Making Creative Commons Easier: Greasemonkey and Flickr Creative Commons Images

PLEASE NOTE!!

Yesterday Flickr changed their entire layout, and as a result this script does not work in Flickr’s current form. Alan Levine has told me that he needs to change this script again for this to work – I’ll keep you posted on progress…this article comments on the constantly changing nature of Web2.0.

Flickr has a huge collection of images which users have uploaded and shared under Creative Commons Licences. This means that the owners of the images have licenced the images to allow others to use them, as long as they follow the conditions of the licence. If you have never heard of Creative Commons, you can learn more about it here on our Copyright Copyleft wiki.

The easiest Creative Commons Licence to work with is Attribution,  which means that the image can be replicated, republished or remixed in any way, as long as the original creator is attributed as such. The Attribution licence looks like this:

Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 Unported License.

There are thousands of gorgeous images available on Flickr under this licence, and attributing images is fairly simple; Creative Commons explains the process in detail on their website.


cc licensed ( BY ) flickr photo shared by steren.giannini

Although the process is simple, in practise it requires quite a bit of flicking from one screen to another, copying and pasting information. Alan Levine, known for his CogDogBlog decided to do something about this – and created an amazing little Greasemonkey script that places all of the information you need to correctly attribute an image on the actual image page on Flickr – pretty cool, huh?

Greasemonkey is a Mozilla Firefox extension that allows users to install scripts that make changes to web page content.

Greasemonkey can be used for customizing page appearance, adding new functions to web pages (for example, embedding price comparisons within shopping sites), and numerous other purposes. In this case, we will be using a Greasemonkey script to alter the appearance of Flickr pages, so that the attribution information is available for each image.

Please note that this solution works most easily on the Firefox web browser. If you cannot use Firefox, it is possible to achieve similar results in other browsers, although the process is more complicated. For more information on this check out this PC World article.

A second caveat: if you try the process below on a school computer and it does not work, it may be that certain security settings have been established to block scripts from running. While some scripts are malicious, this script is not. Talk to your IT tech about making changes to allow this script to run. I have never run into this issue, however it may come up as each school sets up their security differently.

Below is a step by step process for installing Greasemonkey and the Flickr Creative Commons script onto your computer, for quick and easy Creative Commons attribution! Although the process seems long, you only need to do this once and it should continue to work forever. I’ve included the process as pdf to download, so that you can share it with others.

Download the PDF here

Once you’ve installed this script, each Flickr image page should have the following information available, ready for for you to either embed onto a web page, or to copy and paste wherever you use the image!

2013-05-14_0814
This is a closer look. These handy little windows of information will save you loads of time!
2013-05-14_0815

Creating Quality Presentations Part Two: Nuts and Bolts

 

nuts and bolts

cc licensed ( BY ) flickr photo by Pot Noodle: http://flickr.com/photos/maggiew/6121970836/

Now the previous post has given you  an overview of the basics for creating a great presentation, the following information will focus on ‘how to’ actually produce it.

Choose your Tool

Your first decision when creating a presentation is deciding which tool best suits the purpose. The main players for presentations are PowerPoint (Windows), Keynote (Mac) and Prezi (Online).

PowerPoint, Keynote or Prezi

There are also mobile apps that create presentations, which are useful if you are on the move.

PowerPoint is the best known application in this area. Superb presentations can be created using PowerPoint – Nancy Duarte has created an amazing example of just how far PowerPoint can be pushed, which can be viewed here. PowerPoint is easy to use, although it can sometimes be a little unreliable when embedding video, (more on this later) and many of its pre-designed themes and templates are less than appealing.

Keynote is only available to those operating on the Mac platform. It performs the same role as PowerPoint, however some argue its design is sleeker and it is known to be able to handle video and music files more capably than PowerPoint.

What is Prezi

Click the image to go to a Prezi presentation explaining Prezi in further detail.

Prezi is a relative newcomer, but it is growing in popularity. Prezi is online, and stores your presentations ‘in the cloud’, although for a modest subscription you can download a desktop editor, which allows you to work in an offline mode.

Prezi is not based on linear slides, but has an unlimited canvas, onto which you place your content. As you design your Prezi, you create a ‘path’ which directs the order in which this content is presented. Being a canvas, Prezi is terrific for creating non-linear presentations, as you can zoom in and out to view the big picture or focus on smaller details, and the design is not limited by slide size. A tutorial on getting started with Prezi  can be downloaded here. Click the image to view a brief Prezi on what Prezi is all about.

A beautiful mobile device presentation app is Haiku Deck. The focus of Haiku Deck is to create image based slides, with minimal text. Built into the app is a search of Creative Commons licenced images, and it automatically places the attribution onto the image, which is a huge time saver. If you have access to an iPad, it is worth exploring. Below is an example of a Haiku Deck slide.Haiku deck slide example

Start Creating

    • Slide Layout

Avoid using the standard templates, if at all possible. There are a number of reasons for this. Firstly, they are not original or memorable. As PowerPoint is used so commonly, the layouts will make your slides seem just like everyone else’s. Secondly, the templates provided encourage the creation of slideuments – encouraging headings and subheadings, dot points and even two columns of information on the one slide.

    • Colour Matters
Ishihara colour perception test

Example of an Ishihara color test plate. The numeral “74″ should be clearly visible to viewers with normal color vision.

What looks amazing on the computer may not display as well when projected on a screen. The size and brightness of the room and strength of the projector can impact upon the colours, rendering some colour combinations unreadable. Another consideration is that approximately 8% of men suffer from colour-blindness (Victorian Department of Health and Safety,2013). Therefore the choice of background colour, text colour and the use of contrast are all important.

    • Finding Quality Images

The vast majority of images found through Google Images are copyrighted. When presenting to an audience, replicating images you do not have permission to use breaches copyright. Fortunately, there are a number of sources of images you can use, and these sources are growing.Creative Commons licenced images are an alternative to copyrighted images. Whereas copyright works on an all rights reserved model, Creative Commons licences allow the creator of the work to state which rights they choose to reserve (e.g. non-commercial indicates the creator reserves the right to prohibit commercial use of their creation). Images can also be labelled Public Domain, which means anyone is free to use them. These images are usually commonly used symbols, or images that have passed out of copyright.

