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September 28, 2009

I worked through the introduction and this took me to a section that explained the symbols used in the book for the various folds and moves. I was able to understand this reasonably well until I came across the inside and outside crimp. Still I was reasonably confident and decided to have a go with my current knowledge.

 

The tips were very useful and one was to use larger  pieces of paper to start with. I have two sizes of paper nine and three quarter inches sq which is coloured oneside and white  the other and  five inches sq (came with the book) coloured bothsides.

THe first thing I did was to create a kite base with the larger paper using a red piece first. After the base had been created I produced the simple duck. I struggled wioth the diagram a little but perseverance paid off and I took some photographs of the model (model taken from Origami Kit  for Dummies). I then tried to create the more complex duck and this is where I was unable to fully understand the diagram at this point. After struggling for ten minutes I had a break. The overall session lasted 30 to 45 minutes and was partially successful.

The paper became vey crumpled with my efforts and I was left with a duck with a flat body, so it is time to try again.

First attempt Duck 1

Collapsed attempt Duck 2

Posted by Nicholas Palmer | 0 comment(s)

I am currently studying for an MSc in e-learning at Edinburgh University. I am on my fourth module which is understanding learning in digital environments. One of the assignments is a learning challenge and this blog will outline my experiences, thoughts and feelings whilst performing the learning challenge. I am going to learn how to create origami paper models. My previous attempts have got little further than paper darts or paper planesI tend to be all fingers and thumbs with these types of exercise.

I have chosen to learn how to make Origami figures for this challenge. Ther initial aim is to create a dragonfly (medium difficulty) and a beetle (challenging). I have decided to learn by 1) Working through the Origami Kit for Dummies by Nick Robinson - published John Wiley 2008. 2) websites and 3) videos from sites such as you tube.

The book is broken into three main sections

Introduction

Part 1 Coming to the crease: Basic Techniques

Part 2 Folding on: The Models

Part three: The part of Tens

I first looked atpart three which consists of three chapters 1) Ten Top Tips 2) Ten Origami Styles and 3) Ten Incredible folders ( a summary biog for ten famous Origamists)

It gave me a feel for the subject and those who excel at it. This also points the way to a number of websites which I have not looked at yet.

Lets get on with the folding!!!

Posted by Nicholas Palmer | 0 comment(s)

September 26, 2009

have to think about what am going to use this blog for...but it's really too late in the eveining now so am going to bed.

Posted by lesley ferguson | 0 comment(s)

September 09, 2009

Welcome to a new academic year, and to the holyroodpark.net blog space, one of the core environments for the MSc in E-learning! Please don't hesitate to get in touch with Jen Ross, the programme technical co-ordinator, if you have any questions or need any help getting set up.

 

Her contact details are in the technologies handbook.

Keywords: welcome

Posted by Holyroodpark Admin | 2 comment(s)

September 03, 2009

a test post to ensure integration with bubbl.us.

a bubbl.us brainstorm can be given as a read-only url: see here for an example - this works best for larger diagrams

alternatively, for smaller diagrams, exporting it from bubbl.us. as a jpeg, it can then be uploaded to your holyroodpark.net files and then inserted as an image like so (recommending a size of approx 500x500):

 

 

 

 

 

Posted by Pete Evans | 0 comment(s)

July 14, 2009

i hope this links up ok

Posted by Sian Bayne | 0 comment(s)

June 11, 2009

linking from hp

Keywords: linking testing storytlr

Posted by Sian Bayne | 0 comment(s)

April 10, 2009

As we approach the end of this learning experience, I thought I'd post my earliest thoughts on gaming as a look back to the beginning:

Feb 2009 

"Here begins a new level in my gaming experience.

I have always had an affinity for solving puzzles, and I was drwan early on to cryptograms, wordgames and even the “choose your own adventure” series of books, where you read a bit of the story, decided on the best path and flipped to the relevant page. Such stories were often fantasy literature, and perhaps a precursor to the modern Roleplay digital games.

In this realm of digital gaming, my experience is much more limited, having begun and ended (for years) in the golden era of Atari and the precursors to arcade and handheld machines with such classics as Pacman, Krull and Dungeons & Dragons.

