Posts in Category "Adobe Flash"

April 3, 2012

Adobe Asia Pacific Education Leadership Forum

Asia Pacific Adobe Education Leadership Forum@ Sheraton on Park, Sydney, Au.

Part 1 of 5

Being the first major Adobe event that I’ve attended I was not quite sure of what to expect. However, the surprises were to be all mine.

Arriving at the Sheraton after walking up from the Quay I found myself a little disconcerted at the number of ‘suits’ in attendance, the place seemed to be well stocked with the high end of town. With not a familiar face to be found, I grabbed a coffee, checked my mail and waited in the palatial surrounds of the Conference area.

I’d barely finished a coffee when Andy Sommer (Communications Manager for Australia and New Zealand) came up and introduced himself. We briefly discussed some of the glitch areas for IT in the public system and then he called across Jon Perara, (Vice President Adobe Education) who was crossing the floor nearby, and I had the pleasure of a brief talk with Jon before they both had to move on to prepare for other things.

Once inside the conference room it was obvious that the numbers were above initial expectations, very squeezy and cozy.

After an initial overview by the Peter McAlpine,MC for the day, Jon Perara spoke at length on a range of developments with technology in education.

Transformation of the Pedagogical Paradigm

The introductory push was provided via a video promoting a new tablet device that the government of India was distributing to schools at around $50 per unit. I found myself a bit dubious about the claims that it could do “everything a computer can do” given that it was contextualized within the confines of being able to connect to the Internet and handle email, and whilst the screenshots clearly indicated that it had quite a few apps on it, none of their functionality was mentioned. Nice….but I’ll stick with my iPad.

Perara is an impressive speaker. Obviously well prepared, knowledgeable, intelligent and articulate, he fluently and often humorously, addressed a range of developments and concerns around IT in education. What came out of it for me was the lack of preparedness there is here in the Australia educational arena to harness the diverse advantages afforded by the obvious onslaught of portable devices into daily usage. Perara pointed to stats demonstrating that over twice as many portable devices had shipped as opposed to personal computers this year and that students no longer saw computers as their primary device.

However the elephant in the room was the obvious lack of uniformity on policy, re- mobile devices in schools and districts in the US and the somewhat archaic approach to their access and use in Australia, particularly here in NSW under DEC policy. (This is my reading based on posts across a range of educational forums)

STEM vs STEAM

Perara went on to discuss the advantages offered to students by integrating mobile technologies in STEM (Science, Technology, Engineering and Mathematics) schools in the US. Although not an unfamiliar dialogue for me, I found myself musing on a similiar thematic posed by educators in the US, viz,. that there’s no STEAM in the STEM education model. Given that in a recent survey in the US, 80% of students cited creativity as a core competency, why aren’t the Arts included in the STEM model?

As an Art, Photography and Design teacher I find it easy for my students to understand the significance of creative thinking; it’s importance as a key contributor to social wellbeing, technological / scientific innovation and as the foundation for culture (Art, Music, Literature, Education etc.) How is it that the people who wield influence (Politicians, Legislators, Policy makers etc.), don’t get it?

Getting sidetracked? There’s a chance…

Back to the roundup. (I’m trawling 7 pages of unedited notes here) ..Perara went on to discuss a number of key trends including the global nature of work, the use of Social Media, Cloud based technologies and Touch devices. He spoke briefly about the work of “taking it global”, a student based initiative that used geo-technology to track deforestation, and the impact this was having on perception and policy.

Mention was made, that by 2016, 30% of Americans will own tablet devices and by 2015 60% of university data would be ‘Cloud’ driven. In relation to this, it was touted that Tablet and Mobile devices are identified as the ideal means to expose personal, corporate and design based creative activity to a wider audience. I can buy this, personally, as there are a significant number of publications and applications that I would never had looked at, subscribed to, been exposed to or used if I had not owned a tablet and/or mobile device. So for me there’s merit in exploring these avenues as enrichment.

