engages children in learning
synonyms. The targeted
grade levels are grades
2, 3, 4, 5, and 6.
If you get 3 wrong in a row, the
earth shakes.
If you get 5 wrong in a row, an
imp appears.
If you get 5 right in a row, a fairy
appears and gives you a jewel
and bonus points.
Eaton 60
61. Opposite Ocean
• Opposite Ocean helps
students learn antonyms.
The student starts this
game by choosing to play
as the girl Luna or the
boy Leo. The next choice
is the grade level from
2nd to 6th grade.
• The student chooses the
antonym, opposite
meaning, of the
highlighted word in each
sentence.
Eaton 61
62. Grammar Dragon
Eaton 62
• The dragon has
captured all
your friends
from the castle.
You must
rescue a
different person
on each level
by choosing the
correct
grammar item.
• Grades 3-6.
63. Spelling Cat
• Students can create
spelling word lists every
week.
• 3 drills available
– Speak Easy
– Word Scramble
– Missing Letter
• For grades 1-8
Eaton 63
64. Portion Platter
• Helps students understand fractions and percents.
• Identify the fraction or percentage depicted.
Eaton
65. Factor Race
• Factor the equation and
move your car to the
finish line.
• Binomial factoring of
trinomial equations
65
66. Café Boss
• Partnering with
Blue Ridge Public
TV and BizKid$
show
• Plan to create 2
games for TV
episodes
• See more at
www.bizkids.com/
Sept 2011 Eaton & Chalmeta 66
67. Accolades for NRCC Games 2012
Top 12 Comprehension Apps
Aesop’s Quest
Opposite Ocean
Same Meaning Magic
Same Sound Spell Bound
67
http://ow.ly/8LkL7
68. NRCC Student Team
10/18/2010 Eaton 68
Justin Price – Programmer
Adrian Lowry – Programmer
Cody Beasley – Character Artist
Carmel Stowers – Game Design, Game Salad
Heather Walters – Storyboards, Game Artist
Jason Clemons – Process Manager, Content Creation
Not shown: Teachers: Carlotta Eaton, Mike Kaylor, Ginger Cromer & Tim Moore
69. Mall Tour
ITS & Games Technology Program
Design a Mobile “Mall Tour”
Interactive, augmented reality
71. What’s next
Systemwide communication
* May 2012: Mobile app development
webinar
Data: ECAR survey results
Use out-of-the box services (Bb Mobile
Central, Conduit, CampusGuide, etc.) to
build mobile foundation
72. What’s next
Share mobile templates & programming
expertise among colleges
Faculty training
Pilot opportunities
Get devices into the hands of students
73. Thanks
Richard Sebastian, Ph.D.
Director of Teaching & Learning
Technologies
Virginia's Community Colleges
101 N. 14th St Floor 15
Richmond, VA 23219
(804) 819-4795
rsebastian@vccs.edu
74. References
Mobile Twin Cities
http://mobiletwincities.com/
Peter Pascale, Enterprise Architect
Ron Lancaster, Director of Technology
Pearson VUE
http://pearsonvue.com
Minicomputer - Jamie Cox, 2007
http://www.flickr.com/photos/ajmexico/2682618330/
IBM Desktop - Accretion Disc
http://www.flickr.com/photos/befuddledsenses/4453351592/
Netscape - Joe Stump
http://www.flickr.com/photos/joestump/3350437192/
This is not an iPad. It may not be a very good product at all. But it throws down the gauntlet for making mobile tablet technology cheap and widely accessible.
Predictions about the future of education are less risky. The teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Predictions about the future of education are less risky. Despite the Horizon predictions, you have to wonder if these new technologies will only be laid over our current model of ed:The teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceStudents learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking a test on the contentWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
Students are still attached to “standard issue” technology. A majority of students own a printer (81%), a DVD player (75%), a stationary gaming device (66%), an HDTV (56%), and a desktop computer (53%). Graphic depicts 15 of the 34 devices that students were asked about owning.
Explaining how factor analysis was used to identify benefits of technology in academic success:A statistical technique used to reduce a large number of attributes into a smaller set of “factors” based on response patterns.A factor consists of a number of attributes that are rated in a similar way.Factor analysis is extremely useful when dealing with a very large number of attributes that would be cumbersome to analyze individually.The names of the factors are subjective and are intended to describe the common theme shared by all of the attributes within that factor.
Explaining how factor analysis was used to identify benefits of technology in academic success:A statistical technique used to reduce a large number of attributes into a smaller set of “factors” based on response patterns.A factor consists of a number of attributes that are rated in a similar way.Factor analysis is extremely useful when dealing with a very large number of attributes that would be cumbersome to analyze individually.The names of the factors are subjective and are intended to describe the common theme shared by all of the attributes within that factor.
Students in associate’s colleges and other two-year programs are more likely to rate their institutions highly than other students in providing online textbook sales and some basic technology services, including online course registration and access to grades.On the other hand, students at doctoral institutions are more likely than students at associate’s colleges to generally agree that their institutions do a good job in these areas: offering library resources online, providing online transcripts, and providing financial aid information online.When only the perceptions of students who have actually used these services in their institutions are considered, these results are even more favorable. The percentages of these students who rate their institutions as excellent or good on providing basic services are as follows: 88% for online registration, 82% for online grades, 80% for online library resources, 79% for online transcripts, 76% for online financial aid information, and 64% for online textbooks sales.