Posts in Category "Cross Curricular Integration"

September 15, 2012

Adobe Education Leader Summit 2012 Sydney

 

 

Day 1 (Orientation and Presentations)

iphone 6×6 panorama

The first AEL Summit to be held in Australia took place at the Kirribilli Club in Sydney over the 12th, 13th and 14th of September. It was an extraordinary gathering of new and existing AEL’s from across the country and included identified leaders drawn from the ranks of Teachers, Principals, Deputy Principals, ICT Co-Ordinators, Regional Advisers and Project Officers.

For me this truly became the most significant and valuable Professional Development event of my teaching career.  The opportunity to focus completely on the planning and development of curriculum support material aligned to the emerging standards for the National Curriculum and develop strategies and projects to support professional development for a range of identified stakeholders within the teaching profession with such an incredibly dedicated and talented group of people was a paradigm shifting experience.

Firstly a big vote of thanks to Matt Niemitz, Donna Magauran, Anna Mascarello, Peter McAlpine, Michael Stoddart, Paul Burnett and the ever-effervescent Brian Chau for the quality of support and/or organisation provided over the three days of the Summit.

To the AEL’s (Vincent Albanese, Susan Bell, Daniel Rattigan, Megan Townes, Jason Carthew, Brett Kent and Pipp Cleaves) who presented at the Summit, what more can be said?  Inspiring and accomplished; it was an honour to present alongside you.

Not much spare time in my day. Just wanted to put this up to acknowledge the quality and commitment of the new AEL Australian team. It’s not often that being a part of an organisation or team inspires a sense of pride for me, but it certainly has in this case.

And so……

Some of the impressive new stuff for me that’s not under NDA was Adobe Tutorial Builder for Photoshop. Very impressed with this plugin from Adobe Labs. I’ve downloaded it already and will be adding this to the tutorial work-flow as of now. Also taking a closer look at Edge Preview; some nice developments on the horizon here as well.

Adobe Configurator was another tool that has slipped my attention. Hiding in Adobe labs this little gem will enable me to configure workspaces for Photoshop, Illustrator and InDesign with unbelievable ease.

There are some real surprises in store for Photoshop Elements and Premiere Elements users on the horizon. Keep your ears to the ground for version eleven releases. Nice work Adobe.

See more here

 

 

 

2:07 AM Comments (3) Permalink
July 25, 2012

Do we have an inspiration gap?

Imagine a situation where you finally have something you and others have yearned for for years and yet it has now become common and people have become blasé about it. You struggle to get everyone excited about it, to find it relevant to their work and daily lives, to take advantage of it. No, I’m not talking about the right to vote in the US. I’m talking about Adobe’s great tools and technologies.

After years of conversations and negotiations my institution, Indiana University (IU), signed an Enterprise License Agreement (ELA) with Adobe giving our students, faculty and staff access to Creative Suite, Captivate, Lightroom and others. At first they melted the wires downloading it, but now it’s become commonplace. Sure the Fine Arts, Journalism and IST students are still in hog heaven, but what about the Business or Chemistry students? How can we make it relevant to them? Think of how well Mendeleev could have presented the Periodic Table if he’d been able to throw together a mock-up in Fireworks. And imagine how much more accessible E=mc2 would have been to the average reader if Einstein could have added an Edge animation to his landmark “On the Electrodynamics of Moving Bodies” paper.

How can we broaden the conversation about Adobe tools? How do we get our entire school populations to think outside of the creativity box? This software is not just about makin’ thangs purty. This software helps us express ideas – sometime simple, sometimes complex. It should be an arrow in our communications quiver. We need to help our communities screw in and turn on the lightbulbs of inspiration. These tools are for everyone.

How. Do. We. Do. This?

First, we need be sure the tools are up to it. Are they simple enough to use? DW has a nice drop-down list to change the layouts. Can you make a “for dummies” layout that gives you just the essentials and removes the finery? if Adobe can simplify the UI for the touch apps, why can’t they give us an option for a simplified UI in the desktop apps. Sure, we want to power, but only when we need it. The rest of the time we want simplicity. Imagine Steve Jobs designing an SUV. It would be able to 4-wheel up the mountain when necessary, but the rest of the time it would be a car simple enough for anyone to drive to the grocery store. Can we get reach those heights of UI simplicity for PS or IA?

Second, we need someone – the community? Adobe? – to examine the WHOLE education space, not just when the teacher is in the classroom with the students, and develop relevant examples to seemingly mundane activities for all to see. Adobe Connect for office hours? Not really flexing the muscles of the product, but it is simple, relevant and gets people using the tool. A time-lapse profit chart in a Business student’s company case-study report? It will not only blow away his professor, but it will give the student a deeper understanding of the content. It might even be their gateway drug to other CS apps… The list goes on.

I have the greatest respect for those who work and teach in the visual and creative arts. I am envious of their talents. However it is far too easy for the Adobe Creative Wow Factor, exemplified by their work and the praise it justifiably receives, to so dominate the conversation. It can seem unattainable to and shut down the imaginations of those who exercise less artistic pursuits.

We need inspiration. We need examples. We need to show a broad spectrum of use cases from across the academic spectrum. Adobe tools for the poets and scientists! Adobe tools for music and pre-med! Adobe tools for the researchers! Adobe tools for the secretaries! If the tools can be used by everyone (jury is still out on that question), then lets show everyone using them.

This may not seem relevant to you. You may be in a school where getting the software is a struggle. It was a struggle for us too. That’s why keeping it, by showing its ROI, is so important.

Stand up and be counted! Share your thoughts.