The remaining part of the presentation dipped in and out of notions of ‘self service IT”. Apps such as ’LIveBInders’ , OnLive desktop, Adobe Edge, Acrobat Professional, Ideaopolis, Adobe Kuler, Adobe Collage and web based services such as ‘Edmodo’ (which now incorporates ‘Google Docs integration, and the recently launched Edmodo Platform and API) featured along with ‘FlavoursMe” (an online interface that allows you to organize display content from 35 or so services into one online presence).

A light was shone briefly on the possibilities offered by Cloud based rendering. Cloud based rendering is obviously a hot issue, but one that that still leaves me a little cold. Whilst nice for professionals and small studios, most schools would find themselves struggling with bandwidth issues where rendering video content was concerned. It also begs the question, what do you really need it for? If you are working in Photoshop, Illustrator, Flash, InDesign, Soundbooth, LIghtroom, Dreamweaver, Audition, etc. why would you need to step outside the capability of you desktop or laptop to render out work produced in these apps. After Effects and Premiere Pro I can understand, but if you have a huge project wouldn’t you outsource a render farm or set up your school network to act as one? I’m not sure that I buy the idea.

An initiative that did fascinate me was one run by Globaloria……@ http://www.globaloria.org/, a US company working with disadvantaged schools and students who have never touched a computer.  They were training students to use Flash Technology with a view to providing students with a background for using Flash with high-end graphics as demonstrated in recent developments with the “Unreal” gaming engine.

And so ends the first tag of the day. The remaining posts on this will go to a new site. The URL for which I’ll post later if anyone wants to follow the rest of the story.

What I did walk away with after Jon had spoken was the sense of a real need to push the awareness of the Adobe Education Community out to Australian teachers. There is very little content on the site relevant to curriculum here in Australia and no doubt anything posted by Australian teachers would struggle to find relevance in the US or Canada. It would be nice to see Adobe plug this with the DEC. I’ll certainly be working from my end to get the message out there.

 

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July 25, 2011

Flash Development for Android Cookbook – eBook giveaway!

I’ll be at Adobe’s San Jose headquarters this week for the Adobe Education Leader Institute – and thought this will be a great time to run a little contest in promotion of my book! I’ll be giving away a couple copies of the eBook version through Packt.

The eBook version is great; I’ve been using this myself, as I go about my mobile work for quick reference and it’s been delightfully helpful. Very easy to do a quick text search or pull up the table on contents and so forth.

All you have to do to win a copy is visit https://www.packtpub.com/flash-development-for-android-cookbook/book and leave a comment here about a feature that interests you. Then, just link to your comment on Twitter – use the hashtag #FlashAndroidBook and be sure to follow me or it will not count!

The giveaway will run for a week and I’ll pick winners at random on Sunday the 31st! Spread the word!


Incidentally; for those interested in reviewing the book, contact Shaveer Irani (shaveeri – AT – packtpub.com) with the subject line of “Flash Development for Android Cookbook – Review” and the publisher may just hook you up!

1:07 PM Comments (3) Permalink
April 1, 2011

Flash Development for Android Cookbook: RAW

Flash Development for Android Cookbook

Flash Development for Android Cookbook

My first book is now available for preorder over at the Packt Publishing website. Not only can you preorder “Flash Development for Android Cookbook“, but it is also being included in the RAW program. This means that even though the book is not yet finished (the draft is finished- working through rewrites, currently) you can preorder the eBook or the print book and access the draft chapters online before the book is truly published!

For those wondering about the content, whether it leans more toward Flex or pure ActionScript; while there is a bit of Flex sprinkled throughout a few of the chapters, the code examples are almost always written in nothing but pure AS3 to allow anyone using any framework and toolset to implement the recipes easily. Full AS3 class downloads will be available through the Packt website.

So please spread the word, and place a preorder if so inclined! Note that even though the publish date is marked as September on the website, this was an original projection from last year and the true print date is more likely May or June.

Description from Publisher:

Flash has now arrived to Android — the fastest growing smartphone platform. This offers massive opportunities for Flash developers who want to get into mobile development. At the same time, working on smartphones will introduce new challenges and issues that Flash developers may not be familiar with.

