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April 15, 2010

Reasons for literacy to love the iPad #1

I'm selling a bunch of iPad ideas to my investment panel tomorrow on behalf of my client companies and looking forward to producing some fun, engaging and hopefully profitable little apps early on in the new marketplace, before it, too, gets over-over-overcrowded.

This example of how Alice in Wonderland will be iPadised has a budget well above our prototypes, but creates the kind of eye-popping engagement for reading that most of us learning and teaching reading in any language wouldn't want to miss.


Such Tweet Sorrow with the Royal Shakespeare Company

Such Tweet Sorrow
Way back last autumn my former colleague Claire McArdle came to the 4iP table with an idea that involved the world's authority on performing Shakespeare, Twitter and a mad little company we had played with before. Such Tweet Sorrow has just been born, and is something every school in the land could be using as an injection of amusing accessible literature before this year's diet of death-by-examination:

More than 400 years ago William Shakespeare wrote Romeo and Juliet , introducing “a pair of star-crossed lovers” who defy an “ancient grudge” between their two families with romantic and ultimately tragic results.

As well as numberless stage versions, it has been retold in film, opera, ballet and musical forms.  In this ground-breaking experiment, it is coming to life across and through a social network, Twitter.

If you have a Twitter account already, you can simply choose to follow any or all of the six main characters in Such Tweet Sorrow.

If you aren't on Twitter yet, this might be the perfect opportunity to discover what all the fuss is about. It is easy to join!

Throughout the five weeks of this performance,  you will see and read  the “tweets” - Twitter updates which may be thoughts, messages, links or confessions - of Romeo, Juliet and four other characters .

They are being brought to your Twitter-stream by six actors from the Royal Shakespeare Company. Each of them has a “script” designed  by Mudlark's writing team of Tim Wright and Bethan Marlow, under the direction of the RSC's Roxana Silbert.

The actors will write their actual tweets themselves, using the rich backgrounds the writers have given them, along with a detailed diary that tells them where their characters are at any one moment of the adventure- what they are feeling, who they are with, who they want to talk to.

This may be as ordinary as telling us what they had for breakfast or as remarkable as announcing a deep, deep love.

It will all take place at the time (GMT) it would in real life.

To catch up, look at the Live Timeline and The Story So Far on this Such Tweet Sorrow site - also look out for events in the storyline that you can join in with and have more talk of these sad things.


April 10, 2010

Links for 2010-04-08 [del.icio.us]

  • RebootEducation Dinner 30th March 2010 (short form)
    RebootEducation is a series of private networking dinners and meetings between leading educators, technologists, politicians, entrepreneurs, futurists and creatives to consider the future of education hosted by Learning Without Frontiers.
  • FlockDraw
    Paint a simple masterpiece. Make a point visually.
    Do whatever you want. Do it together.
    Grab a tool. Pick a color. Draw something.
    Show a friend. Show the world.
    Share your vision.
  • WallOfTweets.net
    „Wall of Tweets is a simple and engaging solution that enables people attending your event to share their tweets on a big wall in a real-time”
  • TimeMaps - A Journey through History
    TimeMaps is a world history resource that uses a combination of Timeline, Atlas and Encyclopedia to cover the history of the world in an authoritative, engaging and informative way. Navigate to any civilization or period in history for either a broad overview or an in-depth look at the people, places and events.
  • Welcome to Aviary
    Photo-editing, logos, web templates, filters, color palettes, screen capture & more at Aviary.com


April 07, 2010

[ gbl10 ]: Gaming for social good

Earlier this week at Game-Based Learning 2010 I was talking about how play mechanics and attitudes could perhaps do as much offline as on (Part 1; Part 2), in terms of raising expectations of how young people and adults learn, socialise and live... with some sense of enjoyment and engagement. Via Rory at Ogilvy comes news that the winner of the FunTheory call to action on YouTube is the example, above, of how to make people keep to the speed limit.

What play theories or fun theories could we introduce in your schools to help Good Things Happen?


April 02, 2010

Links for 2010-03-31 [del.icio.us]


March 31, 2010

[ #gbl10 ]: Game-Based Living: the core of new media literacies [Part 1]

Toledano Pictures  of Gamers

[A summary of my Game-Based Learning talk, with all the bits that I didn't manage to cover in 18 short minutes]

Gaming affects and infects so much of our lives to the extent many of us don't recognise its beneficial effects any more. It's no surprise that educators need to push a "games-based learning" agenda just to help education communities and leaders start to realise some of the untapped  potential that comes when we look at games from the point of view of creating systemic changes in learning and learning spaces.

