Monday, May 12, 2014

National Geographic Interactive Map

Title:
 MapMaker Interactive.
Publisher:
 National Geographic.

Subject Area:
Social Studies.



Summary: MapMaker is, as the name indicates, an interactive mapmaker based on information by the National Geographic. You can situate yourself anywhere on Earth, zoom in to look at individual countries or zoom out to have a continent in your map window. You can also full size the map window to have a larger canvas to work on.
Ease of Use: The tools on the website are easy to use, but as mentioned in the Skill Set section you will have to know the terminology for it to be effective. A student will have to have minimal skills of drag-and-drop as well as free-form drawing with a cursor.
There is a static image tutorial but it’s easily missed as the icon is very small (although situated in the top, right corner where I would usually go look for Help). There is no feedback on the content you put in, as it is a mapmaking tool and the content is therefore up to the user. The tool gives you a label when you hover over an icon, as well as on the map when you’re trying to put something on it or move things (“Click and Drag on a marker if you want to move it”)
Skill Set: The MapMaker is available under the Teacher-tab on the National Geographic’s website. For the web to be useful you will have to have a substantial prior knowledge in the terminology of social studies, mostly geography and maps, but also culture and economy.
Therefore the targeted audience would be for students over 10 years of age, in social science classes, but there is really no age limit as the user can make any kind of maps they like, with the content they want. As long as the instructor explains what they can do with the map (and maybe sticks to one or two tabs of icons) the students could possibly be younger than 10.



Program Design Features: Simple “yes or no” answers”
Control of Pace
- Yes
Reviews/Help
- Yes
Ability to Backtrack
- Yes
Levels of Difficulty
- Yes/No (it goes with the content)
Physical Interface
- No
Speech Features
- No
Childproof - Yes
Individual Use
- Yes
Use with Pairs/Small Groups
- Yes
Printer Use
- Yes
Test/Recordkeeping/Game Save feature – Yes (you can download a map you’re working on and then open it again through the website)
Add-on Option-Can incorporate user content - Yes
Scaffolding - No
Program Comments: The MapMaker is a tool that’s used by teachers that want to have their students work with an interactive map. The objective is to get students to think off maps as something you can work with, change and explore, not as fixed entities that they have no control over. It is very detailed and based on a lot of data about the planet, from satellite pictures to information about the sea, terrain and nations.
Problem Solving Skills: This software has many elements ofproblem solving and they are limited only by the activity the teacher assigns. These are the problem solving skills that I could identify by using the tool only:
  • Multiple solutions- Multiple strategies
  • Identifying relationships
  • Gathering information- discerning what is important information
  • Filtering and assigning relevance to data and information
  • Organizing information
  • Interpreting data
  • Scanning for clues
  • Stimulate imaginative thinking
  • Ability to explore
  • Identification of patterns and sequence
  • Synthesize into graphic representation of a concept-visualizing data

   
Fun Factor: As with so many other open-ended tools it depends on the assignment and understanding how enjoyable the tool is and how long students will last. I believe that the tool has many possibilities in the classroom.
Supplementary Materials: There are several supplemental links on the National Geographic website along with the interactive map. One is the MapMaking kit where you can print out maps in A4 standard paper size to be put on the floor or the wall. Other is a list of activities you can use in the classroom. The activities already have a description, links to the maps needed along with basic information a teacher must have for a successful activity. One of those activities is the Geography of a Pencil.
Activity:
There are many activities that can use an open-ended tool like the interactive MapMaker. The following example describes a social studies class in Iceland where one of the subjects is to learn about the people that emigrated from Iceland to Canada at the end of the 19th century. This activity is supposed to be done before the students work on an interactive map about the journey from Iceland to Canada.
Time: 3x 40 minutes (can be longer if the teacher wants them to expand the activity to a written assignment as well).
Age: 13-14 year olds.
Goal: Students put themselves in the position of people that had to make a decision to leave their home for an unknown future.
Material needed: Newspapers, a couple of green, blue and brown cloths, and construction paper in different Earth colors.
Backstory:
Famine resulting from hard winters and volcano eruptions, along with land being sparse, made many people think about a better life in another country. It’s estimated that about 14.000 Icelandic people (25% of the nation at that time) immigrated to Canada between 1870 and 1914. Families had to make a decision to stay or leave for the unknown, knowing that they might never come back and some might die on the way.
Activity:
The students put themselves in the position of families that all live in the same fjord on the North East coast of Iceland (3-4 students in each family). They start by crushing all the newspapers into a pile that looks like a U, placing the green and brown cloths over it and the blue ones in the middle. This will be their fjord.
The students group themselves into families (or the teacher does it), naming their character and deciding what occupation they have. The family can have more family members than the number of students in each group. Usually one of the families will be the owner of all the land in the fjord, making the other families their tenants. That does not mean that life isn’t hard for them.
Using the cardboard paper the students make houses, animals, boats and their families. This is not supposed to be very detailed and it’s actually enough for the students to bend a piece of paper in half to represent a house (that stands like an A). Students can represent people and animals by ripping little pieces of paper and placing them by the house.
After the “stage” is set the students tell the class about their families. They learn that a ship is leaving in the summer for Canada and are given the options of staying or going, having the possibility of leaving some family members behind. After each family has reached a decision they have to explain their reasoning to the class. In some cases a family member might stay behind, e.g. younger children and elderly people being placed in the care of other families in the fjord.
When every group has gotten a chance to explain their rational they get to throw a dice. If the dice shows the numbers 1-4 their character makes it safely across the Atlantic, but if they get a 5 or a 6 they either die on the way or soon after arriving to Canada.