The Flash Development for Android Cookbook enables Flash developers to branch out into Android mobile applications through a set of essential, easily demonstrable recipes. It takes you through the entire development workflow: from setting up a local development environment, to developing and testing your application, to compiling for distribution to the ever-growing Android Market.

The Flash Development for Android Cookbook starts off with recipes that cover development environment configuration as well as mobile project creation and conversion. It then moves on to exciting topics such as the use of touch and gestures, responding to device movement in 3D space, working with multimedia, and handling application layout. Essential tasks such as tapping into native processes and manipulating the file system are also covered. We then move on to some cool advanced stuff such as Android-specific device permissions, application debugging and optimization techniques, and the packaging and distribution options available on the mobile Android platform.

In a nutshell, this cookbook enables you to get quickly up to speed with mobile Android development using the Flash Platform in ways that are meaningful and immediately applicable to the rapidly growing area of mobile application development.

Take your Flash applications beyond the desktop and into the emerging world of mobile application development!

 

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March 24, 2010

Flash Builder 4 and Flex 4 SDK in Education

Flash Builder 4 (previously known as Flex Builder) and the open source Flex 4 Software Development Kit were released last week. This is a significant update that features over 70 new enhancements to the development environment and programming language. Some of the most notable enhancements for me are the new skinning architecture, enhanced data integration, and FXG support. I’m also very happy to learn the Adobe is continuing to offer Flash Builder for free to students, faculty, and for lab settings.
Flash Builder offers a great environment for student programmers to become familiar with classes, objects, methods, inheritance and other important concepts of object-oriented programming. Actionscript 3 is the programming language for Flash Builder. It is an ECMAScript based programming language that is similar enough to JavaScript that, I’ve found, most web programmers don’t have much trouble getting up to speed with it. Flash Builder also makes a great learning environment for budding programmers because it uses the Eclipse IDE. Eclipse is widely used for developing in other programming languages. By combining Actionscript 3 with the pre-built components available in Flash Builder, students can quickly get simple applications up and running which can motivate them to dig deeper and learn more.
Flash Builder is also a powerful tool for creating rich educational content. Here are just a few ideas where Flash Builder really shines in developing engaging content:
Interactive Data Visualization
Allowing students to see charts of complex datasets and allowing them to interact with those visual components can be a very effective learning activity. From a programming standpoint, binding datasets to charting components is incredibly easy and fun! Adobe has announced that the charting components are now free and available in the Flex SDK. We should see a lot more use of these great libraries in education!
Interactive Video and Audio
The Flash Platform has a great API for interacting with web video and audio. Combining text, images, with a video or audio stream can aid in learning new concepts. Being able to auto stop a video at a specific time, jumping to a specific point in a movie, using cue points to fire off events during a movie, or even applying advanced filters on a video are all possibilities inside the Flash Platform.
Flash Builder with Flash Media Server
Coupling Flash content with Flash Media Server can be a tremendous tool for language learning and performance analysis. Having the students listen and compare their recorded voice to a voice of an expert, or having them view their own performance in a video can be very effective.
I’m definitely excited about the release of Flash Builder 4 and the Flex 4 SDK. I think there are some great new enhancements in the update that can help developers in education. If you feel like I missed a home-run quality of Flash Builder in education, please add it to the comments below. I’m looking forward to seeing how these enhancements take the Flash Platform to the next level.

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January 7, 2010

Flash Player on Mobile Devices

Walk down any high school or junior high hall and you will notice how popular mobile devices are. It seems that just about every kid has access to a “smart phone.” However, students have been unable to access engaging and rich web content delivered in the Flash format. This is starting to change.
Recent releases of certain mobile devices are realizing how much content is delivered via the Flash format (over 80% of web video is distributed as Flash video) and will, in the near future, support Flash Player 10.1. Students that carry smart phones that include Flash Player 10.1 will be able to visit sites like National Geographic and Brain Pop (just to name a few) and teachers will gain an exciting instructional delivery tool!
Read more…

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December 10, 2009

What’s Your Mobile Strategy?