For a start games seem to raise our expectations from the moment we launch them, like a Hollywood blockbuster, and then engage us for as long, sometimes longer. I'll long remember the day I returned from a day teaching to find my wife, newly adorned with a copy of the Sims, still in pyjamas and rather hungry - she'd been too busy feeding, washing and dressing her virtual friends to do any of the above to herself. Or my mother, who, on a stay over with us could still be found at 2am fighting Eastern European-type terrorists in Call of Duty.

The fact is that the opening of a game lets us know that we're in for as much joy as the drah-drah, drah-drah of the 20th Century Fox drums:


Challenge is different from fun

Games also manage to help us achieve two things that are also essential for learning. Firstly, we get quite quickly into a sense of flow where, like my wife playing Sims, we lose track of time around us and are absorbed into in-game time. Secondly, we're provided with challenges that are, it seems, perfectly pitched at our zone of proximal development - not quite too hard to understand, not quite too easy to make them boring.

The result of these three factors - raised expectation, flow and Vygotskyism - is a level and intensity of engagement with content that film, TV, books, even live football matches fail to achieve to quite the same level. I'll take suggestions of any of the above that achieve the emotion of a video-game for 20 straight minutes - about the least amount of time we spend on one.

Take a look at the Toledano pictures, above, that illustrate what I mean.

But these faces are not just exhibiting 'fun', and in some cases would suggest the opposite. Games offer more than just fun, and for leaders this is vital to understand. It might even be worth stressing that fun is of secondary importance of all to the notion that games challenge in ways traditional linear media (from feature films to textbooks to PowerPoint presentations) generally do not at such regularity with such power and impact.

Gaming as part of a wider media literacy

Gaming is not just about offering challenge, which nearly always indicates learning. Gaming, and specifically play, make up a large part of our understanding of media literacy, and engaging the senses on more fronts would, I'd like to suggest, make for some fascinating transmedia learning experiences.

A good model to think about where gaming fits into the new media literacies our youngsters (and their parents and teachers) need are Henry Jenkins' New Media Literacies. They can be summed up thus:
  • Play — the capacity to experiment with one’s surroundings as a form of problem-solving
  • Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery
  • Simulation — the ability to interpret and construct dynamic models of real-world processes
  • Appropriation — the ability to meaningfully sample and remix media content
  • Multitasking — the ability to scan one’s environment and shift focus as needed to salient details.
  • Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities
  • Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal
  • Judgment — the ability to evaluate the reliability and credibility of different information sources
  • Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities
  • Networking — the ability to search for, synthesize, and disseminate information
  • Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms.

Some games make no attempt to teach our youngsters about the wider connected world, being more about skills development in a particular (subject-focused area) e.g. Dr Kawashima's Brain Training. But generally, video games are  superb at hitting a lot of these new media literacy bases, beyond the obvious ones of play, simulation and multitasking. In this paragraph from a stream of enthusiastic consciousness about game-based learning in a Scottish nursery/kindergarten room, we see that the game itself is secondary to game-inspired activity, and this is how games tend to hit so many of our literacies framework:

Caring for goldfish in playrooms, bringing in fish from fish counters on ice and investigating these, children’s drawings and paintings inspired by pet pictures by artists such as Monet and Andy Warhol, visits to Pet shops, visitors in to nursery linked to pets, photographs by children of their own pets and home links, use of video camera and digital camera by children in playroom, pet corner made and designed by children where they dress up as pets to be sold, use money etc etc, sensory area with linked activities, emergent writing and mark making at all areas in the nursery where the children record what they are doing, the list goes on.

This is why an over-emphasis on 'play' as a reason to harness the potential of gaming could be unhelpful in understanding why games are so powerful as learning contexts or tools; there's a lot more than play involved in effective learning that has gaming at its core or point of inspiration.

Therefore, to make sure we can stretch the literacies of our youngsters we, as teachers, might think about how we shape the social and learning environment in our classrooms and online to start filling in some gaps.

Why bother learning new media literacies in the first place?