10:13 PM Comments (6) Permalink
June 22, 2012

A Student’s Perspective on Adobe Tools

The following is a guest post by Bedros Kharmandarian, a junior at New Milford High School. Throughout his high school career he has been exposed to many elective courses in the areas of graphics and technology that have allowed him to unleash his creative talents. In this piece he discusses his use of Adobe tools to create our recent Holocaust Study Tour book.  You can view last year’s book created using Adobe Creative Design Suite HERE.

As a student, the use of Adobe programs has been a privilege, as well as, a tool to benefit myself and New Milford High School.  A large amount  of my efforts yearly go into our school yearbook, which is done through a collaboration between our Graphic Arts teacher, Mr. Pevny, and a few students such as myself.  I am proud to say that the yearbook has consistently received many awards over the years.  This, in my opinion, can be attributed to an amazing teacher in Mr. Pevny as well as the schools’ investment in the latest educational technology (iMacs, Adobe tools, digital cameras, etc.).

This year, a project that took a grand amount of effort on my part, as well as, the use of programs such as Photoshop and InDesign, was a booklet on the Holocaust Study Tour.  Every year our school holds an educational trip to Germany, Poland, and the Czech Republic, in which a select group of students are taken to get a first hand education on the Holocaust.   When the trip reaches its end, they are left with multitudes of pictures, as well as, an essay, which is to be written by each student.   A single student is bestowed the task of using the resources at hand, coupled with Adobe programs, to create a 60 page booklet.  This year, I was the student chosen.

So, essentially, Adobe software such as InDesign and Photoshop have been a staple in my artistic student life. They have enriched my experience as a student at New Milford High by providing me the ability to make things ranging from yearbook content, Holocaust booklets, playbills for the school musical, projects for numerous classes, and many more learning artifacts.   I am afforded countless opportunities to learn on my terms with the tools that I am comfortable with at times that are convenient.  This is how school should be and I am thankful for everything that NMHS has done to meet my needs and provided me with unparalleled learning opportunities.

 

5:14 PM Comments (2) Permalink
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.

 

10:51 PM Comments (3) Permalink
December 9, 2011

Connecting with Teachers

A few weeks ago one of our teachers I had trained came up to me at a science curriculum meeting and asked if there was any training planned for Adobe Connect Pro.  She had been in one of my training courses over a year ago and quickly became one of our most avid users.  Her IB class met for reviews before tests during after school hours and often collaborated with teachers and classes at other schools around the country.  She had colleagues at Suncoast High School (one of the top public high schools in the country) that were interested in learning how to do the great things she did with her classes.

Participants with cams test the system.

Participants with cams test the system.

I told her I would create one and invite other schools and departments that had expressed interest.  Within a couple weeks I had a class of 17 coming from diverse backgrounds and needs.  My class is run online through our Moodle installation, but the actually training is done completely through Adobe Connect Pro.  Participants log into the system and I use the desktop share to immerse them in the program as they learn about it.  It increases their comfort level immediately when they see how easy it is to get started.

Before our third class an IB Economics teacher in the course called me with some questions about Connect.  As we talked, she expressed that she wasn’t sure how she might use it in her class.  I told her about my favorite use, bringing guest speakers into the class via Connect.  We talked about contacts she had and found that a friend of hers works in the Federal Reserve.    Suddenly, the lights went on in her head and the excitement in her voice told me that her class would be doing many field trips through Adobe Connect Pro.  Recording a session like that can make the experience available for other classes and schools any where in the world.

A little over a week ago I was doing a short presentation about Adobe Connect Pro at another local high school.  I mentioned the free app for Connect and within minutes several teachers were raising their IOS and Android phones in the air showing the online meeting.  They were amazed that students that were out of school for extended illness or attending events could still participate in class with nothing more than a smartphone.

While Adobe has so many great products, I really feel that Connect Pro is the best educational tool in their arsenal.  With it you can demonstrate any program as we often do with our AEL meetings.  You can bring in guests to speak from any where in the world and excite students about topics with collaborative projects.  Adobe has also made some very great pricing structures for K-12, making it a bargain in tough economic times.

5:50 PM Comments (3) Permalink
March 7, 2011

Perpetual Beta: Knowledge Design and Curation Course Rationale

Seeding the Knowledge Garden Beta Lab: Developing a Cross-disciplinary course in Knowledge Design & Curation for George Brown College.
By Jim Kinney, Professor, School of Art & Design, George Brown College.