Earlier this week, I had the opportunity to speak to a media distribution vendor who posed the question “Does your University have a mobile strategy?” Absolutely we do- at least my group of developers does. We’ve had the same strategy for a number of years now and that strategy is to hold and observe. This strategy will be modified slightly with the advent of Flash Player 10.1 for mobile devices next year to one of active, holistic, cross-platform development.
motorola-droid-flash.png
The vendor in question was visiting to inform us of their specialized video capture and delivery solution. This solution is heavily tied to the iPhone and Apple’s set of hardware and software tools. While this may be appealing to those students and faculty with iPhones and iPod Touches, the emergence of a number of Android-powered mobile devices deserves some real consideration, and the Windows Mobile, RIM, and Palm devices are nothing to dismiss either. If you target the iPhone today, you are greatly restricting the use of your application to one device out of many (which may be perfectly okay for some apps). I’d prefer to write my applications for the widest number of platforms and devices available since this expands the userbase and does not exclude anyone from using the tools I’ve worked hard to create. In a university setting which encourages open exploration of platforms, you need to remain as open and accessible as possible. The Adobe Flash Platform fulfills all of these needs in a platform-agnostic manner.
All major mobile platforms have their own version of an “app store” or “market” in which applications are developed and targeted for that specific platform. But what of current browser-based applications in use by students and faculty? If they are built upon the Flash Platform (as many are) then they have been effectively cut off from use on almost all mobile devices since, as of today, Flash Player is not widely available for mobile. HTML-based mobile apps may be one solution, but their capabilities are restrictive, and you must deal with a great number of cross-browser issues. Today- there is no good solution for this range of applications but to design them with mobile in mind… and wait cautiously for something better to come along.
At the University of Denver, we have a mature media delivery ecosystem (CourseMedia™) that absolutely requires Flash and AIR for even the most simple usage. Modern web browsers on mobile devices do a great job at rendering HTML-based web apps exactly as they appear on desktop and laptop computers… almost. The most sought-after missing piece of the puzzle is the Flash Player. With no Flash on these devices, web content delivery is severely restricted. There are platform-specific apps for audio and video delivery alternatives through popular services such as YouTube, but what of the plethora of applications that go beyond the simple viewing of video content? As things currently stand- there is no solution!
We are very excited about the upcoming Flash Player 10.1 release as this means that users will effectively be able to use the full toolset we’ve created to manage, explore, and display rich media objects on a wide array of mobile devices. If we do find the need to target Apple iPhone down the road, we can use the same Adobe toolset to compile apps specifically for that set of devices. While this is not ideal in the case of Apple (everyone I talk to desperately wants true Flash on iPhone), the fact that we will soon be able to “write once, deploy anywhere” is simply an awesome thought to ponder.
motorola-droid-cm.png
So what would be a likely scenario as Flash Player is released for mobile in terms of university usage? I envision faculty preparing media arrangements on their mobile devices while riding public transit with full video editing and annotation capabilities over their provider network. I can see students, later that day accessing this same content in a park or coffee house while studying for an exam that will utilize the same ecosystem through an AIR-based hardware projection system in an upcoming lecture. At first, we developers will not necessarily need to make many changes to the tools that currently exist, users will simply be interacting with mobile devices to do their work instead of sitting at a workstation. As time passes and needs arise, we will be able to modify our tools to better suit this approaching reality and create new tools specifically for these devices. As the hardware becomes more powerful and the Flash Platform itself evolves in the coming years, there will exist truly great opportunities that forward-thinking universities and corporations would be foolish not to embrace.
Our mobile strategy at the University of Denver CTL is strongly tied with the Adobe Flash Platform and the future of Flash on such devices is especially bright as 2009 draws to a close. Welcome, 2010 and Flash Player 10.1!
References:
Open Screen Project
Flash Player 10.1
Adobe Flash Professional CS5
Mobile Framework ‘Slider’