Thursday, May 1, 2014

Developing a Fraction Prototype

Ohh...the wonderful world of fractions. This three week assignments has been a bit of a roller coaster. But that's what design is. You get an idea, it doesn't actually work (or you can not come to conclusion) so you change it. Then you prototype it and the ride just keeps repeating itself.

The assignment was to come up with an idea for a game/simulation that teaches fractions. The only guideline we got was that it couldn't use the old ' pizza slices' method. Ideally it was also suppose to link to the real life use of fractions.

We decided to teach fractions through music - or music through fractions, depending on how you look at it. Our initial idea was to use a Makey Makey tool kit and link that somehow to water glasses. The glasses would be filled with different amount of water (that's where the fractions were to come in) and if you got them right you could play a song, that had been assigned to you, through a digital environment.

We probably should have thought a little bit about the water and the electronics. But we were so focused on having it in the physical world as well as the digital that we tried again, and again.

What we ended up with is far from perfect. We saw that clearly in the physical prototyping class, where we were all still on a different page as to what the game play actually was. But it was fun and again, it's what design is all about. It's messy, but so worth it because there's a chance you might end up with something brilliant. And if not, then you hopefully learned why it didn't work and you move on to the next thing where that knowledge hopefully comes in handy.























Thursday, April 3, 2014

Using games for coding

In the last couple of weeks the emphasis has been on STEM related things and this time we're diving into coding (which would be connected to the E = engineering).

I've introduced Codecademy to number of students last semester and was then lucky enough to go through the software last semester as a student myself. There's a lot of criticism regarding that kind of coding lessons and even though I liked it, I can understand that many find this kind of problem-solving (look at other people's codes through Google to find your answer if you're stuck) exhausting, especially if you're a novice learner (cognitive load in the high levels there).

When it comes to introduction to coding there are a number of softwares that can teach the importance of sequence and 'if this, than that' logic. Alice probably the best known, but in the recent years many more have been published.

I'm not going to say I fell for the Hakitzu game we tried last week and maybe because it is too 'boy-ish' like we talked about in class. The sound, the animation and their movements didn't appeal to me. At the same time the Hopscotch one is a bit too 'girly' with it's fluffy colors.That said I do believe both of those programs introduce coding to kids, Hopscotch, more than Hakitzu because you have more options and you can manage the order/sequence better.

In Hopscotch you're also more of a creator with a blank slate (like in coding) as opposed to  Hakitzu, where you have missions. This creative element allows you to make a game, a drawing or e.g. a dance with your many creatures. I also like the fact that through this game it shows the user all the ways your iPad can be shaken and tilted in order to get a reaction.

The company that published Hopscotch also has a similar (but much simpler) coding game called Daisy the Dinosaur where you can see the code play through as you look at the animation/game you made. That was the only element that thought Hakitzu had over Hopscotch, where you 'leave the code' when you play your game/animation.






Tuesday, March 25, 2014

Brain Pop's movies. games and math

So this week we're taking on the M in the STEM subjects -> Math. There are many digitalized media out there that claim to teach you math and BrainPop is one of them.

I decided to watch a short animation about polygons. I was never a math person myself but I like those short clips that BrainPop makes, even if I think they are always a bit too fast. Slowing it down could be better for novice learners.


From the animation I went to the recommended game section, where games that something to do with polygons, have been pre-searched for me. There are 8 games that the website states have polygons in them and since there are no indications as to what they actually do (or for what age) I just clicked one of them.




As I didn't really understand the mission in this game and found no help section I decided to skip it. The only connection to polygons were that the robots were shaped like that.


