Digital Storytelling: Using Technology in the Classroom that is Context-embed...Fred Mindlin
Digital storytelling refers to short (three to five minute) first-person narratives, voiced by the author, and illustrated primarily with still images. The filmic quality of the final product depends largely on software manipulations, especially the “Ken Burns” effect.
What excites me about the form is its use as a tool for writing instruction. It resonates with my approach as a “writer’s workshop” elementary school teacher, where reading one’s work aloud to a circle of peers is an essential part of the pro- cess of writing. Negotiating the content of digital story scripts in a group situation gives authenticity to the editing process.
Most importantly, reading a script aloud gives weight and meaning to the word “voice” that no amount of instruction about “finding one’s voice as a writer” ever can. When students begin to feel the power they have, using their writing to give literal voice to their unique points of view, and then get credit as the writer/ director/producer/editor of a short film, it’s not just an “elevation” of self-esteem but a real trans- formation, from a fixed mindset—I can’t write—to a growth mindset— I made a movie!
Having students take responsibility for different roles in the process both helps in articulating the steps along the way and fosters a sense of ownership in the process. It is those feelings of empowerment and pride that I see blossoming in my students that continue to build my enthusiasm for digital storytelling.
Harrington School of Communication and Media, 2012 - 2013 Priorities and GoalsRenee Hobbs
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Presentation at Design Futures Council, 2011 finalCannonDesign
The Design Futures Council Leadership Summit on Sustainable Design is hosted annually by Design Intelligence. One hundred delegates from the world’s most influential A/E/C firms convene to identify change drivers, analyze emerging data, and explore innovation in sustainable design at this unique meeting.
Digital Storytelling: Using Technology in the Classroom that is Context-embed...Fred Mindlin
Digital storytelling refers to short (three to five minute) first-person narratives, voiced by the author, and illustrated primarily with still images. The filmic quality of the final product depends largely on software manipulations, especially the “Ken Burns” effect.
What excites me about the form is its use as a tool for writing instruction. It resonates with my approach as a “writer’s workshop” elementary school teacher, where reading one’s work aloud to a circle of peers is an essential part of the pro- cess of writing. Negotiating the content of digital story scripts in a group situation gives authenticity to the editing process.
Most importantly, reading a script aloud gives weight and meaning to the word “voice” that no amount of instruction about “finding one’s voice as a writer” ever can. When students begin to feel the power they have, using their writing to give literal voice to their unique points of view, and then get credit as the writer/ director/producer/editor of a short film, it’s not just an “elevation” of self-esteem but a real trans- formation, from a fixed mindset—I can’t write—to a growth mindset— I made a movie!
Having students take responsibility for different roles in the process both helps in articulating the steps along the way and fosters a sense of ownership in the process. It is those feelings of empowerment and pride that I see blossoming in my students that continue to build my enthusiasm for digital storytelling.
Harrington School of Communication and Media, 2012 - 2013 Priorities and GoalsRenee Hobbs
Overview of the strategic priorities for the Harrington School of Communication and Media at the University of Rhode Island, presented to the faculty by Renee Hobbs on September 7, 2012.
Presentation at Design Futures Council, 2011 finalCannonDesign
The Design Futures Council Leadership Summit on Sustainable Design is hosted annually by Design Intelligence. One hundred delegates from the world’s most influential A/E/C firms convene to identify change drivers, analyze emerging data, and explore innovation in sustainable design at this unique meeting.
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The full abstract of the talk can be found here: http://lanyrd.com/2013/realtime-conf-europe/scdtyf/
Kago monare applications of cognitivist learning on instructional technologyKago Monare
Cognitivism: This is the ability for human to think and adapt mentally to different environments and situations. This ability differentiates us from animals. It is way where by many psychologists and researchers have proposed theories on thought and how humans learn.