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November 19, 2009

Using Flash to create ambient artwork

I have recently been working on creating an ambient art work called ‘Tracier’, which is currently on display in the Kube Gallery in Poole, Dorset. The live, interactive piece is built using Flash and takes a live video feed from a web cam. This feed is heavily processed inside Flash so that just ‘ghostly’ movement is displayed on a projected screen. Using motion tracking, Flash then takes ‘tracings’ of the image along with sampled colours, these are eroded and displayed resulting in kinetic visuals. The piece was created as part of my research and was intended to add visual interest to any public space, not necessarily a gallery.
tracier.jpg

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October 16, 2009

YouTube and Flash Platform (AS3) Integration

Something we’ve struggled with for some time at the University of Denver Center for Teaching and Learning (CTL) is the full integration of YouTube videos within our rich media tools such as those found within the CourseMedia™ ecosystem. Traditionally, this has been not altogether possible as previous versions of the YouTube Chromeless Player were ActionScript 2 based and so were isolated in a separate Flash Player virtual machine (VM) in any of our ActionScript 3 based tools. There are ways of setting up a proxy and transferring messages between the two VMs through that proxy- but it is messy, includes too much overhead, and is nowhere near ideal. We ended up just opening YouTube content within a browser window- not at all integrated into our systems.
A few days ago, however, Google released an AS3 based Chromeless Player. Using the new player API, we were able to not only effectively integrate seamless YouTube videos within our normal display mechanisms, but were provided the flexibility of hooking full YouTube control functionality into our existing controls for native system content. The result being that the user experiences a YouTube video in the exact same way that they would expect to experience a native system video. This greatly improves the user experience and effectively adds the entire public YouTube video library as potential course material.
A quick overview video of how we’ve used this to enhance a few CourseMedia™ tools is presented below:

References:
The ActionScript 3 YouTube Chromeless Player is Now Live
YouTube ActionScript 3.0 Player API Reference
Google FINALLY Releases AS3 Player for YouTube
MediaViewer 1.2.6 / VPS Projection System 1.3.2

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September 19, 2009

How do I prepare my students for the Adobe Certified Associate Exam?

My students, their parents and our business advisory board are all very excited about earning the Adobe Certified Associate credentials. Of course I want all my students to be successful so I have been searching for resources that will provide my students with the skills and knowledge they need to succeed. Here is a list of what I have found.
Study Guides
Did you know that Adobe has posted detailed study guides for each exam at: http://www.adobe.com/education/instruction/ace/ These are .pdf files with both written tutorials and the sample files for the lessons all wrapped up in one Adobe Acrobat file!
adobe_curriculum.jpg
Adobe Curriculum
Adobe has worked closely with classroom teachers like myself to develop curriculum that is aligned with the ISTE standards and teacher tested.
http://www.adobe.com/education/resources/k12/instructional/
Visual Design is a yearlong, project-based curriculum that develops career and communication skills in print production and graphic design, using Adobe tools.
Digital Design is a yearlong, project-based curriculum that develops IT career skills in web design and production, using Adobe tools.
Adobe TV
It is time that instructors learned about this incredible resource. Adobe has developed hours of fantastic instructional video resources and offers it free through the Adobe Media Player. Check out all that they have to offer at:
http://tv.adobe.com/channel/students-educators
learnbyvideo.jpg
Learn by Video
This is the first resource that I have found that is specifically design to prepare students for the ACA exam. It has a easy to use interface, tutorials that you download to your iPod and well delivered content that will help your students prepare for the exam. I have really appreciated the book that accompanies this because it helps to explain the non-software specific topics covered on the exam. I also appreciate the test at the end of each unit both monitoring my students progress and helping them prepare for the type of exam questions they will face in the real ACA exam.
Classroom in a Book
Of course these books have been around for year providing a great resource for students and teachers. They provide great instruction on the application but you will need to supplement the lessons to fully prepare your students for the exam.
Online Software Training
If you or your students are looking for high quality online training on Adobe software then I strongly recommend the following resources:
Lynda.com: http://www.lynda.com/Member.aspx
Total Training: http://www.totaltraining.com/
Atomic Learning: http://www.atomiclearning.com/
Of course my own software workshops (free): http://www.mountsihighschool.com/directory/_dockeryj/conferences/index.html
Professional Development
Faculty workshops through Knowledge Network Solutions
Master education consultants from Knowledge Network Solutions come to your school to run workshops for faculty on how to use Adobe tools and effectively integrate them into their courses. Workshops are available to higher ed and K-12 institutions.
For more information about the Adobe Certified Associate Exam go to:
http://www.adobe.com/education/instruction/ace/