Much later, I had brief encounters with the Supernintendo (8 bit) and only recently rediscovered digital gaming through the Xbox. The Wii with its virtual reality concept is still foreign to me.

My interest in digital gaming was actually rekindled while working as a schoolteacher, seeing the impact gaming had on my students, and the way in which even the dullest content could be modified to be more appealing.

Even more interesting was the fact that the enjoyment they derived from our digital sessions seemed to spark their understanding and creative thinking with reference to topics that were not included in the games.

In my own thoroughly un-scientific self-observation, I've found that interspersing reading and written studies with half hour of gaming seems to rekindle my ability to internalise notes (though an hour or more has the opposite effect, dulling my senses).

I see a great deal of potential in channeling positive and imaginative content using this exciting medium. "

Posted by Eleisha John | 0 comment(s)

April 08, 2009

Tempus fugit - Doesn't time fly when you are having fun? After a 12 week tournament that is the "Digital Game-based Learning" module. All good things must eventually come to a full stop. Whilst we have been reading, writing and debating about the "serious" business of games, gaming and play; more importantly, we have also have had a lot of fun doing it and learning a little more about ourselves along the way.

I started the course by reflecting upon my previous experience and engagement with games, gaming and play (see "Flashbacks of a Fool") that had largely seen me leave videogames and computer games back in the 1990s preferring the more traditional games that had a largely social element to them, i.e. playing games with family or friends. The course had literally thrust me back into the digital gamesphere (see "All work and no play?" and "The Agony and Ectasy of Social Gaming") using a range of game consoles like the Nintendo Wii, Microsoft Xbox, Apple's iPod Touch as well as my own PC.

I had reflected that some of the games currently on the market and online had "enchanted me and brought out a child-like wonder in me (not seen since 1999)". This "enchantment" extended to the papers written by Pat Kane and Brian Sutton-Smith on their notions of play (see "The Language of Play") which can be a catalyst for creativity, originality and new developments and should actually be incorporated in each and every one of our lives as normal as it is eating, breathing and sleeping. Howeve, this "enchantment" is a little offset by the "moral panic" that sets in whenever the popular press or eminent scholars and thinker have their tu'penny worth to say on the subject (see "Videogames: A moral panic?").

Inevitably, the course would eventually touch upon my favourite hobby horse (my thanks goes to the course leaders of the "Digital Environments" modules and my colleagues at work for introducing me to it) that being Marc Prensky and the "Digital Natives" / "Digital Immigrant" dichotomy (see "Digital Natives Revisited"). Given that Prensky works in the games industry and feels passionately that learning and games can go hand-in-hand. No arguments there, it's just the grand rhetorical statements backed up by hardly any empirical research that has turn this issue into something of a pathological obsession for me - I should learn to take Michael Winner's esure advice, though James Newman's paper riled me more than Prensky's papers (see "Videogames: A tug of war").

One of my interests is identity and the course has given me ample to think about and experience. From Second Life, using the voice activated feature within it with Iris Bosa had raised questions about voice modification, personalisation and identity (see "The Curious Case of Voice Identity"); to J.P. Gee's concept of the “tripartite” of identities and the notion of the "other" in games, was presented in a very compelling and original way (see "The Learner with a Thousand Identities") that is an interesting addition to the Identity literature.

The module also called for group collaboration to design a Google Earth game (see "The New Seven World Wonders Quiz - A Team 2 Production"); solve a WebQuest (see "WebQuest DSV"); and devise a role playing game for Second Life (see "Dragons' Lair RPG - A Team 2 Production") that saw some fantastic online collaborations using Skype and a Wiki which led me to comment that it was the "most amazing brain-storming, project management session ever conducted virtually. We went from an idea to a fully-realised project plan in 1.5 hours". I have rarely seen online collaborations work at this frenetic speed and intensity before, so thank you Team 2 for an exhilarating experience. The group tasks themselves could also have been envisaged as a "game" that involved overcoming a number of obstacles and difficulties to arrive at the finish line in time with a fully realised product.