Synthesis Matrix for Literature ReviewJennifer Lim
An example of using synthesis matrix for doing literature review. This matrix is still an on-going effort to synthesize the research topic on Personal Learning Environment (PLE)
Contemporary shifts in the landscape of learning and teaching in tertiary education pose a number of fundamental questions regarding the role of educators. As the educator becomes increasingly decentred and displaced as gatekeeper to the repository of knowledge, there is a need to reconsider the pedagogic principles underpinning learning and teaching practices and to align the educational opportunities provided by emergent electronic technologies with these principles. Reflecting on the experience of enabling and promoting student engagement with e-learning technologies, this presentation will question the potential of established pedagogic practices to underpin learning and teaching in a technologically-enhanced environment.
DiscoRank: optimizing discoverability on SoundCloudAmélie Anglade
These are the slides of the presentation I gave at the Realtime Conf EU on 23rd April 2013.
The full abstract of the talk can be found here: http://lanyrd.com/2013/realtime-conf-europe/scdtyf/
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Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
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Ws3 learning lab
1. The design based synergy created between the corporate, the
research and the educational institutes give rise to opportunities that
can greatly enrich and enhance the situated learning process. On
a very simple level, by converging technologies through design, the
Location based learning: spaces can be loaded with more functionality to help the
FabLab, internship, field participants. An example issue regarding this topic is the capturing
and editing of the content flow in the location. Until recently, the
research, fairs, events, approaches in the educational systems have been rather classical;
the content production has been coming after the actual learning
exhibitions
LEARNING
process instead of going parallel with. This has been forming a bigger
limitation especially in the design education, as it is essential for
the people involved to produce content, constructing the idea of
ALTERNATIVE learning by doing.
CLASSROOM
LABORATORY Fortunately, as design driven approaches become more potent
by providing tools for real-time capturing and editing of
content , environments are becoming much more supportive as
well. The changes in the interactivity of the environment can
As the contemporary design scene be summarized in three categories: Emergence of interactive
surfaces, easy and transparent information capture,
BLENDED is having a transformational period and spaces with memory. Although these provide new and
LEARNING because of the innovational currents, its
innovational solutions for design education, they also bring up
the issue of carefully designing the environments and tools. So, the
SPACES WITH problem becomes how “situated learning” and the other emergent
relationships with different institutes are interaction models can be co-designed to enrich the learning process,
MEMORY making it the basis of this research.
becoming greatly affected as well. One
The investigation takes the relationship between the design
of these important intersections is with scene and the educational spaces as its base, and tries
to scan and analyze existing work to find leads for potentialities.
education and the learning processes; and However, instead of directly focusing on the issue of space, it follows
a deductive method starting from the broader notion of learning
in this section, the notion of educational in design education. Later, the focus is narrowed down to situated
spaces is specifically explored. learning and the concept of “learning laboratory”.
Before building up the research maps, the three paradigms of
learning - behaviorism, cognitivism and constructivism - were
analyzed to choose a theoretical basis for the structure. It was seen
that constructivist approach was successful in understanding and
TOOLS FOR REAL-TIME explaining the contemporary design education. Constructivism’s
essence, which suggests that learning is based on interactions of
CAPTURING AND EDITING experiences, is in fact quite coherent with “learning through
doing” approach of design education.
After setting the theoretical background; the main branches of the
map are structured, starting with the input relationships that exist
in the process. When looked at the contemporary scene, it was
INTERACTIVE seen that different characters are becoming involved in the learning
process, making it necessary to understand and use these relations.
ENVIRONMENTS Also, the nature of created material is included to understand the
output structure. Another important aspect is the time span of the
learning process, evaluating if the process is temporary, long-term or
real-time.
LEARNING BY Crossing media: School TRADITIONAL For understanding the methods and the media employed, the
term blended learning has been quite helpful. Blended learning
DOING environment, social media CLASSROOM considers mixing of different environments like situated learning
and e-learning, as well as merging synchronous and asynchronous
networks, blended learning, instruction. Therefore, the media and methods were investigated
considering this approach specifically. Finally, the notion of space is
online study analyzed to understand possible contexts the potentialities can lay
within.