Good question, with an easy answer. The creative industries are the fastest growing and already significantly large sector in most of the Western world, and increasingly in the Far East, too. In South America it has arguably been the profession of choice for many years, creating a world-class advertising and marketing industry throughout the continent.

Yet, I feel, the largest differential in this set of industries, spanning fashion to design to technology to games manufacture to filmmaking, will not be the cost of doing business - quality counts above price for the products and services of these industries, and outsourcing is generally done to highly paid niche experts, not to lowly/under-paid mechanical Turks on the other side of the planet. The differential factor will be the ability of its practitioners, accounting for a pace of growth twice that of the rest of the British economy, to continually out-smart competitors with a global understanding of these wide skills bases. Filmmakers have to understand the potential of gaming, game-manufacturers will have to understand how data sets and social networks can make their experiences ever more rich and realistic, fashion designers will have to understand how core technology can make their clothing better or help sell it more effectively.

'Hybrid talents'

Therefore, the largest differentiator is possessing 'hybrid talents'. Hybrid talents are ones that understand the potential of other sectors' work, but also where it fits within a larger systemic understanding of how users/customers/learners operate within a complex set of literacies. Without this latter understanding, how are we going to produce media that is both challenging while not being out of the user's depth, and how are users of that media (learners or customers) going to be able to understand ever more complex games and narratives of the kind Janet Murray describes in the brilliant Hamlet on the Holodeck?

This is a genuine challenge. In the past two years I've seen that the success ratio for digital media to gain investment is about 1.5%. That is, for every 250 ideas generated by people only 4 manage to bring that understanding of the wider digital ecology in which they will survive. A lack of hybrid talent means most people lose out, it means our creative industries lose out.

Creating games that fit in the wider media ecology

Routes Game - Sneeze Level 1 Games that achieve this understanding of the wider digital ecology meet with phenomenal success. While most of the Routes Game flash minigames played in isolation through Miniclip receive huge numbers of plays, the repeat engagement with the subject matter remains far less than when those same games are played embedded within the context of a long-line narrative, community challenges and a murder mystery.

Sneeze, pictured, a game designed to understand the spread of disease, is an example of this phenomenon, having received over 15m plays alone.

Similarly, traditional linear movies are increasingly using games as a means not just to market the film but to add to the experience of watching the film. Last year's Sherlock Holmes release was accompanied by an online flash game 221b.sh.

The agency who created this were at pains to make sure that the film/brand of Sherlock Holmes would "be in a better state after their work than when they picked it up". That is, the game they produced had to extend the storytelling in ways linear film could not. If you take one of the many comments of players/viewers of the film, they succeeded:

221b Comment

Why games & playfulness are particularly good at changing behaviour

If you were to only read the red-tops you'd believe that the only behavioural change that games can engender was one of feral violence and sleep deprivation. Looking closer, though, we can see how the ingredients of good games can work in the real world, by making 'fun', engaging and even challenging acts as simple as choosing to take the stairs instead of the escalator:

4052377281_f491d25100_oAdding play to signage is more likely to achieve the desired result, too (picture, right). Across the UK we see anti-speeding signs that achieve results not by telling us off, or snapping us and punishing us at a time long after the offense, but by smiling or "looking sad" when you speed. The results of this playfulness have been disproportionately more successful than punitive measures.

Likewise, a gaming philosophy underpins our attitudes towards the punishment for speeding. In the UK, it is nearly a machismo statement to claim you have earned three or six points on your licence. In Italy, where any measures to reduce machismo in driving will be used to great effect, you start off with 12 points and then lose them as you speed or break the law in other ways.

More directly, we see gaming elements at play in social apps designed to inform, educate and spread around the web, creating more change in habits - MirrorMe is a good example of this.

More in part 2...


Links for 2010-03-30 [del.icio.us]

  • Kodu - Microsoft Research
    Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input.
  • #gbl10 Professor Abandons Grades for Experience Points | Technoccult
    A professor at Indiana University has instituted a system of gaining experience points through classwork instead of receiving traditional grades.