A comprehensive explanation of Creative Commons, Public Domain and Copyright is available on the Copyright and Copyleft wiki.

If you have a budget for the presentation, you can purchase images from one of the many stock photo companies online. We have found iStockphoto to have an excellent range, and reasonably priced.

If you have no funds, don’t despair! There are many other excellent sources of creative commons licenced and free images and quality clipart.

Flickr Creative Commons – a huge range of photos all licenced to be used under various CC Licences.

Wikimedia Commons – a database of over 16 million freely usable media files to which anyone can contribute.

Clker  royalty free public domain clip art in vector format and in image PNG format. It also allows you to make simple edits to these images.

    • Inserting Video

Insert video optionsInserting video in PowerPoint can be problematic. PowerPoint offers three options for inserting video.

Inserting a video from file is essentially the same as inserting an image. You browse to where the file is located, and click insert. There are a number of caveats on this simple process.

a)   Keep the video file and the PowerPoint file in the same folder. The video is not embedded into the PowerPoint, it ‘links’ to it, so if you move the PowerPoint (say onto a data key to transport to the presentation location) and you don’t move the video file as well, the video will fail to load. Moving the entire folder with all linked files goes some way to resolving this (although it is good to test at the presentation location, as sometimes videos need to be ‘reinserted’).

b)  If you have a video stored as a file on your hard drive, you should either own this video or have permission to store it. Downloading YouTube videos without the permission of the creator is a breach of copyright.

Inserting a video from a website
can be problematic. There are multiple requests for assistance online from PowerPoint users for whom this process just simply doesn’t work. The process seems simple:

Step 1: Copy the embed code from the video you wish to include. Note you must choose the ‘old embed code’ option.
embedding YouTube: finding the embed code
Step 2: Paste into PowerPoint in the appropriate field under Insert Video from Website.

paste into powerpoint

This process has never worked successfully for us, on a range of different computers. The video appears as a black box that will not play, or there is an error which requires Adobe Flash to be updated (even when the latest version is installed).
Fortunately, there are two alternatives:

a) Hyperlink to the video

b) Use a third party plug-in such as AuthorStream

Hyperlinking to the video means you temporarily leave the presentation, and go to where the video is situated to view. This can be disruptive during a presentation, however it does mean you can link to any video on any website (YouTube, Vimeo, TeacherTube etc). You can also link to a video edited on SafeShare TV, so that all of the annoying ads are removed. A tutorial on how to hyperlink to Safeshare TV can be downloaded here.

A third party plug-in such as AuthorStream allows you to embed YouTube or Vimeo videos directly into the slideshow so that they can be seamlessly displayed as part of the presentation.

Download Authorstream and follow the directions to install. Once it is installed, in PowerPoint a new tab will appear on the ribbon at the top of the screen.

Embedding the video is simply a matter of pasting the video hyperlink (not the embed code) into the window, as below.

embedding video using AuthorStream

Please note that embedded videos require an internet connection to operate.

Embedding video from clipart is quite straight forward, however the limited range of videos available from clipart means this option is rarely chosen.        The videos available are generally classified as animations, and add little to formal presentations.

If you have many videos to embed, it may be easier to choose Prezi as your presentation tool. To embed video into Prezi, simply paste the link where you want the video to appear, and as long as you have an internet connection, the process is complete.

  • Fonts are important

Choice of font is essential if you wish to have readable slides. If at all possible, choose no more than two fonts; a headline font and a text font. Make use of bold and italic options if you need further differentiation.

Nancy Duarte explains font choice very well in her book, Slideology. Essentially, there are two types of fonts; serif and sans serif.
Serifs are the small strokes at the end of letters that aid readability – you can see them

example of serif font

Serif fonts are good for long chunks of text. San Serif fonts don’t have the serifs, and are

sans serif font example

Once you have selected the font, don’t make the mistake of keeping it too small. Even though it may be readable on the computer screen, once projected this may change. As a general rule, stick to 24pt and above, larger if you are presenting in a large room and some audience members may be seated far from the screen.

Choice of font does not have to be limited to those available in the application. There are several websites where you can download free fonts for maximum impact. Two excellent sites are

DaFont logofont squirrel logo

(click on the logos to go to the sites).

One thing to note if you are using downloaded fonts – they will only work on the computer where the fonts are installed. This is vital to know, as many presentations are created on one computer and transferred for presentation onto a different computer. If you know the presentation is going to be moved, it is best to stick to one of the pre-installed fonts, or save the presentation in PDF format, which will prevent the fonts from changing no matter what computer is being used.

Avoid the overuse of bullet points!

Slide19

Want to know more?

These two posts on creating presentations that work have drawn on the work of several experts in this area; Nancy Duarte, Garr Reynolds and Seth Godin. A full bibliography of references used is below for further reading and information.

5 Ways to Make PowerPoint Sing! (And Dance!). (n.d.). Duarte Blog. Retrieved April 12, 2013, from http://blog.duarte.com/2010/01/5-ways-to-make-powerpoint-sing-and-dance/

Department of Human Services, Victoria. (n.d.). Colour blindness. Better Health Channel. Retrieved April 12, 2013, from http://www.betterhealth.vic.gov.au/bhcv2/bhcarticles.nsf/pages/Colour_blindness

Duarte, N. (2008). slide:ology: The Art and Science of Creating Great Presentations (1st ed.). O’Reilly Media.

Godin, S. (2001, January 10). Really Bad PowerPoint: (and how to avoid it): Seth Godin: Amazon.com: Books. Do You Zoom Inc.

Hooker, D. (2012, March 25). Get Started with Prezi. Prezi Support. Retrieved April 12, 2013, from https://prezi.zendesk.com/entries/23448918-Get-Started-with-Prezi

Lessons from TED: 5 Simple Tweaks. (n.d.). Duarte Blog. Retrieved April 12, 2013, from http://blog.duarte.com/2009/02/lessons-from-ted-5-simple-tweaks/

Reynolds, G. (2011). Presentation Zen: Simple Ideas on Presentation Design and Delivery (2nd Edition) (2nd ed.). New Riders.

