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.

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

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

Bringing Augmented Reality to Life – in the classroom and the workplace

The team at ResourceLink decided to follow up our recent blog post on Augmented Reality by testing it out in the ‘real world’. We have had two major opportunities over the past weeks to play in the augmented reality sphere, and we would like to share with you our experiences and hopefully inspire others to branch out into this exciting area of edtech.

The first opportunity we had was at the annual Kids Connect, which is a conference run by kids, for kids, organised by Paul Shaw and the Year 7 students at St Thomas Camp Hill.

The organising committee for Kids Connect, from St Thomas School Camp Hill.

Last year was the first time ResourceLink team members had participated, and we blogged about our experience of developing interactive historical timelines here.

This year, with the theme of ‘Escape 2 the Future’, we decided to use Augmented Reality as a way of providing windows into the past and the future. As the Kids Connect conference was once again at the amazing Brisbane Powerhouse, we knew that we could use AR technology to give the students a way of exploring the way time can be viewed as a continuum from a particular point in time.

Click on the image to access information about how to download these apps to try them out for yourself.

We introduced the students first to the concept of Augmented Reality by giving them a number of experiences using some of the apps we blogged about previously. The students were immediately engaged and excited by the possibilities before them, as they viewed the different animations and movies made possible using apps such as String, HeartCam, SpidermanAR and Floodlines.

The marker was a printed A4 page, with a black and white icon on it. You can see the marker to the left of the black and white photo, which is the ‘aura’ – an historical photo of the Powerhouse prior to its redevelopment. The marker was placed on the glass entry to the Powerhouse, and the exterior of the Powerhouse as it appears today can be seen through the glass in the background of the photo.

Once the students had an idea of what Augmented Reality was, we sent them off on a discovery journey around the Powerhouse. We had placed markers around the building, and the students had to find the markers and using their iPad or iPod touch, view the marker through the Aurasma app. Each marker had been placed in a part of the Powerhouse where we had sourced an historical photo of the same spot. As the students viewed the markers through Aurasma, an historical photo of the place where they were standing emerged, so the students essentially had a ‘window’ into the past history of that part of the building.

Once all of the markers had been discovered, the students used the app PicPlayPost to create a frame that featured their favourite
‘window’ into the past, and a video explanation of why they chose that one. An example of this app is below.

To get an idea of the way places change over time, the students viewed a few short clips from Back to the Future, and made observations about the way the locations changed, and yet in some ways stayed the same as Marty McFly travelled through time. With this idea in mind, the students then explored and discussed images of the future, suggesting how they thought life might be improved through technology in the future.

We then introduced the students to the Aurasma app. Aurasma is also an AR technology, and it allows you to create your own ‘auras’ which are embedded into a marker that you create. The students used a number of apps on the iPads and iPod touches including iMovie, Toontastic and Screenchomp to put together a short video depicting their vision of the future, which would act as their ‘window’ into the future.

Finally, the students created their ‘markers’, which were simply A4 posters. We had pre-created ‘location’ channels for each of the mobile devices, so when the students went through the process of embedding their auras onto the posters they had created, they could upload them to the channels and share amongst each other. We did experience a few ‘glitches’ with this process, as the wireless internet was quite weak, and the student’s videos were in some cases over a minute long, however we also experienced successes with this process.

The final result was that the students were able to share with others a glimpse into the future that they imagined, via an augmented poster that they had created – take a look at how they worked…

Our second AR project involved an art installation in our office, which we enhanced using the Aurasma technology.

“The Earth in the Balance” on display in ResourceLink

A staff member using an iPod touch to view Rick’s video from the marker.

When the artist, Mr Rick Dalmau offered us the opportunity to display his work at ResourceLink, we jumped at the chance. However it quickly became apparent that Rick’s sculpture had many meanings, and that the story behind it’s construction was fascinating. So, with his permission, we created a short video of him explaining how the piece came together, and we used the Aurasma Studio app to embed this movie into a marker we created using one of his photos of the piece. Entitled ‘Earth in the Balance’, the piece is created from a variety of found objects. If you wish to hear Rick speak about his creation, simply download this PDF Leviathan over granite . Download the Aurasma app, and search for the ‘ResourceLink Auras’ channel, and subscribe.