    Lee Sheldon is an accomplished screenwriter and game writer, having worked on TV shows like ST:TNG and Charlie’s Angels as well as the Agatha Christie series of games from The Adventure Company. He now teaches game design courses for Indiana University’s Department of Telecommunications. Instead of assigning his students a grade at the end of the course, he instead starts every student at 0 xp and they earn points through completing quests like solo projects and quizzes in addition to grouping up for guild projects and pick up groups. How many points they have at the end of the course determines their actual “grade.”
  • Jesse Schell at DICE 2010: "Design Outside the Box" Video


Links for 2010-03-29 [del.icio.us]

  • Women And Gaming - Forbes.com
    "The average age of gamers in the U.S. is 35," says Phaedra Boinidiris, founder of WomenGamers.com and product manager for IBM's ( IBM - news - people ) Serious Games Group. "In fact, 38% of console gamers and 43% of PC gamers are women. The stereotype of a gamer as a 14-year-old boy couldn't be further from the truth."
  • Women And Gaming - Forbes.com
    "In a real-world scenario you might be denigrated for attempting a task and not succeeding," says Steinberg, but "gaming gives the opportunity to experiment with different approaches, to try new things."


Links for 2010-03-26 [del.icio.us]

  • Megas 2010: Applications and Gadgets Winner | Megas | MediaGuardian
    MirrorMe is an innovative application that aims to promote healthy lifestyles in the young adult population. Users take any photo of themselves, enter an overview of their bad habits and are then presented with an image of what their face would look like in the future. The app has personalised effects for ageing, binge drinking, drug abuse, sun damage, obesity and smoking.

    Judges said: "It's new, usable, popular and therefore has social value and empowers kids on making decisions about their future."
  • VCASMO - Home
    Sync presentation with video from a keynote/workshop/event/pitch


[ #gbl10 ]: The National Gaming Curriculum: new media literacies [Part 2]

Find and Replace
[This is Part 2 of a summary of my Game-Based Learning talk, with all the bits that I didn't manage to cover in 18 short minutes. Part 1 was published earlier, and explains some of the terms used here.]

One of the things that I always find helpful is to take 'standard' ways of thinking, standard documentation, and then do a "find and replace" on it, borrowing ideas from another sector.

What happens when we take gaming, which we've seen has so much promise for learning, and take the national curriculum or guidance documents (I've borrowed the new English primary curriculum), and then make a new curriculum? I think the results are interesting, and I wouldn't mind trying to design a curricular approach along these lines. Swap curriculum for 'game', curriculum phase for 'level' and, vitally, learner for 'gamer':

The statutory game should establish an entitlement for all gamers and promote high standards.

The purposes of having a statutory game are:

  • to establish an entitlement for all gamers, regardless of social background, culture, race, gender, differences in ability and disabilities, to develop and apply the knowledge, skills  and understanding that will help them become successful gamers, confident individuals and responsible citizens
  • to establish national standards for gamers’s performance that can be shared with gamers, parents, teachers, governors and the public 
  • to promote continuity and coherence, allowing gamers to move smoothly between game levels and phases of gaming and providing a foundation for lifelong gaming
  • to promote public understanding, building confidence in the work of game levels and in the quality of compulsory gaming.


In particular, the game should:

  • promote high standards, particularly in literacy, numeracy and ICT capability
  • provide continued entitlement from early years to a coherent, broad and balanced game
  • instil in gamers a positive disposition to gaming and a commitment to learn
  • promote and pass on essential knowledge, skills and understanding valued by society to the next generation
  • be relevant to gamers and prepare them for the here and now, for the next phase of their gaming, and for their future
  • widen horizons and raise aspirations  about the world of work and further and higher gaming
  • make gamers more aware of, and engaged with, their local, national and international communities
  • help gamers recognise that personal development is essential to wellbeing and success.

What other curricula around the world make more sense, and will engage more learner-gamers-teachers, when they're find-and-replaced?

Pic: Andrew Mason


More analogue creativity: "Fun Theory" ideas for school design

A few weeks ago I was listening in on a session from the Swedish arm of agency DDB, who had undertaken some experiments for VW on how one might inject fun into products and life: The Fun Theory. Two experiments made me smile, and I began thinking how ingenious they'd be for helping students in schools happily do the things we'd prefer them to.

For years, one of the behaviour touch points in classrooms and schools has been on the administration of movement and organisation. We've told kids: don't run, don't walk the wrong way up those stairs, don't bring the dirt into school - wipe your feet, take your jackets off when you're in the classroom... All this despite knowing with fifty years experience that telling people not to do stuff doesn't work.