Creating Quality Presentations Part One: First Steps

Death by PowerPoint

Every day, in conference rooms and offices around the world, people are dying. Death by PowerPoint is the commonly used term for presentations of endless slides, filled with dense text, complex diagrams and poor design.

The simple tips in this two-part post will help you transform presentations into tools of communication that will engage the audience, and provide a memorable accompaniment to your message.

The first post  will give you four simple steps to improve the overall impact of your presentations. The second post will focus on specific strategies to aid in the creation of effective presentations, as well as a tutorial for the PowerPoint alternative, Prezi. You can download the printable booklet of both posts here:http://tinyurl.com/presentationsthatwork .

You can view the presentation that accompanies this workshop here.

First Steps

First Steps

cc licensed ( BY ) flickr photo by Thomas Leth-Olsen: http://flickr.com/photos/thomasletholsen/6050828458/

Seth Godin, entrepreneur, author and public speaker admits that he has seen a lot of presentations in his career; and is adamant that most are poor. His simple rules for creating effective presentations have formed the basis of what I call ‘First Steps’.

Step 1: Keep Text Minimal

One of the common issues with slides in a presentation is ‘cognitive load’. Cognitive load is essentially how much your brain can take in. Our working memory is limited, and we process words and images separately, and therefore, when a speaker is presenting to an audience, and there is a slide full of text behind them, the audience must make a subconscious choice about which to pay attention to. They simply can’t take in both.  Seth Godin says absolutely no more than 6 words per slide; however if this is too rigid, at least try to limit the text to the main ideas. The audience came to hear the speaker. If all of the content is on the presentation, they could have just stayed at home and had the slideshow emailed to them!

Step 2: Use Inspiring Images

Now that the text on each slide is minimised, you have room to include amazing images! The content of the presentation is made richer when it is accompanied by images that engage the audience emotionally. An image smokestacks belching into the sky is far more memorable than a list of dot points about pollution. One key thing to remember when choosing images is that the image should illustrate the point you are making – design, don’t decorate. For example:

An example of a poorly designed slide, with too much text and 'decorative' clipart.

An example of a poorly designed slide, with too much text and ‘decorative’ clipart.

An example of a slide with better design. Limited text, and an image that illustrates the point of the speaker.

An example of a slide with better design. Limited text, and an image that illustrates the point of the speaker.

Step 3: Keep it Simple

PowerPoint is fitted out with many features that are not conducive to good design. Animations that have text swooshing across the slide, transitions that blink and flash and overdone backgrounds that distract from the text simply confuse your message. The best presentations are simple, clean and free of distractions.

Step 4: Put the Information in a Handout

Like this! The audience will be relieved to know that all of the information being communicated during the presentation will be theirs to walk away with at the conclusion. This frees them up to truly listen to the presenter – rather than scribbling down notes. It also means your slides do not have to contain all of the information, and can be used to engage the audience using the tips above.  It is important – vital! However, that it is handed out at the end of the presentation – otherwise the audience will simply read the document, and ignore the presenter.

Presentations which contain the entirety of information being delivered are known as ‘slideuments’. They are a terrible hybrid of document and slideshow presentation. While it may take a little longer to create a document and an accompanying presentation, the results are worth it in audience engagement and quality communication.

More is coming!

This has been an overview of the basics for creating a great presentation. The following post will detail more specific strategies for actually producing presentations.

Creating Quality Web Content – Tips and Strategies

Nowadays it is easy for everyone to publish to a world-wide audience. Blogs, wikis and simple drag and drop website creators  enable even the youngest students to have a voice online. This is a blessing and a curse!

When it comes to web content, students need to understand both sides of the coin – how to critically analyse and identify quality content, and also how to create and publish quality content. In addition, teachers are often encouraged to build a web presence – for professional development, as a means of communication with parents and community, or to share resources. Creating and publishing quality web content requires skills that don’t necessarily come naturally, and are not part of teacher training! Therefore this blog post aims to give a very simple introduction to basic tips and strategies for creating web content that is useable and accessible.

cc licensed ( BY ) flickr photo shared by Paul Veugen

Design

Good design, driven by a clear purpose is key in successful web publishing. Design extends beyond visual design (although this is very important) and includes page layout, text design and accessibility (including navigation).

Visual design

Principles of Design

Used with permission from Paper Leaf Design

Web content that adheres to the elements of graphic design will always be more visually appealing and thus more likely to encourage users to spend more time on your site. This handy poster outlines the main principles of visual design (and you can download your own pdf or .eps copy free from the friendly designers at PaperLeaf.

Page Layout and Text Design

Page layout and text design work hand in hand. A clear page layout, with plenty of white space and well spaced text will enable users to find what they want quickly. Your most important information should be clearly visible and easily accessible. Any inclusion on a page should serve a purpose; in web design, as in fashion, it makes sense to follow Coco Chanel’s advice:

“Before you leave the house, look in the mirror and take one thing off.”

Users want to access your content to find information, to solve a problem or to connect with others. Anything that does not enhance or enable these actions is unnecessary and may even detract. This could be as simple as using too many fonts which confuses the reader.

A nice, simple article for further reading is Good Web Design is all About the User.

Accessibility

Accessibility is very important for all web content. It is the inclusive practice of making websites usable by people of all abilities and disabilities, as well as ensuring your web content renders correctly across all browsers and devices.  This includes making sure images have text equivalents so that people using text to speech readers know about the images, as well as having meaningfully named and highlighted links, and the ability to enlarge font sizes for readability. All of these considerations are important to enable access for all users. More information on accessibility is available on the World Wide Web Consortium pages.
This video is also a great summary:

Navigation

Navigation is how users find your all important content. Poor site design and navigation will frustrate users.  If users cannot find the page they are searching for, or get ‘lost’ and are unable to return easily to the home page, they may well never return.  Link titles should be brief, but descriptive, and take users where they expect to go. If a page does not contain the information that should logically be on that page, many people will just stop searching.