J.P. Gee presents some rather interesting concepts of "affinity groups" and "affinity spaces" (see "The Affinity towards Groups, Spaces and Learning") which I could use in relation to my insitution's new £35m library and learning centre, Augustine House, in terms of how learning spaces are been used physically as well as virtually by the student corpus and the academic community; and would such learning spaces present opportunities for real learning to take place (see "The Four Horsemen")?

So for now, I bid Hamish, Fiona and the challenging "Digital Game-based Learning" course a fond and affectionate adieu.

Until next time gamers, until next time ...

Posted by Wayne Barry | 0 comment(s)

April 07, 2009

Yesterday, I attended the Fourth Symposium on Social Learning Spaces at Oxford Brookes University with my boss who is, incidently, doing his masters on professional development and the use of e-portfolios. We had hoped to have come back from the symposium with lots of ideas and food for thought with regards to our University's new £35m library and learning centre, Augustine House, that will be opened later this year.

All this talk about technology, learning, spaces and group collaboration reminded me of the twin concepts of "affinity groups" (Gee, 2007) and "affinity spaces" (Gee & Hayes, 2009) - whilst a lot of this phenomena is organically and naturally conceived under informal learning situations, might it not be slightly contrived under directed learning circumstances? I can see "strong affinity groups" developing under a shared interest and passion for "Battlestar Galactica". How might a randomly selected group form over the shared responsibility of an assignment or project? Would they not develop as a "weak affinity group"? i.e. the group breaks up after the joint assignment is completed.

The most interesting part of the day was on the train journey back to Canterbury from Oxford. My boss was reading some papers as part of his masters and showed me a line that reminded me of a wonderfully quotable passage from Lawy (2006, p. 327, citing Biesta, 2004) that I used as part of my "Understanding Learning in the Online Environment" module assignment:

"Education … is a matter of risk, trust and violence that cannot be reduced to an economic transaction. Learning is a dangerous and risky enterprise that necessarily involves some challenge to existing shibboleths and ideas, and is not something that can be planned or linked with specific and intended behavioural outcomes or objectives."

Four Horses at ChauvetAt the heart of good learning, for me and my boss at least, are those four horsemen of education: risk, trust, violence and serendipity. Youenn Leborgne (2009) writes a lovely piece in his blog about making mistakes, which most of us can relate to and beautifully encapsulates these four elements.

From my own fumblings with playing with Agatha Christie's "Death on the Nile", "Lost" and Clive Barker's "Jericho" on the PC and "Fantastic Contraption", "Four Pro", "Blocked", "Asphalt 4: Elite Racing", "FSS Hockey" and "Cro-Mag Rally" on the Apple iPod Touch where I have succeeded through trial and error with the occasional flashes of pure luck and chance.

I have taken risks by having to deal with virus-infected servers - having to learn quickly once thrown in the deep end (especially as viruses were quite a new phenomena in the late 1980s / early 1990s). There have been periods of pure serendipity from chance encounters to chance readings. The violence has come from the shifting of ideas and knowledge and those once-in-a-blue-moon revelationary thoughts. Much of my real learning has been informal (i.e. self taught), situated (i.e. on the job) and experiential (i.e. hands on).

What becomes of those learners who do not take risks; who do not trust their teachers or peers; who are afraid of having world view blown apart; and who fail to see happy accidents that can occur right under their noses? What becomes of their learning and what they have learnt?

References

Gee, J.P. & Hayes, E. (2009). Public Pedagogy through Video Games. Game Based Learning. [online]. Available at: http://www.gamebasedlearning.org.uk/content/view/59/ [Accessed 7 April 2009] 

Gee, J.P. (2007). What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition). New York, Hampshire: Palgrave Macmillan.

Lawy, R. (2006). Connective learning: young people’s identity and knowledge-making in work and non-work contexts. British Journal of Sociology in Education, 27(3), pp 325-340.

Leborgne, Y. (2009). IDGBL - Learning online. Holyrood Park blog. [online]. Available at: http://holyroodpark.net/youenn/weblog/2101.html [Accessed 7 April 2009].

Keywords: education, four horsemen, IDGBL2009, learning, risk, serendipity, trust, violence

Posted by Wayne Barry | 0 comment(s)

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