Having structured a basis map, the next step focuses on laying three
Progress through dialogue: possible directions on top of this map, matching the properties of
these potentialities with the terms structured. The first focal point
designLAB, critical thinking, is the multi-platform, where blended learning approach is applied to
create environments that support interactivity and information layers.
interactive white board, The second focal point considers the activity and workshop areas
which can suggest better fabrication, prototyping and teamwork
Dropbox modalities. The last one draws from need for replicating the in-class
experience in other spaces, so that the quality obtained in the actual
environment can be carried to distances. Finally, based on these focal
MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT points, possible future scenarios were formed.
2. TOGETHER
BRAINSTORM
DOCUPROGRESS
AND COMPETEN RMS
CIES
G
WORK AND EVALUATE
PROENCY
CESS
MENTIN
BRIDGE PLATFO
SPAR
ITE
GS
L DIN SPACE
BUI LIC
TRAN
PUB NT
EVE TORY
FAC ANY
D EN T COMPTINE P
N FIEL O NM C AN KSHO
R
O
EN VIR WO L
L
HA RY
NAL
E
LIBRA SROOM
SSIO ION
THROUGH DIALOGU
CLAS E
PROFE T ITUT HOM TE
O L INS REMO E GO
S CHO ON T
H
PROGRESS
EMA IL
E OTHE
R TURE
SPAC
LITERA EAM
R
LIVE ST M
PLATF OR
IALS
TUTOR
LINK ON LINE CHA T
RES ING SERVER
AL SYSTEM
OU AUDIO/ VISU
RCE MACHINES
S
STUDENT MEDIA OFFLINE
WORK SPACES
BOARD
GENERAT BOOKS
ED
CONTEN
ENRICHING
T
CROSSING
KNOWLEDGE
LEARNING LONG-TERM DOCUMENTATION FIXED
NOTEBOOK
FLEXIBLE
TIMESPAN TEMPORARY AVAILABLE CONTEXT
LAYER OF
INFORMATIO
N LABORATORY REAL-TIME FEEDBACK
TEACHERS
PARTICIPATION
COMPLIMENTARY
PARALLEL
ANT
RELEV NCE
INPUT STUDENTS
COACH
EXPLAIN
E
REFER
SELF REFEREN
PROFESSIO GROUP CON
TIAL
NALS TRIBUTION
STAKEH TEACH
OLDERS INSPIRE
METH EVALU
ANCHO
R
INDIC A POINTS
ODS ATE SELF
GROU
TE DIRE
CTION
P
DIAL TEACH
LOCATION BASED
OGU EXTER ER
E BRAIN AL
N
OU STOR
LEARNING
SHA DISC
U MING
RE PITCH SSION
TPU DEBA
T EXP
LAIN
DOC TE
PRES UMENT
A
REFE ENTATIO TION
CO ON REN
CE
N
LLE PRA FIELD S
CT WO CTICE
PER IVE LEC RKSHO
SO LITE TURE P
NA PRO RATU
L PRE CESS RE
BLO SENT MAP
WE G ATI
ON
SKE BSITE
NO TCH
COLLECT RELEVANT
LIN TES ES
TU KS
TO
RIA
AND PRACTICE
EXPLORE AND
L
KNOWLEDGE
EXPERIMENT
EXPERIENCE
ENGAGION
E
IN ACT
3. LEARNING MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT
LEARNING MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT
LABORATORY LABORATORY
Our reference
Our reference Revision table External classroom Crossing knowledge
Crossing knowledge Progress through dialogue Location based learning
“Our reference” is a tablet and laptop application “Revision table” is a classroom set up for The “External Classroom” aims to tie the
for in-class environment. It is enhancing the improved work reviews and discussions. The learning environment outside the school
learning process, by bringing up relative contents driving force behind it comes from the need to institution with its body, by utilizing the student’s
and analyzing the interest of the students. easily follow, capture and share the project, or personal mobile technologies.
work process.