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October 22, 2008

MindRap: Real Local Media

by Melanie West
Integrating culture and life has always been a part of my informal learning work experience. About thirty years ago I worked as a math tutor for a local community science center in Plainfield, New Jersey. That center—conceived by a group of Bell Laboratory scientists and housed in an abandoned rundown candy store—was a bold, grassroots effort that opened up the world of science to urban youth and delivered this knowledge to the students’ own neighborhood.
Bell Labs scientists, including world-renowned physicist, Dr. James E. West, co-founder and board member of Tiz Media Foundation, dedicated their brilliance and time to the center teaching on topics such as the mechanics of go-carts and the physics behind bicycle riding. Many students in that neighborhood survived very rough lives, but the science center was always packed with enthusiastic students who were eager to learn.
In 2003 that science center experience inspired a vision of a multimedia educational program. The program would be a technical showground where enthusiasm for learning math and science would be cultivated in urban students. It would be located in the students’ own neighborhoods. It would be a place where they could be exposed to science, technology, engineering and math (STEM) role models who looked like them, using a culture to which they were connected. The vision included a physical space with a recording studio, multimedia workstations, and a performance space that worked in conjunction with a virtual space, resulting in a math and science community rooted in hip-hop culture and made widely available to urban students.
That vision resulted in an organization I helped co-found, Tiz Media Foundation, developing a program called MindRap.
MindRap
MindRap is a circular learning process consisting of an intensive, interdisciplinary program where math and science concepts are learned and transformed into digital media. High school students articulate specific math and science concepts, such as solving algebraic equations or detailing the fundamentals of the ozone layer, by relating them to their own lives through story-telling, music, poetry, visual arts, and animation. During a cooperative, step-by-step design process facilitated by STEM role models as well as experienced educators, artists, poets, and musicians, the high school students create content for animated multimedia modules. These modules can then be used by the students to teach basic math and science lessons to their peers. Students’ imagination and enthusiasm for hip-hop culture drive the design process and inspire their creativity.
In order for students to really apply their creativity, it is necessary for them to have a clear understanding of the content. The students know that their content will be published, so they tend to think more deeply about these math and science concepts. Thus it is a more potent learning experience than the traditional dry classroom approach. When students acquire this deeper understanding, they can then have fun with the arts integration part of MindRap. These student instructors utilize their creativity to communicate this deeper understanding to their peers.
Adobe products are used to make the student content come alive. Students choose and arrange the music that accompanies their hip-hop lessons. Supportive images are drawn then scanned into Adobe Flash where their content is transformed into hip-hop multimedia modules. The resulting creations are published on a website portal.
Although the initial vision for MindRap contemplated one physical space working in conjunction with a website portal, throughout these initial years Tiz Media Foundation has found that MindRap programs must meet the specific needs of client students and educators. A customized grassroots approach has been necessary in order for the program to be effective.
For example, in 2007 we worked with a Chicago charter school in which a culture of peace was being promoted by the administration after an outburst of student violence. Our goal was to work with students to create a MindRap module based on neuroscience and designed to help promote a culture of peace for incoming freshman. Students studied the basics of neuroscience as it relates to emotions. They learned about the relationship between the amygdala and the frontal cortex–specifically that a human’s ability to reason is diminished when the mind is in an emotional state. Students acquired skills that helped them regain control of their ability to reason when they became upset. Using that information and the MindRap experience, students developed content for a multimedia module to promote a culture of peace. The module was then used during a school assembly for incoming freshman. The process proved rewarding. I remember that a student approached me during the MindRap sessions explaining that he had used the technique for regaining control the night before and it had worked for him.