This terrific short video outlines key tips for effective navigation. Essentially, navigation should be:

  • compact
  • logical
  • clear
  • intuitive
  • fast
  • future proof and
  • compatible across devices and browsers

Communication

Of course, terrific design will only take you so far – users are accessing your site for the content. Janice (Ginny) Redish is a world renowned expert on writing content for the web. Letting go of the words by Ginny RedishShe sees communications on the web as a conversation – between the publisher and the user. Using this conversation analogy, the users strike up a conversation with you each time they come across your content. How do you communicate with them? Obviously in order to have a quality conversation, you need to know the who you are speaking with, and this is where knowing your audience is vital. Is your audience young or old? Are they technical, or are they more likely to be new to technology? What have they come to your site to obtain?

Meeting user’s needs is the number one goal, and the way you communicate your content is vitally important in this exchange. If the content is too complex, buried deeply within the site or is simply boring, users will quickly move on. Redish suggests using short, simple words wherever possible (readers are busy), keeping the tone ‘active’ (by using verbs) and conversational. Redish’s book, Letting Go of the Words, is a must read for anyone publishing to the web and wanting to improve their content. For employees of Brisbane Catholic Education, this title may be borrowed from the ResourceLink library. Some of her presentations are available on Slideshare.

Don’t Forget!

Copyright and Creative Commons

When you publish online, you are publishing to a world wide audience. Even if what you are publishing may be for educational purposes, you still need to be aware of copyright. Fortunately the number of images licenced under Creative Commons is growing exponentially, and it is also much easier in this digital age to contact owners of images to ask permission to use them. For example, the Principles of Design poster earlier in this post was not licenced under Creative Commons, but a quick message on Facebook requesting usage was responded to in a matter of days.

When using Creative Commons images, be sure to attribute the images correctly. It is best practice to place the attribution on the image or very close to it, so that users can immediately see how the image is licenced. You can find more easy to understand information about Copyright and Creative Commons on the ResourceLink wiki Copyright and Copyleft. You can also read how to attribute correctly on the Creative Commons website.

Sometimes, as in the case of YouTube videos and the infographic at the end of this post, an embed code is offered for those who wish to use the content on their own page. An embed code is like a more complex hyperlink – the content remains on the content-owner’s page, yet is also embedded and shows on your own site. Using embedded videos and graphics does not breach copyright, as the content is still residing on the owner’s site, and the code simply links to it. Embed codes are particularly useful when publishing to Learning Management Systems.

Creating web content is easy and fun. With planning and forethought, your web content can be highly useful, attractive and effective. The infographic below sums up everything you need to know.

Have fun creating!
What Makes Someone Leave A Website?
Source: What Makes Someone Leave A Website?

iPad uPad wePad; Going 1-1 at St Oliver Plunkett

A few weeks ago I was fortunate enough to be invited to St Oliver Plunkett to be a part of their 1-1 iPad rollout to the very excited Year 6 class.

Oliver Plunkett logo bannerLed by their fabulous teacher librarian, Ann-Marie Furber and fearless class teacher, Brooke Maguire, with consultation from the very dedicated and talented Education Officer Learning and Teaching Technologies, Danielle Carter, the Year 6 class participated in a series of workshops in order to develop their skills before they were officially given management of their very own devices.

While the school maintains ownership, the students manage the purchasing of additional apps, and the care and maintenance of the iPads for the time they are at the school. This means the students have 24-7 access to their learning. The rollout has been a carefully managed process, with a great deal of professional development and pre-planning being done before the students had access to the devices.

The bootcamp itself was a terrific opportunity to work with a group of enthusiastic and excited Year 6 students. The workshops they participated in dealt with simple tips and tricks for managing their iPad, Email etiquette, run by Ann-Marie Furber, Teacher Librarian, Successful Searching, run by classroom teacher Brooke Maguire and Copyright and Creative Commons, run by myself, Kay Cantwell, Education Officer Digital Learning. Once the students had completed these workshops, they were officially licensed to take ‘ownership’ of their devices.

Evidence of the planning undertaken prior to this 1-1 rollout was the well established resources that had been developed in order to maximise student learning. Rather than be overwhelmed with apps, or being seduced by limited, content focused apps that had all of the bells and whistles but little quality pedagogy, lists of Core Student and Core Teacher apps were developed, as well as a list of apps suitable for Inquiry Learning.

Core Teacher AppsCore AppsInquiry Learning Apps

This, along with a ‘workflow wall’ which creates a visual list of apps the students need to access in order to complete a task, allows students to make use of their iPad as a tool, rather than as a source of low level learning or as a time filler activity and games device.

The students loved both the Bootcamp, and of course the idea of having these devices to aid their learning; some of their feedback after the sessions included:

I give today a 5 because learning all these new things about this amazing device
& that we are the class to be chosen is pretty cool.

I give today a five because we had lots of learning opportunities and it was totally AWESOME!!!!!!!!

I give today a 5 because it was fun and cool way to learn

I give today a 5/5 because it was a very good learning experience for me.
Thank you to all the teachers for making it a great day!

This is a list of what the students learnt:

Bootcamp Summary

I’m sure the 1-1 iPad rollout at St Oliver Plunkett is going to be a huge success – due to the careful planning, the focus on learning, and the fact that the iPads are not being viewed as the be-all and end-all, but just another (albeit incredibly powerful) tool for the students to utilise in their learning journey.

Postscript:

See below for the Copyright Resource that I created to help the Year 6′s begin to understand the crazy complexities of copyright, and the potential of Creative Commons. With a content creation tool such as the iPad at their fingertips, it is vital that the students know how to access resources that they have permission to use when creating multimodal works. Link to the Presentation and Booklet.

copyright_cool

Young People using Social Media positively: Authentic, real world learning opportunities

Many of you will have heard about Martha Payne, the 9 year old Scottish girl whose blog, Never Seconds, came to international attention earlier this year. If you didn’t, here’s a brief rundown:

Martha began writing her blog as a record of her school lunches.
She promised a photo, and a score:

Photo credit: Sakurako Kitsa / Foter / CC BY-NC-ND

Food-o-meter- Out of 10 a rank of how great my lunch was!
Mouthfuls- How else can we judge portion size!
Courses- Starter/main or main/dessert
Health Rating- Out of 10, can healthy foods top the food-o-meter?
Price- Currently £2 I think, its all done on a cashless catering card
Pieces of hair- It won’t happen, will it?