The lecture is sound and video recorded, When a workshop is going to be performed
and stored on the school server, accessible With people logging in to the table before outside the institution, students can add it on
by the whole community, inside and outside work, their personal files related to the project, the digital calendar, for others to participate
the insitution. Simultaneously, keywords are are brought on the table - creating a physical or follow. Between those participating in the
generated from the speech and displayed on Dropbox. Familiar gestures are associated with workshop, a mobile application is distributed,
the personal devices of the students, along with operations like highlighting, pointing, moving, enabling them to share the workshop material
relative links. The students, make their notes zooming, or grouping and saving. As the within the group, and to turn the group into
by adding keywords, comments, or attaching movements and changes in the documents are content creators. In this way, through the group
other content. All these inputs create relevant recorded along with sound, scanning through members point of view, the action is recorded
“notebook”, where every item has a time stamp the work progress, and creating a narration path, and broadcasted live online. For those in
linked to the lecture, to be refferenced even are made possible. From this, a presentation the main institution following the workshop,
later by the student. Looking at the time stamps, document is recorded by merging the table these streams are displayed, enabling them to
an interest graph showing the amount of activity contents in a workflow, enriched with an audio switch between point of views and access the
is generated. As all individual plots are combined, from the discussion. In this way, each project workshop contents in a much richer way. As
a collective class interest plot is achieved. This progress can be stored and shared in a much all material is archived, this will create student “Our reference” is a tablet and laptop application
can either be used to evaluate the lecture for more dynamic format. experience-generated library for further for in-class environment. It is enhancing the
feedbacks, or be displayed in school common reference and use. learning process, by bringing up relative contents
areas to create a flow of knowledge way beyond and analyzing the interest of the students.
the classroom walls.
The lecture is sound and video recorded,
eg. http://www.youtube.com/ eg. http://www.ted.com/ and stored on the school server, accessible
eg. youtube videos sticky notes watch?v=0U05WeXPGlk by the whole community, inside and outside
the insitution. Simultaneously, keywords are
generated from the speech and displayed on
the personal devices of the students, along with
relative links. The students, make their notes
by adding keywords, comments, or attaching
other content. All these inputs create relevant
“notebook”, where every item has a time stamp
linked to the lecture, to be refferenced even
later by the student. Looking at the time stamps,
an interest graph showing the amount of activity
is generated. As all individual plots are combined,
a collective class interest plot is achieved. This
can either be used to evaluate the lecture for
feedbacks, or be displayed in school common
areas to create a flow of knowledge way beyond
the classroom walls.
eg. youtube videos sticky notes
4. LEARNING MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT LEARNING MARCO GHEZZI, STEFANIJA NAJDOVSKA, TAMER ASLAN, JESSICA BALA, ABEL KORSMIT
LABORATORY LABORATORY
Revision table External classroom
Progress through dialogue Locationbased learning
The “External Classroom” aims to tie the “Revision table” is a classroom set up for
learning environment outside the school improved work reviews and discussions. The
institution with its body, by utilizing the student’s driving force behind it comes from the need to
personal mobile technologies. easily follow, capture and share the project, or
work process.
When a workshop is going to be performed
outside the institution, students can add it on With people logging in to the table before
the digital calendar, for others to participate work, their personal files related to the project,
or follow. Between those participating in the are brought on the table - creating a physical
workshop, a mobile application is distributed, Dropbox. Familiar gestures are associated with
enabling them to share the workshop material operations like highlighting, pointing, moving,
within the group, and to turn the group into zooming, or grouping and saving. As the
content creators. In this way, through the group movements and changes in the documents are
members point of view, the action is recorded recorded along with sound, scanning through
and broadcasted live online. For those in the work progress, and creating a narration path,
the main institution following the workshop, are made possible. From this, a presentation
these streams are displayed, enabling them to document is recorded by merging the table
switch between point of views and access the contents in a workflow, enriched with an audio
workshop contents in a much richer way. As from the discussion. In this way, each project
all material is archived, this will create student progress can be stored and shared in a much
experience-generated library for further more dynamic format.
reference and use.
eg. http://www.youtube.com/
eg. http://www.ted.com/ watch?v=0U05WeXPGlk