I picked Pyramid Panic instead. And I did panic a little bit at first, seeing as I was eaten by some mummy creature after 20 seconds in the easiest level. But it's a trial and error while figuring out the rules. Thankfully I could just start again (because mummies apparently have a couple of lives) and look at the instructions.





I had to look at the rules several times before I got it, and then I had to look at them some more because geometrics are not really my thing.


The mummy is trying to get through the maze and uses geometric shapes of different size to get to the next safe place by building steps. The colored circles, drops etc. on the way represent points I can collect. The read line next to the mummy represents the red line in the geometric shape I have to select. To find that I have to look at the white lines that have the length on them. I also have to be aware of the way the red line is pointing when I make my selection because if it's aimed too high or too low I might end up bumping my head in the ceiling or in the volcano pit.


You're suppose to be able to fight off the evil mummy beast, but that was one of the many things I couldn't figure out.






When I went up a level (medium and hard) I immediately ran into problems because the math was just to hard for me to recall in 20 seconds.






There are a few things I noticed in this game. You can change the color of the line from red to blue. Wonder what the thinking is behind that. Also, I find it odd that they would pick a math game that had meters in it, instead of inches or feet seeing as BrainPop is mostly used in the United States.




Control of Pace - No
Reviews/Help - Yes and no (needed some scaffolding)
Ability to Backtrack - Yes
Levels of Difficulty - Yes (three)
Physical Interface - No
Speech Features - No
Childproof - Yes
Individual Use - Yes
Use with Pairs/Small Groups - Yes
Printer Use - No
Test/Recordkeeping/Game Save feature - No

Add-on Option-Can incorporate user content - No
Scaffolding - No

In relation to the polygons animation this game was not really related, except by the fact that it had some polygons in it. And it's understandable that it's hard to link that kind of informational video to a game.


Seeing as the games page is an aggregated project it's no wonder the games related to the topic are all so different. It would be a reasonable next step for BrainPop to issue some kind of style guide that all the games had to fulfill, e.g. in the terms of scaffolding and help.



Wednesday, March 5, 2014

Game review #2

Software Evaluation
Title:
 Toca Doctor Light (free)
Publisher:
 Toca Boca
Subject Area:
 Human anatomy and coordination skills.
Summary: The game is meant to teach young children about how the body works through different games/problems. This is the most popular game in the free section in the Appstore.
Ease of Use: This app is aimed for young children who are practicing their coordination skills. There are very few steps to get into the game itself and you’re usually just dragging and sliding things around on the screen. There are no instructions or guidance through out the game. There’s no way to fail and if you finish your four challenges you get four new ones.
Skill Set: This game is probably aimed at children between the ages of 3-6. That is a pretty big gap when it comes to coordination skills but it’s also meant to be used as a tool to start a conversation with children about what goes on in their bodies.
Program Design Features: Simple “yes or no” answers”
Control of Pace
- Yes, no timer
Reviews/Help
- No
Ability to Backtrack
- Yes/No - You can play a game again if you want to
Levels of Difficulty
- No, at least not in the free version
Physical Interface
- No
Speech Features
- No
Childproof (child reality ready) - Yes
Individual Use
- Yes
Use with Pairs/Small Groups
- Yes
Printer Use
- No
Test/Recordkeeping/Game Save feature – No
Add-on Option-Can incorporate user content - No
Scaffolding – No, not in the free version at least
Program Comments: The game is mostly supposed to strike up a conversation between parents and children about what goes on in their body. According to the parents information page it make combing the hair for lice is way more fun when the child can squash them on the screen at the same time. There are different problems (four at a time) that the child can choose from and it’s always associated with a body part. Some of the games are based on reality, like when you have to help by pulling splinters out of the character’s foot but there are obviously (hopefully) no cars in your bowels that have to make their way to end (like food).
I do think the game is a good educational game in the sense of striking up a conversation about different body functions but it’s not always scientifically accurate, like I stated before.

Problem Solving Skills:
-       Working backwards
-       Question posing
-       Procedural Thinking
-        Using Trial and Error
-       Communicating thought and learning-
-
Fun Factor: I’m sure it’s a fun game for the targeted audience but since there are no difficulty levels I’m sure they will grow tired of it soon because you can play it as often as you like. It’s easy programming and graphics aimed at children that are strengthening their motor skills so the movements felt a bit ‘strange’ for someone who has their full motor skills.
Supplementary Materials: I’m sure you could use it as a supplement to children’s books about the human body but you have to be aware of it not being completely correct.
Follow-up activities: I see this software mostly being used as a conversation starter; either while using it or after the games have been played.