Within two weeks her blog posts had gathered more than a million viewers, and enthusiastic posts from other students sharing their own lunch photos, not just from Scotland, but from Finland, Germany, Japan, Spain and the United States. She was garnering so much attention that she even raised a sizeable amount of money for a charity; Mary’s Meals, an organisation that funds school lunches in Africa. Seven weeks later, the local council made the controversial decision to ban Martha from bringing her camera to school; thankfully this decision was quickly reversed after protests from some of her most well known supporters (including Jamie Oliver and Neil Gaiman) as well as a massive media protest at the short-sightedness of the move.

This is just one example of the extraordinary potential young people now have to influence what was previously beyond their reach; using social media and other 2.0 technologies, the thoughts and actions of young people can have powerful influences across the entire globe.

Another example is the recent news that Hasbro has revealed it will release a toy oven in shades of black, silver and blue, after McKenna Pope, 13, submitted a petition with over 40 000 signatures that she had created on Change.org.  The thirteen year old was planning to buy the toy oven as a gift for her little brother, but became aware that it only came in pink and purple, and featured all girls in the advertising. Using YouTube to raise awareness of her petition, McKenna showed how social media can be used to create positive change.

With examples such as these for inspiration, there is no end to the possibilities for teachers looking for ways to engage their students in real world action. In fact, as Marilyn M. Lombardi’ suggests in Authentic Learning for the 21st Century: An Overview, thanks to technology, authentic, real world learning has never been more achievable.

Why not consider the following:

* Use iPads and iMovie to create documentaries on student issues – post to a YouTube channel for a world-wide audience

* Publish student research as a Wikipedia page

* Tweet results of student surveys; ask other schools to comment and compare results

* Create a Google Map of the local area around the school, locating community services and resources relevant for the school community; publish on the school blog

* Participate in a global project such as the Flat Classroom or a local one such as Witness King Tides

* Use real data sets to create suggested strategies for real-world problems – try Saving Migratory Animals as an example

As you can see, the possibilities are limited only by your imagination, and the projects can be as simple or as complex as you wish.

Looking for further inspiration? Check out these amazing young people and what they’ve achieved using passion, energy and technology!

A small beginning has led to Random Kid – a website that helps kids solve real world problems:

Using YouTube to share a great message:

Have your students taken on a great real world project? Share in the comments below!

Marilyn Lombardi. (2007). Authentic Learning for the 21st Century: An Overview | EDUCAUSE.edu ( No. ELI Paper 1: 2007). Educause. Retrieved from http://www.educause.edu/library/resources/authentic-learning-21st-century-overview

Does the Apple fall far from the tree? – Sharing one iPad among many users

2012 K-12 Horizon Report

2012 K-12 Horizon Report

The 2012 Horizon Report identifies mobile devices  and tablet computing as technologies expected to enter mainstream use in education within one year or less. The mobility of these devices, their almost instant accessibility, the ease with which the touch screens promote interaction and the huge range of educational apps available for very reasonable prices appeal to both teachers and students. Research has found that the use of iPads and other mobile devices in the classroom  improves engagement, supports multiple ways to access the curriculum and enhances assessment practices (Government of Alberta, 3 October 2011).

The flexibility of mobile devices is undeniable. They have been successfully rolled out in 1-1 programmes, where students have 24/7 access to the devices, and have equally been found to be powerful learning tools when used in a one to many scenario. In fact, Kristin Redington Bennett says in her recent article, Less Than a Class Set , that having fewer iPads not only challenged teachers to be more creative and innovative in the way they designed learning opportunities, but also that having a small number of iPads in a classroom facilitated individualized and tailored instruction, as a class set of the devices may encourage more traditional whole class instruction.


cc licensed ( BY ) flickr photo shared by flickingerbrad

This scenario, of having one iPad shared among multiple users is likely to be far more common that the 1-1 scenario in most schools, as the technology is still relatively new, and education budgets grow increasingly tight. Often, it is the school library which manages the mobile devices, loaning them out to teachers and classes on a needs basis.

Sharing iPads among whole classes and small groups can still lead to effective learning. As Bennett suggests, the teacher may use one iPad with the whole class as a moveable digital display, moving around the classroom with it, or having the students pass the tablet around. It may also be the focus of a small group challenge, or  as a part of a learning centre. They can be used by individual students for extension, or provide engaging practise for students who are struggling with specific concepts. Futaba, a multiplayer appApps such as Futaba, which allow multiple students to play together on the iPad are also terrific options, and the list of these multiplayer apps is growing.

The iPad is designed primarily as a personal device.
cc licensed ( BY ) flickr photo shared by flickingerbrad

Apple in particular has had  massive success in the education market; with sales data in the United States finding that in the most recent quarter, iPads even outsold Personal Computers in the K-12 Market. Despite this success, and the enthusiastic take up by teachers and students, the iPad’s design remains that of a personal device.

This provides a range of challenges to educators who are using the device as a shared  technology between multiple users.

Logging in:

In May 2012, Apple Insider reported that the lack of multi-user support on iPad is a ‘known issue,’ which was  ‘being investigated’ by Apple. While there are apps that allow multiple users to access different accounts such as Facebook or cloud based document libraries, there is no way for multiple users to have their own personalised profile in the way that users can log into a shared PC. This would be useful in situations where teachers and students share the device, as the teacher could have a profile that allows them to access their emails, class and assessment data, teaching apps etc, while students could log into a generic ‘student’ account, which provides access to educational apps and a student email for exporting from apps.