With three videos, I started having some subversive ideas about how we could help youngsters change their behaviour at school and have great fun at the same time:

Management of movement:

Management of clothing:

Management of feet:



Links for 2010-03-28 [del.icio.us]

  • UK children's media literacy | Ofcom
    Among those users aged 8-12 with a page or profile on either Facebook, Bebo or MySpace, one in ten (11%) say they have set their profile to be visible by anyone, with four in five (83%) setting their profile so that it can only be seen by friends, an increase from 67% in 2008. Four per cent prevent their profile being seen at all. Nine in ten (93%) parents of these children who are aware that their child visits social networking sites say that they check what their child is doing on these type of sites. However, one in six (17%) parents of these children are not aware that their child visits social networking sites.
  • Mr Toledano : home
    Amazing pics of hidden lives
  • HMIe visit « Interim reports
    A long para that sums up what gaming in learning is about - not so much about the game:

    Caring for goldfish in playrooms, bringing in fish from fish counters on ice and investigating these, children’s drawings and paintings inspired by pet pictures by artists such as Monet and Andy Warhol, visits to Pet shops, visitors in to nursery linked to pets, photographs by children of their own pets and home links, use of video camera and digital camera by children in playroom, pet corner made and designed by children where they dress up as pets to be sold, use money etc etc, sensory area with linked activities, emergent writing and mark making at all areas in the nursery where the children record what they are doing, the list goes on. The key however is not really about the eyepet it is about the opportunities provided for learning.
  • Move away from superficial learning - Article - TES Connect
    Of course, there are vested interests in a subject-based curriculum, who cry foul when cross-curricular approaches are proposed. But research does not support their fears that inter-disciplinary approaches "have a negative impact on the integrity of individual subjects"; quite the reverse.
  • Challenges and Opportunities for the Scottish Physical Education Profession : Don Ledingham’s Learning Log
    if “traditionalism” is simply used as an excuse to limit children’s experiences to what the teacher feels comfortable with then it becomes a significant barrier to progress.
  • MephoBox | Web Design and Web Inspiration
  • Showcase of Academic and Higher Education Websites - Smashing Magazine
  • Films showing at Brave New Theaters
    Allows people to choose what films they'd like to show, gather interest and then have the shows put on for them in local cinemas
  • Wreckamovie - Be the Future of Film
    Professional User Generated Content
    Internet Collaboration
    for Film
    Intelligent
    Distribution
  • Wreckamovie - Wikipedia, the free encyclopedia
    Wreckamovie is a collaborative film production platform, where anybody can come, set up his own film production and find a community to collaborate with, or find interesting film productions and become a collaborator in a worknet. Its aim is to make filmmaking easier, more effective and possible for everyone. [3]
  • About the Film : Iron Sky :: Official Movie Site
    Crowdsourced film: Iron Sky is a science fiction comedy being produced by Energia Productions, Blind Spot Pictures and co-produced by 27 Films. At the moment, the production is gearing up with costumes being made, sets designed and plans being finalized. After the shoot we will enter a year long post production process.

    The primary language of the film will be English with worldwide distribution, through theaters and via the Internet. If you are interested in joining in the production of Iron Sky, please visit our page at wreckamovie.com or join the community!
  • Indie Screenings
    Indie Screenings is a cunning website which allows anyone anywhere to organise their own screening of certain independent films - and to keep the cash for their own campaign or pocket. By cutting out the middlemen, Indie Screenings gives the filmmakers a far larger slice of the pie, thereby helping them not end up on the streets.
  • Rage the movie :: Q&A
  • Sita Sings the Blues
    Dear Audience,

    I hereby give Sita Sings the Blues to you. Like all culture, it belongs to you already, but I am making it explicit with a Creative Commons Attribution-Share Alike License. Please distribute, copy, share, archive, and show Sita Sings the Blues. From the shared culture it came, and back into the shared culture it goes.

    You don't need my permission to copy, share, publish, archive, show, sell, broadcast, or remix Sita Sings the Blues. Conventional wisdom urges me to demand payment for every use of the film, but then how would people without money get to see it? How widely would the film be disseminated if it were limited by permission and fees? Control offers a false sense of security. The only real security I have is trusting you, trusting culture, and trusting freedom.
  • Steal This Film II
    These are strange times indeed. While they continue to command so much attention in the mainstream media, the 'battles' between old and new modes of distribution, between the pirate and the institution of copyright, seem to many of us already lost and won. We know who the victors are. Why then say any more?