Preamble
The number of web pages in existence today is estimated at anywhere from 25 billion to 1 Trillion and is moving towards an infinite value. Having the equivalent of all human knowledge a mere Google search away confers knowledge power on the average internet user that eclipses the wildest imaginations of our predecessors yet, in order to fully utilize this incredible resource, requires that we are able to harness this chaotic agglomeration by subjecting it to a process of refinement.
The rigour of computer science and library science has helped to make this infinite datascape easier to navigate, search and visualize. As more of our economic activity migrates to this space, productivity gains as well as new ways of interacting stimulate the emergence of novel economic patterns with new value propositions. These emerging values do not conform to the old paradigms of vertical, hierarchal organisation and functional specialization with their synchronized production of concrete artefacts.
Artefact production is an anachronism of an industrial age that we have been increasingly outsourcing and leaving behind. We have migrated to a new space where value lies not in things but in relationships and this new landscape has opened the door to a creative impulse that has not been experienced since the dawning of the renaissance.
The adept is one who can work outside the traditional constraints of space, time and function and who can assume a multiplicity of roles and adapt on the fly to rapidly changing environments. These participants in the new economy will, by necessity, be effective in team-based approaches and organizations will need to move to a rapid response or Just-In-Time operational model that can accommodate changes in the wind and allow for innovation.
In order to allow for the incubation, acceleration and commercialization of ideas organizations will need processes and infrastructure that allow for a design-centred approach that can quickly prototype, test and refine ideas for market. Part of an effective infrastructure will be a cultural apparatus that promotes multi-disciplinary collaborations that allow for the confluence of design thinking, new methods, materials and technologies to solve problems in a myriad of domains such as healthcare, service sectors, security, finance, etc.
Crucial to the success of this design-centred approach will be building the capacity to capture and curate process knowledge on the fly in order to build a powerful, searchable knowledge repository that can be drawn upon to inform other teams working on other projects. The ability to organize effective teams and capture their experiences, as it happens, and to use this intelligence in debriefs to inform standards of best practice will be an integral tool in the emerging economy. The ability to modularize the functionality of knowledge assets in order to enhance their accessibility and usefulness as well as an ability to re-configure and repurpose these assets for a variety of applications constitute an emerging skillset. See Appendix 1 (Knowledge Worker)
Participants in the emerging economy will require broad base of skills that can be adapted to a multitude of scenarios in order to collaboratively, co-create, curate, distribute and monetize digital assets and experiences. Whether you are a Chef working with a programmer to produce an interactive mobile menu application that will allow for people around the globe to participate in a cooking class from home or whether you are a Palliative Care practitioner who is documenting patient care and interactions on a tablet in consultation with a medical doctor, you will need to know how to work in a team in order to design workflows and applications that help you to optimize your outcomes. Given that these complex systems are rendered more usable through rich visual interfaces, at least a rudimentary knowledge of these processes would be critical to establishing a common framework of practice around how information in the moment is best captured and made usable. This forms the basis for a new class of participant in the emergent economy that we can call the knowledge holder/creator. The knowledge holder must be adept at working with programmers, engineers and designers to render their knowledge into assets and experiential opportunities that are more accessible and usable by a broader spectrum of clients. The knowledge holder will need to learn the skills of capturing and curating their know-how in ways that optimize this accessibility and usability.

The Knowledge Garden Project
This project used a team-based, distributed model of peer-to-peer learning that was designed as an adaptive response to pervasive, persistent and aggressive change in technology.
By reframing traditional classroom roles and empowering students as co-creators/designers of knowledge, over 150 individuals were soon doing the work that was done by only one. The ability to rapidly research, demonstrate, document, podcast, archive and curate a myriad of learning experiences across a broad spectrum delivered the power to generate know-how that was vastly superior in both quality and quantity to what could have been done by a professor alone.
The fact that subsequent teams of students would assume stewardship of this resource meant that an entirely new generation of stakeholders could work on updating and improving the resource by adding searchability, improved assets, better organization, etc. Even if a new release meant that over 30 hours of podcast instruction and hundreds of PDF manual pages were rendered obsolete, the new owners could cope with this. While this would represent an unmitigated disaster for a group of professors this was a relatively simple fact of life that could easily be remedied with another burst of creativity from its stakeholders. Individually, the task was leviathan, collectively—it was relatively easy.
In this model the professor took on the role of mentor providing research direction that best tied to the problems being tackled. Finally, the professor acted as a knowledge harvester—taking the best materials and promoting their use within a content system by the broader student population.
This new methodology combined with some software and hardware infrastructure paved the way for creating a Just In Time or RISK-based approach to learning (Rapid Integration of Skills and Knowledge).

Beta Lab (Knowledge Curation and Design Course)
While the provenance of this idea was borne in the context of teaching software to Graphic Design students it quickly became apparent that the real potential for innovation lay in bringing design practice, RISK methodology and Knowledge capture/curation infrastructure and know-how to non-traditional disciplines in order to widen the net of inclusion and to “push the envelope” as it were in disciplines that, traditionally, had not enjoyed the sort of knowledge/tech transfer that designers have enjoyed since the mid 1980’s. It occurred to me that a multi-disciplinary approach had the potential to float many more boats and provide a context for rich interdisciplinary collaborations that would address some of the key skills and competencies required by the communities that we serve—namely, the ability to collaborate and communicate effectively.
A workforce that has the knowledge skill and infrastructure to capture and reframe the intelligence of their respective fields delivers the capacity to transform those fields by making their know-how accessible, searchable, transferrable, comprehensible and highly mobile. These new modalities have the added capacity to generate revenue and promote great efficiencies while binding participants in the process to powerful new modes of interaction and providing them with direct participation at the epicentre of the new and emerging economy.