Once you have subscribed, simply hold your device, with the app open over the printed pdf, and the video should begin playing. Double click on the video to make it full screen. Make sure your volume is on full!

Augmented Reality has really added to ways we can share information, and enhance our resources and displays – if you have any exciting ways you have used AR, please share in the comments below!

New addition to Copyright Copyleft Wiki

Many teachers and students have expressed their appreciation of the Copyright Copyleft wiki, as a ‘one stop shop’ for learning more about Copyright, Creative Commons, the Public Domain, Open Source, and how to find and access materials available for reuse online.

Recently we added an addition to this wiki, on the Acknowledging Creative Commons Materials page that we wanted to alert readers to.

Microsoft Office now has a plug in that allows users to automatically license their work in just one simple click.

The Creative Commons Add-in for Microsoft Office enables you to embed a Creative Commons license into a document that you create using Microsoft Office Word, Microsoft Office PowerPoint, or Microsoft Office Excel.  The add-in downloads the Creative Commons license you designate from the Creative Commons Web site and inserts it directly into your creative work.

In addition, there is  a very easy to follow how-to manual explaining how to download and install the plug-in, which you can  access here.

Once installed, the plug in simply appears as an additional tab on the Microsoft Office ‘ribbon’. When you click on the tab, the option to licence your work drops down. A connection to the internet is required in order to access the range of different licences, however once they have been selected, they are cached for future use.

Check it out on our Copyright Copyleft wiki today!

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

Metamorphosis: the 2012 ResourceLink Film Festival

The theme of Metamorphosis captured in the festival advertisement was adopted, as a symbol of the power of film to change us on a deep and somewhat primal level and also inspired ResourceLink to review and refresh the way the festival was structured and delivered, in particularly the way in which we engaged participants in their professional learning.  Adopting a project based approach to replace a traditional model of professional learning about film making and engaging with new media sources to share and reflect about film.  This post will review the 2012 ResourceLink Film Festival sharing the successes and learning’s from the journey.

This title is available through Curriculum Press. It is a fabulous resource for all educators. Click the image to purchase or find out more.

While the Film Festival has always been about promoting the use of film in education, an increasingly important part of the program is the student produced films section. This is in recognition of the fact that students now live in a multimodal world, where economic, social, cultural, global and technological changes have reconstructed concepts of literacy, reading, writing and text (Anstey and Bull, 2011, p.1).

If we adopt the definition of literacy put forward by Luke and Freebody in 2009, we see that

‘Literacy is the flexible and sustainable mastery of a repertoire of practices with the texts of traditional and new communications technologies via spoken, print and multimedia’ (p.9, cited in Anstey and Bull, 2011). Therefore, in order to be considered ‘literate’ in the 21st century, students must be able to access a range of resources, including knowledge of

  • text and context
  • multimedia and technology, and the semiotic systems they employ
  • aesthetics and design
  • social and cultural diversity
  • critical literacy

(Anstey and Bull, 2011, p.8).

Involving students in the planning, scripting, filming, editing and producing of their own films provides many opportunities for each of these resources to be developed.

Students proudly walked the red carpet to present their films.

Traditionally the film festival has hosted a two day course on short film making in conjunction with a screening of student produced short films.  This year the ResourceLink team asked the question how might the student produced films be enhanced through ‘on the job’ professional training and support?  What was found was a significant level of diversity and creativity was shown through the films and more so allowed students and teachers to achieve beyond their own expectations.

Working with teachers and students the team of ResourceLink supported the development of seven short films from three schools.  Our support was three fold: engaging and extending the pre-production phase of film making, supporting filming and providing support in post-production.

Pre-production:

This phase began by exposing teachers and students to as many diverse films, reflecting on the stories and messages and examining the technical aspects of the film such as, camera angles, music, costuming and editing techniques.  It was in this phase that students engaged in critical reflection and discussion.  After grounding students in some film theory, students could then begin unpacking the theme in great depth and begin to develop the concepts of their own films.  This for the most part was done without much support from ResourceLink.  Once students had landed their concept it was time for the students to develop a script and to begin storyboarding.  Constantly reviewing and adapting their work until they were ready to film.