Deployment:

Deploying multiple iPads to a generic user base is one of the most challenging aspects of their introduction to schools. The initial set up of multiple devices can be extremely time-consuming. There are ways to deliver email access, wireless network and other functions over the air, strategies which are detailed in Apple’s business solutions package, however the establishment of the Apple ID required for each device takes some time, particularly entering in the numerous details required by Apple’s strict security. The Apple Configurator app goes some way to simplify the process also (although this requires a Mac computer), however all of these options require not only an administrator with a fairly good basic set of IT skills, but also a robust WiFi network or the time needed to plug each device into a central (Mac) computer.

Configurator

None of this should (or indeed does) dissuade schools from adopting these mobile devices; however they are good things to be aware of for any school looking to move into the mobile device area; deployment takes time and skills.

Management:

Managing iPads in a one to one setting is much simpler, as each student is able to manage the download of the apps they require. In situations where the device is shared, the process is a little more complex.

It was with great joy that Australian educators received the news that we finally had access to the Volume purchasing program for apps that had been available in the United States for several years. This makes purchasing large numbers of apps and installing them far more manageable.

Apple Volume Purchasing

Previously, to abide by licensing requirements, apps had to be purchased individually for each device, and then installed in this manner. The volume purchasing program, although somewhat tedious to set up, allows for the purchase of multiple apps with one credit card (although sadly, not with an iTunes card, which is how schools commonly manage the financial aspect of purchasing). A distribution code is then made available, which is then used on each device to download the app from the iTunes store. While this makes management easier, the code must still be physically entered on each individual device – which may take some time for 60 devices. Students can easily do this process, but for younger users, teachers may prefer to manage this process themselves. Not every app is a part of this program; app creators must nominate for their app to be included. For those apps which are not available through volume purchasing, individual purchases are still required.

Syncing and/or charging multiple devices is possible through the use of a professionally created solution, however for those with limited budgets, ideas on home-made docking stations are available.

Mobile devices continue to grow in their influence in education. As time passes, they are becoming easier to manage on a school basis, and hopefully these improvements will continue to develop. In the meantime, schools looking at managing multiple devices should be aware of the time this requires, and plan strategically in order to get the best out of their investment.

 

Wikipedia – one encyclopedia to rule them all…or just a great place to start?

The debate about Wikipedia and its role in education continues to rage.Just last month, Brian Proffitt, a  Lecturer at the University of Notre Dame wrote a well reasoned piece on why he believes Wikipedia has no place in the tertiary classroom. This was followed up with another, equally convincing article a week later by another practising academic, Jonathan Obar, explaining why he believes strongly that Wikipedia plays an essential part of education in the 21st Century.

Both articles raise valid points. Proffitt focuses upon the fact that by crowdsourcing information, there is no guarantee that the information is quality, and that Wikipedia is a major source of plagiarism, as students find it easier to copy text directly from a site that almost always appears in the first ten hits of any Google Search. Obar counters by arguing that the fact that the knowledge is crowdsourced provides an excellent opportunity to teach students not only critical literacy, but also a study in how knowledge is (and always has been) created – through debate, opinion and argument.

Currently, it is the decision of individual educators as to whether or not they encourage the use of Wikipedia in their classroom. It remains an immense resource of information – with William Cronon, the President of the American Historical Association stating that ‘Wikipedia is the largest, most comprehensive, copiously detailed, stunningly useful encyclopedia in all of human history‘.

One way that teachers commonly suggest students use Wikipedia is as a place to begin their research. While it may not be the source of information that students actually cite, it is often a useful starting point, for students to get an overall introductory understanding of a topic, and to use some of the articles cited in the Wikipedia article as a jumping off point into more scholarly literature.

An excellent tool to assist at this stage of research is the WikiMindMap.

Wikimindmap takes a search term, and creates a mind map of related topics, which are either directly linked to Wikipedia pages, or which open up into further refinement.

An example, based on the search term ‘Sustainability’ is below:

The best search results currently appear to be derived from en.wikipedia.org. When sustainability is entered into the search box, the following results appear:

Hovering over the term Sustainability in the centre brings up a useful definition, and direct link to the Wikipedia page.

When you click on the topics with the green arrows, a further search using these key words occurs – the topics in rectangles with the plus symbol indicates a further tree, with a narrowing of the topics focused around that general area. A blue arrow out symbol points to an external website.

This tool is terrific for students who are facing research on a broad topic, and need to narrow down their focus, or for students who simply don’t know where to begin their research. Since the Google Wonderwheel was discontinued, WikiMindMap might prove to be a useful research tool for any student’s kit.

For those using mobile devices, the app Wikinodes provides a similar search tool, but with the added functionality of note-taking and the ability to share articles via email, Twitter or Dropbox. The note-taking feature is particularly interesting, with students able to add text, visual or audio notes. These notes are then able to be added to a ‘presentation’, so that they may be shared with others.

These tools are useful no matter what your opinion is on the quality of the content in Wikipedia – even if only to teach the concept of drilling down from a general topic to more specific keywords that will shape searches more effectively.

Don’t write off Wikipedia – using it creatively could be the key to more effective research by all students of every level.

Cronon, W. (2012, February). Scholarly Authority in a Wikified World. American Historical Association. Retrieved October 8, 2012, from http://www.historians.org/perspectives/issues/2012/1202/Scholarly-Authority-in-a-Wikified-World.cfm
Obar, J. (2012, September 20). Why Wikipedia Does Belong in the Classroom. ReadWriteWeb. Retrieved October 9, 2012, from http://www.readwriteweb.com/archives/why-wikipedia-does-belong-in-the-classroom.php
Proffitt, B. (2012, September 12). Why Wikipedia Doesn’t Belong In The Classroom. ReadWriteWeb. Retrieved October 9, 2012, from http://www.readwriteweb.com/archives/why-wikipedia-doesnt-belong-in-the-classroom.php

Augmented Reality – Even Better than the Real Thing?

Augmented Reality has become a buzz word recently in ed-tech circles.The K-12 Horizon Report describes Augmented Reality as  blending — or augmenting — what
we see in the real world with related information,data, media, and even live action.

Although it was once envisaged that the future would be completely virtual, it is now becoming apparent that rather than stepping into entirely computer created worlds, it is better to harness technology to add to our current reality – hence ‘augmented reality’ has become more popular, and ‘virtual reality’ has become less so.