The Ground Covered
I have worked since 2003 on refining methods of peer-based collaboration within the context of design. My students have self-organized, self-taught, demonstrated and published a wealth of materials in the three primary areas of Photocomposition, Illustration and Page Layout/ Printing using Adobe’s industry standard toolsets. The learning was contextualized in solving three main problems: The production of highly realistic illustrations using the two-dimensional medium of Adobe Illustrator and the compilation of a manual that detailed the tools, tips and techniques necessary for accomplishing the task. Further explorations of Photoshop were required in order to produce a compelling piece of cover art for the manual and InDesign was used to publish the materials as a PDF book. Rather than learning being a series of seemingly disconnected factoids, each element eventually took its rightful place in a sequence whose sum resulted in expert and compelling works. All of the research presentation and publishing were co-ordinated and executed in a collective fashion while the Illustrations, naturally, provided an outlet for individual expression and grading. It was a blended form of learning that, while it allowed for a summative expression of individual abilities, could not have been made possible without a concerted commitment to a group-based approach to learning.
Initially, Students not only showcased their individual talents (some of whom won international design awards from Adobe) but they each shared the fruits of their collective efforts in the form of a beautifully designed and extremely informative manual covering key functions of three very key Adobe toolsets.
Infrastructure:
In 2009 I participated in a joint research project with Apple Computer and three other Canadian universities that allowed me to explore the potential for the creation and distribution of mobile learning assets for and by students. This opportunity resulted in the generation of a rich, searchable resource that could be configured and used both on an individual and a collective level. In addition to the usual production of illustrations, cover art and how-to manuals, over 200 podcasts were generated many employing closed captioning and several executed in other languages such as Spanish and Mandarin—effectively transforming what would normally be considered as a roadblock to learning into a terrific learning advantage. The racial and linguistic diversity of our large urban mosaic was changed from challenge to opportunity by leveraging this inherent capacity to speak to the world. On conclusion of the research, infrastructure was repatriated and, only recently, has it been re-established with the acquisition of a new podcast and wiki server. Ideally, it would have been helpful to acquire a third authentication and sign-on server but we are working on managing these resources in a very independent manner that allows us to minimize reliance on IT resources and maximize experimentation and innovation by way of this relative autonomy.

The Course
It occurred to me that the course should build incrementally in order to develop best practices, test infrastructure robustness and requirements and that early iterations should be limited to design students with proven capacity to work with these technologies and document their processes in a clear and usable manner. Later iterations should ideally reach out to include other departments within our school in order to allow them to explore untapped niches of opportunity in their own domains. Eventually, in the third phase the course would encourage community members NGOs/agencies and private companies to partner with the program in order to leverage our capacity for providing solutions to these problems. I envision a cross-disciplinary team that would involve second or senior year students from various departments in order to provide a broad base of skill sets, a variety of faculty consultants, an IT liaison, a community partner with a problem to solve and a technology provider who sees in the community partner an opportunity to explore untapped applications for their product. This ecosystem of stakeholders would then collectively define and deliver innovation in the sectors represented by our community partners. The college itself could be designated as its own community partner and derive benefit from the creation of a cutting-edge knowledge ecosystem that buoys up underserviced areas. For instance, the simple inclusion of closed captioning as part of any workflow by student researchers creates a direct benefit of inclusion for a broader swath of the community!

Just In Time
The benefits of access to pre-release (beta-level) engagement with toolsets are significant. Instead of reacting to change, participants would have a role in shaping the changes affecting them by occupying a seat at the table where decisions are being made. This ground-sourced form of participation is a trend that will continue to grow and be incorporated in the development and marketing strategies of most leading companies. Any institution that can incorporate this form of dialogue into its program cannot help but assume a leadership role in shaping future trends and, as a corollary of this approach, its students are given significant lead times that allow them to anticipate and prepare for the changes that will effect their respective industries in ways that are profitable to them and the organizations that they work for.
Already the wheels have been set in motion with Apple Computer and Adobe Systems with respect to high value strategic relationships that involve this sort of cutting edge research and curriculum. Eventually, I envision an evolution of the lab where a multi-disciplinary team of students works with faculty, IT, a community partner using pre-release technologies that are being tested on real world problems—moving from scenarios of theoretical use to actual case use. Students and faculty would not only gain experience in emerging technologies ahead of the curve, they would get to apply it in particular instances relative to a problem identified in the community. They would also capture and curate this know-how and report to the various stakeholders on progress. The beta providers would gain access to a team of researchers who would provide critical bench testing of their wares and access data relevant to contextual use scenarios as well as proof of use for new markets/customers. They also would share in the warehoused knowledge and make this public on the release date. The fact that the beta providers could then offer the know-how material that was produced to their traditional user base as well as to anticipated new markets is a powerful incentive to participate.
The college would have the advantage of having know-how embedded in its participants but also in the form of searchable podcasts that could then be distributed to the broader community on the release date. The students, too, would have established a leadership position vis-à-vis this know-how and would have developed valuable research and collaboration skills in the process.
An opportunity also exists to license and distribute this content to create an income stream through Knowledge channels such as Lynda.com, iTunes, etc.
Strategically, Knowledge Capture and its curation are highly significant in adapting to the skills and knowledge vacuum created by the wave of succession caused by the Boomer generation’s exit from the workforce. Implicit knowledge held by Boomers, is in danger of being lost if it is not expressed, captured and repurposed for a smaller, younger generation taking the reins. Much work needs to be done in helping organizations acquire and utilize the capacity to capture and re-purpose the strategically important knowledge that constitutes their intellectual capital and competitive advantage. It is entirely reasonable to promote this form of Knowledge design and curation as a standard business practice.