A chance to get students building their own apps

There's a chance that by the dawn of the 2010-11 school session, the beginnings of iPhone app-making as a curriculum activity begins to take traction in Scottish classrooms.

The other day I entered into a prolonged twitter debate with Graham Brown Martin and Joanne Jacobs on how we could encourage a change in technology teaching and learning by encouraging more coding. But, if we did this, what kind of programming would we expect students to learn? And is the point that they should learn programming languages or simply how to learn how to programme?

My tuppence worth was that creating apps was an easy entry point that gives relatively quick results and gratification for one's efforts, and which could lead to greater (more complex things).

Well, the good people at Adventi and new Scottish education startup re-wire are offering a chance for schools to win iPhone training courses and Apply hardware, along with courses on the entrepreneurship and innovation strategies that work with Apple development.

To qualify you have to submit a five-minute YouTube video to the Community Counts site, answering the question "what does best practice in computing teaching mean to you?", and should give a recent example of an innovative project within a computing or information systems classroom in Scotland. For more information, email Lisa Keyse. You have until June 4th.


Links for 2010-03-24 [del.icio.us]


Links for 2010-03-23 [del.icio.us]

  • Have you got 38 minutes? – Colin Gilchrist
    18 months or so ago Ewan McIntosh, the then commissioning editor of Channel 4ip (hope I’ve got that title right) set up a social network for your community – the site has evolved but originally was set up to encourage businesses to create products or forge partnerships that would be worthy of investment or mentoring by Channel 4ip and or one of its partners (Scottish Enterprise +).

    It now has a number of groups on the site that helps agencies and businesses promote, facilitate, discuss, rant… about issues that effect them. But more importantly allows your community to find each other and give each other work.


20 on 2020: Rosling, Perez, Sachs on how mobile phones will reduce poverty and why we must relentlessy harness new technologies

I'm normally not a fan of anything that proclaims to predict the future, let alone a future that's 10 years away. In digital media terms, that's a lifetime or three. However, a new weekly video podcast series - 20 on 2020 - is providing some fascinating insights from an incredibly varied bunch of people working at the sharp end of change and technology.

Eriksson are curating these videos and insights as part of their own research and development, seeking ideas from people they have admired, though don't necessarily agree with. The result is a high quality set of insights from some genuine thought leaders revealing where they think the changes and opportunities are coming in the run up to 2020.

There are currently eight of the twenty up which you can find on the site and on the YouTube channel, and they include


March 23, 2010

Links for 2010-03-22 [del.icio.us]

  • The Great Nintendo DS School Invasion - PCWorld
    Could Nintendo's Mario and Luigi be headed for blackboards and pop-top desks after decades battling bob-ombs, chain chomps, hammer bros, and koopa troopas? Mario creator and Nintendo R&D guru Shigeru Miyamoto certainly hopes so.

    Speaking to The Associate Press ahead of today's London-based British Academy Video Games Awards, where he'll receive a special award, Miyamoto admitted turning consoles into teaching tools is "maybe the area where I am devoting myself (the) most."
  • 1 Billion Spammers Served | Overview of Insights into Spam | Project Honey Pot
    How many variations on the word "VIAGRA" have been found in Project Honey Pot's corpus?
    956 (e.g., V1AGRA, V1@GRA, VIA6RA, etc.)
  • Facebook fuelling divorce, research claims - Telegraph
    One law firm, which specialises in divorce, claimed almost one in five petitions they processed cited Facebook.

    Mark Keenan, Managing Director of Divorce-Online said: "I had heard from my staff that there were a lot of people saying they had found out things about their partners on Facebook and I decided to see how prevalent it was I was really surprised to see 20 per cent of all the petitions containing references to Facebook.
  • Top 10 Industries of the Decade - WomenEntrepreneur.com
    Since VoIP started posting revenue in 2002, revenue growth accumulated by an astronomical 179035.8 percent. IBISWorld predicts that VoIP will continue as the No. 1 performer in the coming decade.
  • Street Art Dealer: Spray it, sell it
    The scheme provides artists with QR codes to paste up next to their work. If a member of the public takes a picture of the tag with their camera phone, it connects them to a site where they can buy prints of the work and learn about its creator.
  • Movie clips and movie scenes at movieclips.com
    Type in a famous catchphrase from a film, actor or director and it'll find you the clip
  • MyProjects - Cancer Research UK - BETA - Home
    MyProjects is an exciting new way to support Cancer Research UK's life-saving work. It allows you to donate to a specific project and keep up to date with the project developments.
  • Freelawdocuments.com
    Professional legal documents for free - startups, SMEs, individuals


Links for 2010-03-21 [del.icio.us]

  • Apology from Times Education Supplement to McIntosh & Winton for misquote
    In last week’s feature on internet safety, two sentences critical of Glow were attributed to Neil Winton through an editing error. Mr Winton’s criticisms were aimed not at Glow, but at the restrictive website-blocking practices in Scotland’s schools.