An easy way to understand exactly what the difference between virtual reality and augmented reality is by viewing examples of each:

This is an explanation of Virtual Reality (also known as Virtual Worlds):

Below is an example of Augmented Reality:

The girl is able to see a 3d model of the lego before she purchases it.

Virtual reality has existed for quite some time, however the increasing use of mobile devices equipped with cameras has enabled the development of apps that put this technology into the hands of students and teachers; and the potential for learning is very exciting.

Augmented reality has two major forms; the first is where a printed trigger image initiates an interaction through the camera of the mobile device; there are many examples of this (and they will be elaborated on below), but the one pictured here is ‘Sneaker ID’, where the printed image of a sneaker transforms into a realistic 3d depiction of a sneaker when viewed through the app.

The second form is where the app uses the devices GPS capabilities to ‘layer’ digital data over the location where the user is. A well known example of this is Layar, which provides a huge number of layers which can provide information about the user’s local environment. The photo below shows a Layar view of Museums and Galleries in a 5 kilometre radius from the Brisbane Catholic Education head office in Brisbane.

Although augmented reality as a learning tool is still in its infancy, there are a number of apps that provide an engaging way to stimulate students imaginations, and one app in particular, Aurasma Lite, which moves beyond simple viewing an augmented reality, and provides tools that students and teachers can use to quickly and easily create their own digital layers onto images and items.

The Horizon Report suggests that Augmented reality is very likely to become a powerful teaching tool within the near future for the following reasons:

  • It can be used for visual and highly interactive forms of learning.
  • Students find connections between their lives and their education through the addition of a contextual layer.
  • It is an active, not a passive technology; students can use it to construct new understanding based on interactions with virtual  objects that bring underlying data to life.
  • Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with.

Before looking at using Aurasma though, let’s just explore some of the ‘fun’ ways that augmented reality can be used in the classroom.

1. As a stimulus for creative writing:

Download the String AR app, and using the printouts available from the String website, bring ‘Proto’ to life on a student’s desk, or inspire a story based around a dragon who bursts out of the computer screen and into the classroom.

2. As part of a science unit on Earth and Space Science:

Examine the Mars Rover in a way that was never possible previously; Using the marker downloaded from the NASA 3D spacecraft app, bring the Rover right into the classroom for an interactive experience:

3. Make mental calculations of money fun:

Capture photos of students with money falling from the sky using MoneyVision; add the totals and graph to seewhich student received the most ‘virtual’ cash!

4. Students studying weather patterns can use the Floodlines app and printable markers created by the State Library of Queensland to examine the extent of the flooding in Brisbane during the 2011 floods.

More ideas for these apps can be found in the attached booklet.

Aurasma takes the tools for augmenting reality and gives it to users.

It allows users to connect short movies, animations or still images to items; best explained by the creator of Aurasma himself, Matt Mills

Creating an ‘aura’ is simple – instructions are in this booklet.

Ideas for using Aurasma in a school setting are numerous; here are just a few:

1. Attach a video of a student presenting their project/artwork/writing to the piece, so that those who weren’t in attendance at the presentation can view it later.

2. Attach a student created book trailer to the cover of the actual book, so that others can view the trailer prior to reading.

3. Embed footage of a school event into the printed school newsletter – still photos in the newsletter become video captured on the day.

4. Record a student reading to a photo of the student holding that book; a collation of these images with embedded video taken over time can provide a timeline of student reading development.

5. Embed a video of the teacher reading out an exam/assignment question onto the task sheet for those students who struggle with reading print text.

6. Create a short video orientation of the school and attach to the school emblem/crest – this will provide a multimedia introduction to the school to anyone who scans the emblem using the Aurasma app.

7. Place Location Auras around the school grounds, with video explaining the history/useful information about that part of the school.

8. Attach labels with embedded video to realia in the school library to add additional explanations about use or care of the item.

The list is endless! Please share your ideas in the comments below.

Augmented Reality might still seem futuristic, but it is hardly science fiction. Students will be engaged and challenged by the multimedia and transmedia possibilities augmented reality brings to learning; what an exciting time to be an educator!

Check out more augmented reality information and resources on my PearlTree.

A Day in the Life of a Mobile Learner

The flexibility of mobile devices is without doubt what affords them their great potential.  Whether you have a 1:1 tablet arrangement, a bank devices or a single device per class, there are many possibilities for creative use. A mobile learner takes advantage of this flexibility; they use it individually, with a buddy and in groups,  taking it to where the learning is – to the playground, to the library, on the excursion – and using it in a variety of ways – as a source of information, as a tool for recording learning, as a method of expression or a channel for collaboration. This post aims to exemplify just some of these modes of use.

The SAMR model developed by Ruben R. Puentedura encourages teachers to move beyond simply substituting the mobile device for what they might otherwise do with another tool, and

‘enables teachers to design, develop, and integrate digital learning experiences that utilize technology to transform learning experiences to lead to high levels of  achievement for students’ (Beyond Substitution, 2011).

The SAMR model

SAMR, a model designed to help educators integrate technology into teaching and learning , was developed by Dr. Ruben Puentedura.

While this model is excellent in encouraging teachers to imagine creative new ways to engage students in constructing new understandings, it also provides a place for apps that simply present more traditional teaching strategies in innovative ways. The key as always is balance – and the seamless use of technology – so that it does not dominate the learning but merely enables it. Just as picking up a pencil does not disrupt the ‘flow’ of a lesson, but just enables the student to record their learning, so too should opening up an app on a mobile device not be the focus of the lesson, but just the process through which students access the information or learning opportunity.

The presentation below ‘A Day in the Life of a Mobile Learner’ seeks to present the many ways a mobile device (in this scenario, an iPad) could be used throughout a ‘typical’ day for a student in the middle years of primary school. Below the presentation is a more detailed account of the day, with suggestion as to how each of the activities fit within the SAMR model, to enhance understanding of how the model looks in action.

If you cannot view the Prezi (above) please use this link.