What We Need
The project has only tacit approval at this stage. The course outline has been submitted to both the Director, Luigi Ferrara and his Co-ordinator, Judith Gregory for approval. We will need:
Lab space: Room to accommodate 15-20 people with tables in the centre to facilitate face to face interactions. White boards around perimeter to allow dtailing of discussions and prototyping.
Podcast Server/WIKI server (already acquired)
Service contracts to guarantee QS. On system configuration and maintenance
10 new computers (preferably Mac)
High bandwidth Wireless connection to the internet
VPN clients for senior administrators
Pre-release Software/Hardware and reporting software
Cross-disciplinary liaison to assist with outreach and building connections to other departments.
Creation of cross-curricular (Gen Ed) Requirement or accreditation possibly incentivized by two credits.
Ability to extend tenure of particpants to more than one term.
Terms of Engagement Agreements/ NDA’s, etc.
Recruitment process.
Interview process.
Legal advise on streamlining a process for binding a diverse group of stakeholders to the obligations of a Non-disclosure agreement while upholding the rights of individuals or organizations bound by them.
The will and the vision to support the project.
Potential Downside
The success of this enterprise is contingent on a number of factors. First, if the institution and its leaders fails to understand what is at stake and what the benefits are, it will be difficult to promote the risk-taking necessary to facilitate the acquisition of adequate resources and to experiment with new approaches in delivery. Cross-disciplinary approaches are difficult to co-ordinate with willing partners. A climate of risk mitigation will minimize participation in unproven territory and will default to a wait-and-see approach that is anathema to innovation—cultural acceptance of risk taking is necessary. Binding agreements between stakeholders need to be negotiated in order to ensure longer term viability. This will require signatories at the management level to give the project the endorsement it requires and to negotiate relationships that work to serve the interest of all parties involved. Other faculty and managers need to be educated on the significance of the approach and how it is validated through research and is consistent with emerging trends in experiential learning and is ideally suited as an adaptation and innovation methodology.
All stakeholders must perceive advantage in engaging with this approach and must be given a role in determining the contours of the engagement. Exclusion of any one party could result in a disconnection and a failure to “own” and promote the process towards excellence.
Given its marginal, off-grid approach adequate IT support for this project has been ad hoc in nature. Proper resourcing of IT support will be crucial to the success of any joint venture and care has to be taken to ensure clear and open channels of communication between our internal support and those of our technology providers. Failure to ensure that our technology partners and our internal IT partners are aligned in their respective tasks will result in technical impasses that will delay the move forward with project-based research.
NDAs are extremely important to partners providing pre-release opportunities and cultivating a climate of discretion and secrecy will be of the utmost importance. An interviewing process and the signing of binders by participants can help to lend weight to this necessity and the violation of these agreements would, understandably, do irreparable damage to the partner, the beta project and the reputation of the institution. The lab and the participants will be under wraps until the release date at which point we will be at liberty to share our successes and leverage any content/processes.
Non participation would effectively render the ambitions of this project to being moot and, so, proper promotion of its merits to the college community, managers, faculty, students and the broader community will be key to its long term success. Failure to promote the enterprise will result in its marginalization and eventual decline.
Keeping the initial offering limited to a small, select number of students will constitute budgetary pressure on the local level but will be necessary in order to ensure manageable success. The research-based focus may well present opportunities to attract research grants from government agencies, internal funding as well as our partners who will already be supplying in-kind investments of technology for our use but may well provide additional funding. Our community partners may best be able to provide an infusion of financial support given that we are helping them to solve a problem. The lab should be kept to a small group of 10-15 students and the professors involvement would require a release of two teaching blocks to accommodate proper oversight. As the lab culture matures we may be able to move to a staffing model where a student from a previous year is given the paying position of research lead and reducing the amount of direct involvement by the professor.
Debriefing sessions will be crucial to monitoring the health of a project and for instituting best-practices that will guide and inform future project participants. This will provide an opportunity to garner feedback/ratings from the various participants. A reporting structure will be necessary in order to share findings with the management layer and provide transparency and accountability on performance. Where NDAs allow, opportunities should be sought for presenting findings in the public domain through conferences, workshops etc. and victories and accomplishments should be celebrated in vehicles that are accessible to all of the parties (Trade Magazines, Symposia, Conferences, etc.).
This project represents over seven years of methodically acquiring resources, experimenting with methods and promoting its potential. I have every confidence that, with the proper support and dedication to its vision, it will help to place our college in a leadership position not only in innovation in teaching and learning but in providing new capacity to non “design-oriented” domains that will allow them to leverage the power of the knowledge that they hold and to migrate that knowledge into more contemporary domains that provide efficiencies as well as revenue-generating potiential.
I am excited to begin forging bold new partnerships and building something new and powerful that will serve our communities for years to come.

Regards,

Jim Kinney

Appendix 1_K-Worker_Competencies & Relations

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February 15, 2011

WHAT DO EDUCATORS WANT?

The ideas for this article came out of my reviewing the whole Rome process and the resulting software. What I could not stop thinking about was the question, what exactly do educators want… in software, in the digital world in general, in any way?

I was immediately struck by the huge assumption, and therefore the huge error, built into the whole question right from the get go – “educators” are not a homogeneous group. You can ask what we want any way you wish, but, unless you are prepared to understand just how diverse and downright different we are, your question will never really be answered. That is why any good designer / engineer / problem solver will start by asking, who are we… not, what do we want. There are dozens of books out now that discuss the value of the design process and design thinking which places the target or audience of a product ahead of the product itself. First understand your clientele, then build the product.

Let’s start by looking at a typical high school. Our school has approximately 1500 students and 100 teachers. Of those 100 teachers we have about 20 teachers who are already immersed in various aspects of digital technology, another 15-ish who are wading into the waters in varying degrees and the rest. The “rest “ represent widely varying perspectives. At one end there are those who would venture forth with lots of support and mentoring (hand holding is required). At the opposite end are those who are angry and or afraid… it really doesn’t matter which because the end result is the dismissal of digital technology and all that is has to offer. I cannot give you numbers or percentages for these two groups at this point. I can only tell you they definitely exist and that those against are vehement about their anti-technology point of view. I strongly suspect, based on the war stories I hear from other schools, that we are pretty typical of most high schools. To put this into perspective – if you are building software that appeals to somewhat experienced users then you are building for about 35% of our teachers. That means you are not appealing to 65% of them. It is that simple, and these figures may be overly optimistic.