    The following was attributed in error to Ewan McIntosh: “Virtual learning environments like Glow are the modern equivalent of the worksheet.” We apologise to Mr McIntosh and Mr Winton.
  • Ask H&FJ: Four Ways to Mix Fonts
    Is there a way to know what fonts will work together? Building a palette is an intuitive process, but expanding a typographic duet to three, four, or even five voices can be daunting. Here are four tips for navigating the typographic ocean, all built around H&FJ's Highly Scientific First Principle of Combining Fonts: keep one thing consistent, and let one thing vary.
  • iPad Templates and Stencils - Emily Chang – Designer
    While consumers await the arrival of the first generation iPad on April 3, designers and developers have been working on apps in anticipation.

    Here’s a list of free iPad templates and stencils to get you started
  • Fanta Stealth Sound System
    The idea was inspired by the ulta-sonic alarms used to stop teenage groups gathering - these play high-pitch sounds which only young people can hear. When you get older you can't hear these sounds as your hearing naturally gets worse.

    We turned the technology upside down. The mobile application we invented, The Fanta Stealth Sound System, allows the same teenagers to communicate between themselves using frequencies adults cannot hear. We used simple, graphic icons to give the application truly global reach.
  • Smokesecreen game guides teenagers through dangers of social networking | Technology | The Observer
    "Young people," he argues, "don't make the same distinctions between different media and devices that older users do. They play games, watch videos and surf the web on every device they can get their hands on. But they are also comfortable with entertainment that doesn't fit into easy categories."

    David Smith, director of ICT at the private sector St Paul's school in London. "I think what Smokescreen was doing was really interesting," he told me, "but I think schools should be dealing with social software anyway. It shouldn't be banned. It's just another part of what we use to communicate and live by, and it's very important that we learn how to use it well." If the experience of Smokescreen tells us anything, it's that this means meeting teens on a common ground – and listening to, as well as telling, stories about the digital world as they are living it.


This Wednesday: Join me for a chat on the phone about adopting technology

Ewan McIntosh conversation
Ever wish you could discuss how a blog post might actually be applicable in your own school? Now's the chance, with an opportunity to join a phone chat with me and other educators from around the world this Wednesday.

Earlier this month I published my thoughts to date on what works best for school leaders (or anyone, given a word-change or two) wanting to bring their staff on board for behavioural, procedural or technological change. It's the first of a series of thought pieces with practical next steps for Cisco's GETideas platform.

My GETinsights 'Office Hours' chats

This Wednesday, at 9:00 AM PST/12:00 PM EST/4:00 PM GMT, you can join me and fellow educators for a discussion of the points raised there on the telephone and/or on the computer, by registering for the 45-minute Q&A session beforehand.

My "Office Hours" session is designed to take the wide brushstrokes of the blog post and talk about how it might apply itself in your own setting - the idea is that we can all learn from each other's stories, barriers, and opportunties. It's also a chance to challenge or pick up on points that need expanding from the blog post.

I hope you can join us. If you're West Coast US, it's the beginning of your day, East coasters can join at their lunch break and European teachers can pop in at the end of the school day. Those in the Far East can think of it as their bedtime story ;-) Any questions, just leave a comment here.

Picture Credit: Ewan McIntosh photography workshop, Shanghai 2008 from Brian Lockwood


Piano Improv with Chatroulette


In a break for our normal service (and any chance of getting real work done this Sunday morning) I bring you Piano Improv on Chatroulette. There's a wee bit of naughty language but, contrary to most of my own Chatroulette experiences, no rude body parts. You will laugh, maybe even be amazed by a guy with some talent and free time on his hands. I'm not going to suggest that music classrooms around the world start using Chatroulette for edyoocashun, but we can giggle a little at the curricular move that might have been...