Fig. 1a. On the left, students performing their rap. On the right, a screen shot from the lesson promoting a culture of peace for incoming freshman. .jpgFig. 1b. On the left, students performing their rap. On the right, a screen shot from the lesson promoting a culture of peace for incoming freshman. .jpg

An informal evaluation was conducted during this project. An excerpt from the evaluation report conducted by Tiz Media Foundation’s educational expert, Barbara Moss, states that

“…the MindRap Workshop promoted the social and emotional skills that students needed to effectively work together to complete a task. Additionally the data suggested that the MindRap activities which required students to think critically and creatively about Science content in order to transfer what was learned into a creative response was effective in promoting academic achievement for underachieving minority students. Finally, the data showed that MindRap is a program that students enjoy.”


In addition to building the website portal for MindRap, we are consistently morphing the MindRap process. The goal is to deploy an effective program based in culturally relevant media that engages urban youth and promotes enthusiasm for learning math and science.
Current Work:

  • Flagway™ multimedia with The Young People’s Project, (YPP) Chicago Illinois. Funded in part by National Science Foundation grants, it is part of Dr. Robert Moses’ Algebra Project. YPP is a math literacy program that recruits, trains, and deploys high school and college math literacy workers to mentor middle and elementary students in math. Tiz Media is working with YPP to create a multimedia module targeting 3rd – 6th graders that includes a story and several games that will be integrated into math literacy workshops. MindRap methodology is used to create the content for this multimedia module and an iterative approach to design driven by student input has been utilized in the development. Students have shown a very positive reaction to the game, and are very enthusiastic about the project.

  • African-American Distributed Multiple Learning Styles System (AADMLSS). Dr. Juan Gilbert of Auburn University and Dr. Stafford Hood of Arizona State University run a project called AADMLSS, an interactive game-like environment that uses culturally relevant cues, gestures, sounds, and lyrics to teach students algebra. AADMLSS City Stroll consists of three individual components; Instruction, Practice, and Assessment. Tiz Media contributes to this project by creating MindRap instruction modules on solving algebraic equations used in the AADMLSS system. http://www.aadmlss.com. Interviews with students at a Chicago public school illustrate that students find AADMLSS engaging and that they are particularly excited about the MindRap modules.
  • The Pacific Institute for Mathematical Sciences (PIMS). At the Pacific Institute for the Mathematical Sciences conference in Vancouver, Canada, TMF conducted an abbreviated MindRap session on the ozone layer. The chorus was created by Tiz Media staff but students who attended the conference created the verses in a brief one hour MindRap session. To view an excerpt from this session please visit: http://www.mindrap.org/mrpims.htm. This was an unusual project for us. The Canadian students were not familiar with hip-hop, but embraced the project and enjoyed the process of creating a rap about the ozone layer.
  • North Lawndale College Prep (NLCP) High School: In Chicago, Illinois approximately 30 NLCP students worked in teams to create a MindRap module promoting a culture of peace for incoming freshman. The focus of the module was emotional intelligence and neuroscience. The initial evaluation indicates that this project has been very successful. Students showed great interest in the project and acquired emotional intelligence skills that will help them through their lives. See: http://www.tizmedia.org/nlcs/myamygdala.swf.
  • Northwestern Institute on Complex Science (NICO), Northwestern University. In the summer of 2008, Tiz Media will work with NICO to sponsor Speech and the Cell Phone, a summer science program for high school students and college science majors. This program will use MindRap workshops to take students on a journey that begins with the talking drums of Africa and ends with speech waves traveling through the cell phone. This program is being funded by the Motorola Foundation. We’re excited about this program and looking forward to writing an article on it when it is completed.
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