 Production:

Supporting participants as they tackle this phase was perhaps the most fun and tiring phase of the project.  This saw participants to reflect and adapt on the fly as they encountered problems such as poor weather, absent actors, and malfunctioning equipment.  This saw many participants to consider quite creative and clever solutions.

Post Production:

Again supporting participants through this process the team from ResourceLink supported the production teams as they sourced creative commons materials to add the extra professional touches to their works.

The students were thrilled to receive an award acknowledging their movie-making, and also enjoyed a creative activity that saw them create their own origami butterfly, which they labelled with one word or a phrase to describe how the movie making process had changed them. These butterflies formed part of the decoration for the teacher film festival to be held later that afternoon.

As the teachers arrived to a delicious afternoon tea provided by Spoon Deli, they were delighted to see our theme of metamorphosis depicted in the hundreds of origami butterflies that decorated the room. During the evening screening session, we were very lucky to have secured Kathleen Noonan and Fr Anthony Mellor, who provided us with commentary and insight from a non-educational perspective.

During the evening, the teachers were invited to share their thoughts and opinions of the films, and how they might use these or similar short films in their classroom via a BackChannel established using TodaysMeet. The teachers also had the opportunity to post their thoughts to a broader audience via Twitter, using the hash tag #morph2012.

Using a tool such as TodaysMeet allowed the viewers to share their thoughts at the moment that they had them, rather than try to save them until a plenary session after the screenings. By posting to the TodaysMeet stream, teachers were also more willing to add their thoughts, as they did not have to stand up and publicly share them to the large group.  A selection of the TodaysMeet stream can be seen on the right.

The films selected this year were based not only on the theme ‘Metamorphosis’, but also were selected to showcase a variety of film formats and delivery methods. As an encouragement to teachers to consider the quality multimedia available on YouTube, the evening began with the showing of a selection of short films from the Tropfest Short Film Festival YouTube channel. These ranged from the humourous (Boo), to the reflective (My Constellation), from the challenging (RGB) to the inspiring (One Thing).

These short films were followed by another inspiring short film, The Butterfly Circus. Winner of several international awards, including the Clint Eastwood Filmmaker Award, The Butterfly Circus is a beautiful story of how a young man with what seems to be overwhelming disabilities (he has no limbs) is given the opportunity to dream of a future he thought would never be possible.

The possibilities for the way this film could be used in the classroom are endless. As teachers observed, it could be seen as a re-interpretation of the Easter Story, and the role of the Showman could be seen as a Jesus figure, taking those who had been cast off by society and showing them their beauty and their worth. The direct links to the theme Metamorphosis were unmistakeable, even to the point of the presence of a butterfly making its transformation just as the human characters did also.

After a delicious hot meal from AbFab Catering and great discussion over dinner, the teachers returned to the lolly buffet to stock up on readiness for the final movie.

The feature film of the night, We Bought a Zoo tells the true story of a family who bought and rebuilt a rundown zoo. Although the Hollywood treatment neglects some of the real life challenges of such a purchase (in the film, the decision to buy is made on the spot, whereas in real life, the process of purchasing took over 2 years), the film does focus on the metamorphosis of the family, as they move from a place of darkness and grief into a new life full of possibility.

 The film was then reviewed in a ‘Margaret and David’ style (from ABC’s At the Movies), as Kathleen Noonan and Fr Anthony Mellor discussed the themes of the movie. Of note was the use of the soundtrack, and the way that movie and music can sometimes be used to engage students in areas where more direct approaches might fail. Also discussed was how rich, quality media is available in many forms, some of which are listed below.

The evening was wrapped up by our Senior Education Officer, Kerry Rush. A great day, a fun evening and a lot of learning sums up the Film Festival once more for another year.

References:

Bull, Geoff, and Michele Anstey. Evolving pedagogies: reading and writing in a multimodal world. Carlton South, Vic.: Education Services Australia, 2010. Print.