A day in the life of a mobile learner: the adventures of Kid A

The app images link directly to the page where you can download these apps. For other useful teaching apps, check out the ResourceLink Pinterest board for apps.

Before School:

Kid A goes to the school library, and borrows an iPad from the ‘Gadget Garage’. He then chooses ‘Fred and Ted’s Road Trip’ to download  onto the Overdrive Media Console.  When the bell rings, he returns the book on Overdrive, and then returns the iPad, before moving to class.

First up Kid A participates in Literacy Block.

Kid A participates in a number of different activities.

The first thing Kid A does is practise his morning talk with a buddy. He recorded the talk using Dragon Dictation, and then pasted the text into the the VisioPrompt app, which converts the iPad into a teleprompter. Having his talk on the teleprompter enables him to feel more comfortable when talking in front of the class, and also gives additional reading practise. This is an example of Augmentation, as the apps allow Kid A to do the same task (morning talk) but with functional improvement.

Kid A has a spelling list of words that he practises by typing into WordFoto. The act of typing the words in and searching for a picture that connects or represents the words helps Kid A remember them better. When he completes his wordfoto, he places the picture into the Dropbox app, so that his teacher can print it out later for him to take home. Having a visual stimulus assists Kid A and encourages him to spend more time practising his spelling words. This is an example of Modification – although the task of recalling spelling words is the same, the method used is significantly modified by the Wordfoto app.

Kid A now joins with three classmates and plays Futaba, using the pre-prepared list of vocabulary words and images his group compiled the previous week. Futaba is unique, as it allows four students to participate in a game using the one iPad simultaneously. This is an example of Substitution, as there have always been word games that students have played where they match words with images – the iPad in this case simply provides a different channel for delivering the game.

Next week, the students in Kid A’s class will be exploring the instructional text type of recipes. In preparation for this, Kid A works through the Cookie Doodle app, reading each stage of the recipe and noting the verbs used at the beginning of each instruction. The Cookie Doodle app is an example of Redefinition – the task is redefined through the use of this app, as it allows a level of interactivity with the recipe that would only otherwise be possible through actually cooking.

After morning tea, Kid A starts his maths rotations.

During this time, he works individually and in groups, completing number skill activities and also more open ended problem solving tasks.

First, Kid A practises his ‘add to 10′ skills, playing the game Mathris, a number facts game based on Tetris. (Substitution).

Working with a partner, Kid A then uses ScreenChomp to develop an explanation of how to multiply by two digit numbers. This whiteboard app records the verbal explanation and the writing on the screen and converts it to a video, which Kid A emails to his teacher. The video forms an excellent piece of evidence for the teacher in assessing Kid A’s understanding of multiplication. It also allows the teacher to pinpoint if and where there are any difficulties (i.e. if Kid A needs more practise with basic maths facts, or in remembering the strategy for multiplying double digits etc). Previously this opportunity to watch and listen as a child explains the process of completing an equation was limited, as teachers did not have the time to sit one on one with every child – therefore this is an example of Modification – the app provides data gathering in a way that was previously extremely difficult.

To wind up their maths rotations, Kid A leads a whole class game invented by the teacher,  using the speaking calculator app. Another example of Augmentation, as the presence of the app allows for a functional improvement on previous games using calculators, by the presence of the ‘speaking’ feature.

Time for the class to begin working on their integrated unit, which is one on sustainability.

The class is exploring ways that they can change their school environment so that it better reflects principles of sustainability.

They begin with a simple ‘substitution’ exercise – working in small groups to complete a KWL graphic organiser on the iPad, using the Tools  4 Students app. This is emailed to the teacher for later use in a whole class activity.

Next, Kid A buddies up with a friend, and walks around the school, using the iPad to take photos of parts of the playground where they think environmental practices could be implemented. They return to the classroom, and use the Skitch app to annotate their photos, explaining why they took the photo and what change they believe is needed. This combination of activities is an example of Modification – although it could previously have been completed using a digital camera and pen and paper, the use of the iPad camera and Skitch app have made the learning far more about the process rather than the tools.

Finally, the class adds the finishing touches to a display for their upcoming parent morning. This display is two-fold. Firstly, the students wrote poems about the school environment, and published them as posters for the classroom walls. They then recited these poems to the class, while a classmate recorded their presentation using the video recorder on the iPad. Today, the students use the Aurasma Lite app to attach the video to the posters, so that parents can view through the Aurasma app and see their recitations. This is an example of Augmented Reality, and is definitely a task that falls into the Redefinition category of the SAMR model, as it was not in any way possible prior to the use of augmented reality apps in the classroom.

Further information on Augmented Reality and augmented reality apps will be featured in an upcoming blog post, so if this activity has intrigued you, stay tuned!

The afternoon session brings Health and Physical Education and Art.

The HPE and Art activities are simple examples of how basic substitution apps such as PE Games and FacesiMake can be used in creative ways that encourage higher order thinking and collaboration skills.

The PE Games app is essentially a HPE Games book that is accessible on the iPad. The flexibility comes from being able to add your own games to the ones already included. Students can be encouraged to work collaboratively by providing them with access to the app and the required resources (e.g. balls, hoops, beanbags), and asking them to work together to understand and play a game that is randomly chosen by shaking the iPad/iPod touch gently.

The FacesiMake app allows students to exercise creativity in designing a face using innumerable number of items, including pieces of fruit, household implements, stationary items…the options are endless. Suggesting that students use this app to create a new character for a story that they are to write, or to imitate a famous work of art adds another layer to what is essentially a very fun and non-messy way of creating unique images of faces.

Kid A’s day is over too soon! He has never been as engaged, and during the  day, he has worked independently, in partnership with his buddy and in small groups, as well as in whole class settings. He can’t wait to see what apps he might use tomorrow…but that is a blog post for another day!

References:

Beyond Substitution: The SAMR Model. (n.d.).2011 Summer Tech Institute. Retrieved August 1, 2012, from http://msad75summertechnologyinstitute.wordpress.com/beyond-substitution/
Please note: The Prezi in this post was embedded using the very helpful tips found at https://boisebarbara.clarify-it.com/d/62kpct