I offer this insight into our mix of teachers because what the most involved would want in their software is quite different from what the others would prefer. And you are going to tell me you are going to create one software product that appeals to everyone equally? And serves them equally? Interesting…  (I am told it’s good to have dreams. )

I suggest we start with the most basic aspect of any technology – the names of the tools themselves. As I saw with Rome, applying very technical names to these tools may be perfectly logical for the engineers and for those who are very well versed in the technology but even those of us who consider ourselves immersed in this digital world do not know all of these terms. How, then, will new users ever figure them out? More to the point, don’t you want to make every aspect of the technology inviting, easy to access and use? Calling a tool by a technical name is a quick way to push a new user away, while using a term from common language makes the tool more accessible and appealing. Oh – one more note – do not make the names cute. That is worse than technical – at least technical assumes we will figure it out (rightly or wrongly). Cute is just insulting. Straightforward works well, it assumes normal intelligence and is accessible to most folks.

When planning the software, think like a new user. Keep the operations simple, the result clear and the process direct and easy to use. For example – explaining how to adjust, add or subtract keyframes will not make a new user happy – too many concepts at work here, and way too much to know right from the get go. Instead, think…   the story opens with ______; then this happens_____, then this ______. Finally, it ends when this happens ______________. End of story. The sounds will be _____, and so on until its built. Make it simple. All of that will work wonders for the teachers and for any users in fact, that want as close to drag-and –drop story telling as possible. Now – to add an underlying power to this software, you would need to make the resulting timeline fully accessible to those of us who play with such things… but not up front. Tell us how to lift the hood, so to speak, so we can access these details. I liken the whole thing to operating a car. Most folks do not want to know the details. They want the car to start, go and stop easily with simple instructions, not complex technical explanations and controls. Assume that the new users know virtually nothing and want to know only a bit more in order to make it work, at least in the beginning.

Now – if you are able to create software that works like this, go one step further – make it so it runs on old and new systems equally. Our school is running Windows XP on a variety of machines. The old machines have slow processors and about 512 Mb of RAM. The new machines also run XP and have 1 Gb of RAM. Our best machines in the school have fairly fast processors and 2 Gb of RAM… and nowhere are there any signs that point to better machines running Windows 7. Having said that, I know there are schools running brand new computers with tons of RAM and Windows 7… makes it quite a challenge, doesn’t it? We are never on the same page digitally, and you must assume the worst scenario possible. That is our reality and since there are no programs anywhere that are stepping forward with the billions of dollars necessary to not only equip schools with better computers but to also maintain those labs at that level indefinitely, this situation is not about to improve. I suppose you could go one step further and add that certain governments have education budgets on their radar screens – they consider them excellent sources of revenue. How they manage to also sleep at night is quite beyond my comprehension. I always thought that it was society’s job to invest in its own future, but apparently I was wrong on that point.

So – building new software for touch-pad technology? Great – schools may have that by 2020… if all goes well. Schools, which should be so much closer to the cutting edge of technology, are still fighting the belief that buying good computers is a luxury, not a necessity. And you want to create software that serves all educators equally? As is said at the outset, it’s good to dream. Therein lies all of our hopes for the future.

The picture shows us looking down – is that where we are headed, or is that where we have come from? I prefer the latter – you?

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June 24, 2010

Using Adobe Youth Voices to Reach Teachers

Today’s Web 2.0 digital media is encouraging teachers to prepare their students to become video producers. But how do we, as teacher educators, first motivate and then prepare both our students and ourselves for this new world of digital video? At Western Michigan University, we are exploring ways to combine newly emerging video digital technologies with the ancient art of storytelling to motivate and prepare pre-service students and veteran teachers to help their students use reflective experiences and share digital media share their stories.
Given ever-expanding content and technology choices, from video to multimedia to Web 2.0, there is an extraordinary need to understand how to involve the learner, the teacher, curriculum, and school environment (Marshall, 2002). Bransford, Brown, and Cocking (2000) emphasize the importance of technology tools as an integral part of education, not merely classroom equipment. According to a DOE report on teacher quality, only 52% of the four million teachers working in public schools feel comfortable using the technologies available to them (NCES, 2007). Since over half of public school teachers feel uncomfortable with technology (NCES, 2007), and many teachers report moderately low levels of computer competence, we’ll need new ways to improve teachers’ confidence and competence.
One of the best ways to build confidence and competence in computer skills is to provide examples. Well-produced and explained models can both inspire and inform. In a study of how students are now teaching their teachers to use technology, Jonathan Milines, (2007) clams that, “teachers will never be as computer savvy as their students.” He rejects the idea of sending teachers to regular cram courses, but says instead they “should allow their pupils to take the lead in using technology.” He adds, “Teachers can evaluate students’ use of new technologies, and can teach about how those technologies fit into life and learning.”
Adobe provided photo- and video-editing software and online training for teachers at selected schools where students are producing videos for the Adobe Youth Voices (AYV) Project. In these videos, many Adobe Youth Voices students blend their own life stories with a relevant social issue. I recently conducted a workshop for teachers focused on better ways to provide their students with 21st century digital communication skills, encouraging collaboration to use technologies to express their students’ unique life and learning. This approach puts much of the burden of learning new software skills on the students. I asked each of the 35 teachers enrolled in two different emerging technology seminar graduate courses to view and report upon at least three different Adobe Youth Video (AYV) clips. They were given the following instructions:

Adobe Youth Voices is a program that encourages the use of video, multimedia, digital art, web, animation, and audio tools that enable youth to explore and comment on their world. Please review at least three videos from the Adobe Youth Voices program, and write one to three paragraphs on your reaction to the use of these tools by students and how they might be used in your classroom. Links to these videos can be found at http://tv.adobe.com/#pg+1473
The degree of reaction and expressed motivation to use the AYV model was unexpected. Here is a sampling of the results:

“Wow! I want the software and media devices that will allow me to create videos in my classroom. I’m seriously considering trying to get my hands on some more video cameras and software. The videos that the students made were fun to watch. I could tell that they enjoyed making them and I can see how much pride a student could feel over developing a video project like some of the ones that I saw. I don’t know many teenagers who don’t enjoy seeing themselves on camera and hearing their own voices. The finished projects looked and sounded so professional. Even students who normally don’t like to express themselves in front of other people seemed to enjoy the projects.”