Update: After a particularly productive morning I've discovered that the talented guy with piano and some time either is Ben from Ben Folds Five, or a good lookalike. The real Ben Folds has since responded to the User Generated inspiration and thus reinvented U2's penchant for the ritual phone call to Presidents and Prime Minsters: he now Chatroulettes with random members of the public during his 2000-seater concerts, creating witty and nsfw songs for them. Brilliant. And that means I've discovered the party piece we'll force Derek Robertson to do at Games-Based Learning in a fortnight.


March 21, 2010

Links for 2010-03-20 [del.icio.us]

  • Glow Cookbooks
    Our aim is to offer a simple step by step guide on using Glow to enhance learning and teaching.
    These examples are lifted from real use and set out the Glow components used (ingredients) and how they were utilised in a particular context (recipe) and finally the impact upon learning (end product).
  • Glow Help Articles
    This resource contains help articles for Glow Scotland. You can see a full index of help articles in each category from the top bar.


The learning capital in analogue

The T-Shirt War from Ibrahim Nergiz on Vimeo.

From Tim, the above film is indeed a triumph of preparation. For a 3-minute film, two days, 222 t-shirts and a fire extinguisher are required (along with, arguably, one of the most relentless editing sessions going). As Tim says, the exercise of simply reverse-engineering the clip is superb for understanding filmmaking and animation. However, for an increasingly burgeoning merry band of us (I know Davitt joins us in this camp) it's the joy of mixing analogue skill with digital, the t-shirt art and screen printing with the digital video stop-frame animation and traditional film.

Another example of grown men oohing and aahing on analogue are our chums at BERG. I met Matt Jones, BERG's Director, Design, on Thursday and felt a warm satisfaction as he showed the video, below, about four minutes in. It's an advert this, ten minutes long, for a Polaroid camera. But hidden in here is a lesson in angles and the physics of light even Mr Meyer would have been proud of (except the 1972 hair styling and music is more retro than either of us would ever manage).

But the craft of the actual camera makes me long for one more than any compact digital oblong that I might find on sale these days. I also have the feeling it has a lot more to teach me about stuff than a digital camera ever could. Like "aspheric".


Links for 2010-03-16 [del.icio.us]

  • Twitter / Jay Rosen : Clay Shirky's big idea at ...
    Institutions will try to preserve the problem to which they are the solution. This does apply to the press.
  • How not to use Twitter, by Rentokil | Blog | Econsultancy
    Rentokil created a blog post, ‘Why is @Rentokil following me?’ in which it tried to explain its motivation.

    Yes, it admitted, it’s trying to boost its social media marketing. ‘Phase one of our twitter campaign was to find pest control related people to follow. Tick, complete.’

    Phase two, it claimed, is to find ‘experts’ and interesting people outside of pest control and follow them – although it doesn’t explain why.

    To make matters worse, the blogger then wrote: “We have had a few nice messages, but also a few rude ones – which personally I think is a little bit unnecessary.”

    Look, if people aren’t responding positively to your marketing efforts, you re-evaluate them and consider changing them. You don’t gently chastise them like a tired mother with a sulky toddler.


Links for 2010-03-18 [del.icio.us]


Why understanding data must take its place in new media literacies

As a Commissioner with 4iP I'll admit to having struggled to convince those digital media producers around me that if only they could produce worthwhile data projects we'd fund them. "Why is data so important?" they'd ask, thinking of it as some kind of geeky pass-time, rather than something storytellers would use.

I'm going through the same process at the moment interviewing storytellers, one of whom will win £10.5k to spend six months uncovering stories the data tells us in the Revealing Stories programme I devised. Learning how to make data useful isn't easy - it's the latest digital storytelling skill with which the digital media world is struggling and for which the education systems of the world hold so much promise.

The above video, of Sir Tim Berners-Lee explaining in five minutes a few open-data-justifying stories, I think the reasons for us to rethink how we approach data are clear. Take just one example, where data revealed an American city was racist in its provision of drinking water. In schools, where does this lesson fit? It's not purely mathematics. It's not just language arts. It's not solely geography or history. It's not possible in the isolation of a graphics class.

For Scottish teachers open data represents the ultimate in Curriculum for Excellence opportunities. For educators the world over it represents cross-curricular projects with realworld application. For the digital media industries it represents another, emerging form of storytelling as important, and potentially as change-making, as film.


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