Here are links to the three Adobe Youth Voices videos that this teacher selected:
http://tv.adobe.com/watch/adobe-youth-voices/could-you-call-this-home/ Could you call this home? http://tv.adobe.com/watch/adobe-youth-voices/be-the-difference/ Be the Difference http://tv.adobe.com/watch/adobe-youth-voices/what-has-this-world-come-to/ What has this World Come to?
Adobe also provides details on how teachers can use the model. A free download of the curriculum used by average classroom teachers for these summer AYV workshops can be found at http://essentials.youthvoices.adobe.com/ Another teacher summarized well what many of the teachers had to say:

“The videos on this web site showed powerful messages from today’s youth. These videos are very well done and show that our student population has something to say. The videos would connect well with our students because they were made by other students who are just like them. I would recommend this site to anyone looking for videos on social issues. These videos really inspired me. Not only to be able and see how other lives can really affect people in so many good ways, but also how it changes others from top to bottom and inside and out. I thank everyone involved in this site for helping the world. I watched five videos and each affected me. I have been around so many different people in my life and through so many difficult situations, but they still do not seem to compare to what others are enduring. It helps me work to better myself and quit complaining – even about little things. ….. Life is short, but feelings, memories, and love last forever. These video stories are the proof of that.”

These detailed responses from the teachers in this seminar course may also be helpful to other teachers looking to use the AYV model to teach in various curriculum subject areas.

The videos that have been presented on Adobe Youth Voices tend to be more about social issues, but I could see students in my science class using them to talk more about environmental issues. I have a unit where students learn about the environment and how changes in the environment, whether by humans or other organisms, can drastically alter the ecosystems as a whole. I can imagine students creating a video about a particular ecosystem showing the different organisms living within it and how humans have affected it, or how humans can help restore the ecosystem to its original state.”

“The AYV Model has focused primarily on working with inner city kids during summer workshops. Teachers from non-urban schools could also think about using the AYV model during the regular school year.” Here is what another teacher said:

“The students could post videos that were made for the whole world to see. This type of site would have a great impact on students who were making these types of videos. Not only would they be able to see other students work, but they would know that their work could be seen. If I had these tools in my classroom, the students could make these incredible videos. The impact on education would be great due to the amount of cross curricular projects your students could do.
I can see how making these videos would be extremely motivating to students. Not only is there a world audience, but many of the videos are real works of art. Because the target students for the Youth Voices initiative seem to be the at-risk population, these students have been given a unique opportunity to share their world. Having said this, I know making videos would also be motivating to my students, only an extremely small percentage of whom could be considered “at risk.” I have several ideas for videos that my students could produce (I just have to take the plunge and try it.)”

Another high school teacher reported on inspired ideas for her English Literature classes:

“I can see endless possibilities for this in my own classroom. For example, right now we are discussing The Giver, a story about a world with no colors. I could see my students using some of the video effects, combined with some poetry or music to express their opinions on the topic. In my Teen Literature class we are reading The Outsiders. We have done a lot of self exploration in this class along the lines of friendships, relationships and making life-changing choices. Making an Adobe video would be a great way to allow the students to express themselves. I have several students who love to skateboard, play guitar, play basketball etc. We don’t have any official sports teams at our school for them to showcase these talents. Making a video would be such an awesome way for them to showcase these talents. I could see several of my students buying into my teen lit class, if they were allowed to make a video about skateboarding. I could tie in literacy standards by having them write a script and incorporate themes, poetry, literature, history etc. into their videos. Bravo! Adobe, Bravo! How do I get this stuff into my classroom?”

The largest concern for adapting the AYV model by these classroom teachers was the perceived high cost. As one teacher reported “The price of the Adobe software is much more of an expense than my school would ever approve!” This is a theme that I heard over and over again, that this would be great to use with classes, but for the high cost of the Adobe software. Here is an example from one of the teachers, “I did notice that on the side of the screen that you could see what software the students used to create their video. When I checked the price of the Adobe Creative Suite 4 Premium I about had a heart attack. $1,699 will never fly in a public school.”
Another teacher detailed her concern related to cost:

“Regarding the issue of school implementation, one thing that really stood out for me was the price of the software used in most of these videos (Adobe Creative Suite 4 Design Premium), it normally costs US$1,799, but it has also a special education price of just US$599, which, while being a pretty good discount, is still quite expensive, and that is just the software. There’s also the cost of the licensing for the use of the software in different computers, which depends on the version of the program and the number of computers, and while Abode gives many options to choose from and is certainly interested in supporting the education field, it’s hard no to think of trying to do something similar with a less expensive program or even with the free (and really basic) video tools that come bundled with most OS’s (Windows Movie Maker for Windows and iMovie for Macs: don’t know about Linux users).

A breakdown of this group of 34 educators, show that they included 4 administrators, 2 educational technology coordinators and 30 teachers, including 3 that were currently lay off from their teaching job. A further breakdown of the 30 teachers shows that 18 taught K-8 students and 12 taught high school while 8 were from high-risk schools. In many ways, they represented a typical population of educators. However, they differ in that they were all seeking a graduate degree in educational technology, and thus could be said to be more knowledgeable and interested in the use of technology in the classroom.
Results
In a follow-up survey, 34 (100%) of these educators said that viewing the AYV samples had inspired them to think about using the AYV model in their schools. However, 32 of the 34 also said that cost was the greatest impediment. When asked if they knew the cost of Adobe volume licensing for their schools only two (6%) had the licensing information. When asked if they would consider using the Adobe Elements (Premiere Elements and/or Photoshop Elements) as a less expensive alternative for implementing an AYV-like project in their school, only three reported yes. No one said they would not use Elements, and 29 said they did not know differences between Premiere Pro and Premiere Elements for video editing. Two participants in the survey did not respond to the question. When ask to rank other alternatives, the most common response was the freely available Microsoft Movie Maker for PCs, followed by iMovie for Macs.
Discussion
While it is not possible to generalize the results from this small sample of Michigan educators, this study does suggest that using AYV samples can inspire educators to think about using video and video editing software to create AYV-like videos in their schools and classrooms. However, the perceived high cost of Adobe software remains as serious impediment. To use AYV to inspire the general population of educators, Adobe may want to consider funding a separate group of students to use Elements for AYV projects. The results could also provide less expensive models that would more likely motivate teachers to include student video projects as part of in their curriculum.
In conclusion, AYV projects can provide classroom teachers with the inspiration and motivation to trust their students to teach them how to use video in classroom for meaningful, relevant, and engaging learning. As one of the teachers in this study said, “It would be great to try something meaningful (an AYV-like project) that related to the students lives while tackling a specific topic from class. It is not just using engaging technology, but using it for a purpose, with a reason that can support the time, effort, and money invested in technology for student learning and achievement.”
References
Bransford, J. D., Brown, A. L., & Cocking, R. R. (2000). How people learn: Brain, mind, experience, and
school. Washington, D.C.: National Research Council.
Marshall, J.M. (2002). Learning with technology: Evidence that technology can, and does, support learning. San Diego, CA: Cable in the Classroom.
Milne, J. (2007, April). Technology? Teachers can’t keep up. The Times Educational Supplement,(4734), 30. Retrieved April 16, 2010, from Research Library. (Document ID: 1271024301)
National Center for Educational Statistics (2007). Teacher quality: A report on teacher preparation and qualifications of public school teachers. Washington, DC.: NCES.

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May 9, 2010

AIR- Tight! The Photographer’s Ephemeris

Continue reading…

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February 28, 2010

Digital Learning Environments Events Series Update-Las Vegas

DLEbanner2.gif
The second DLE was held February 25 at beautiful Lake Las Vegas, 7 miles off the famous Las Vegas strip. The keynote speaker for the event was Leslie Wilson, President and founding member of the non profit One-to-One Institute.
The mission of the One-to-One Institute is to “increase student achievement through the development of learner-centered 1:1 programs that to serve as an international information clearinghouse for those interested or engaged in technology rich education programs. engage personal, portable technology. Our goals are to facilitate the personalization of learned and
Leslie began her message by stressing that 1:1 programs are NOT just laptops for kids but are about teaching and learning-transforming the learning environment from teacher centered to student centered. She shared pictures from classrooms that covered the decades of the 50s until the present that showed how teaching and learning have changed little over that time. Much of the instructional time in classrooms in spent like the decades of the past in what she terms, “Instructional approach 1″ where the teacher is the master and students are organized, usually in rows, to perform tasks assigned and directed by the teacher.
In “Instructional Approach 2″ a more personalized and student-centered educational experience is offered to students. Teachers facilitate and provide “just in time” instruction that support the standards and objectives of the lessons. Technology tools are used when appropriate and are also used for feedback and assessment. Class environments are flexible and can appear chaotic to outsiders as students collaborate and are engaged in a variety of tasks.
The ultimate goal to provide students the ideal environment for developing 21st century skills is “Instructional Approach 3″-an approach that finds student in complete control of their learning. In this environment individualized long term projects are the norm. Students find themselves immersed in virtual realities such as Second Life and other augmented realities. Teachers act as advisors and provide personalized direction. This is a true mobile environment that projects outside the 4 walls of the classroom via the power of technological connections and environments.
Instructional Approach 2 and 3 are major paradigm shifts that empower students to take responsibility for their own learning. They are encouraged to take risks. Practioners of this method note that students are motivated learners when they have choices in HOW they learn.
Leslie concluded her address by outlining the keys to successful 1:1 teaching and learning programs including a reference to “Project Red” a national research and advocacy plan that promotes the need to “revolutionize the way the U.S. looks at technology as part of teaching and learning. We believe that technology can help us re-engineer our educational system. Through the efforts of Project Red and our partners we believe that technology will transform learning, just as it has transformed homes and offices in almost every other segment of our society.”
Following Leslie’s keynote the participants broke into groups and cycled through classrooms. One group was treated to presentations in several disciplines that highlighted how technology can be integrated into the curriculum in powerful ways that propel students toward learning 21st century skills with Instructional 2 and 3 techniques and another group of IT decision makers looked at solutions and ideas for cloud computing, wired and wireless networking, as well as network security.
I’m looking forward to my next Digital Learning Environment adventure in San Diego on March 11, 2010. If you are in that area, or if you live near Atlanta, Boston, Washington DC, Indianapolis, Denver, Minneapolis, or Raleigh, please think about joining us at the DLE event in your city. These are amazing, FREE event. Find out more and to register for the events, visit: http://www.guide2digitallearning.com

http://one-to-oneinstitute.org/Home.aspx?menu=11

http://www.projectred.org/

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