109 posts categorized "Mobile"

September 24, 2010

Technology's impact on learning: Pecha Kucha

In 6 minutes 40, the 20 ideas I think will affect educators in a big way in the next couple of years. This appears as part of New Zealand Core Education's EDTalks:

20. QR Codes and other smart mobile means of making the real world expand into the virtual world will become commonplace in the pockets of our students. With Layar you could craft a living history of your school transposed onto existing real-world buildings viewed through a smartphone camera.
19. We will gain a better understanding the hype curve, and what types of behaviour with technology can be spotted along it.
18. This gives us a chance to shorten that lead time to get to the learning quicker
17. Anything 'touch' changes the game, not necessarily because of the device itself but because of the way it affects the design of everything else around us, especially websites.
16. More will leave the desktop and go online, whether it's MIT's Scratch heading online next year thanks to the MacArthur funding we awarded earlier this year, or
15. Making real life products that students can feel, touch and use will be where the best learning takes place. Students will stop "doing" stuff at school and will more likely "make" stuff at school.
14. We'll think about how we build more interaction into our virtual spaces but also our physical spaces.
13. Think how engagement of the senses can do something as simple as encourage people to walk up the stairs rather than take the escalator.
12. The last 30% of our planet will get online in the next year as more of the world, south of the equator, gets powered up and online. This will mean an explosion in connections.
11. These connections will nearly all come from Africa and South America initially - most African countries are at the birth of their internet journey.
10. When we start collaborating with all these new partners at scale, we'll find that the ultrafast broadband of which our schools are so proud will become, rather quickly, slow-feeling.
9. This is especially true thanks to our changing TV habits. We'll be watching more television online than we do on the television, which will contribute to this higher demand for bandwidth.
8. We'll actually watch less television, but all of it online. Television choices will start to be made for us, using algorythmns to work out what we might want to watch based on our friends' and our previous selections.
7. We'll also stop just watching the television, and start interacting even more around it, online more than with the people in the same room as us. Maybe education will have a second chance at getting television use for learning right.
6. Understanding open data will become more important than social media has been in the apst five years.
5. This means, in the next two years, we might actually find ourselves with a teaching population that is more illiterate than the youngsters they are teaching, as this basic skill of understanding complex data is mastered by young people quicker.
4. There will be less money for spending in education, and innovation will start to appear as a result.
3. Open Source technologies will increasingly make us question why we spend so much on corporations' pay-for technology when so much else is available for free from passionate communities of practice.
2. The innovation will start to appear not from big industry making big things that do things for people, but from 'small' people in their bedrooms and startups making things that empower people to do stuff for themselves, and that includes learning.
1. And the people we're empowering will come at all ages, all cultures. The lead time for people to understand how they can become collaborators, makers and doers has decreased from the years and months of the industrial age to hours and minutes for new generations. Just see it in the way my daughter reacted to Skype over four minutes, from horror to fear to curiosity to comfort.

August 17, 2010

Some ideas from Google on mobile developments

"We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run." Roy Amara.

It was a long time ago in tech terms, but last year I sat down with Robert Swerling who looks after mobile startups for Google UK. We're now in an age where Google App Creator (above video) will encourage ever younger developers (i.e. schoolkids) to make mobile applications, as well as an inevitable tipping point coming soon in those buying Android phones that run Google products and those kids' apps.

Here's some of Rob's stats that give me this confidence in believing we need children to be aware of how to create, as well as consume, the apps around them:

  • 91% of Americans keep a mobile phone within 1 metre for 365 days a year
  • 63% will not share their phone with anyone else
  • Mobile is the 7th mass medium
  • The prevalence of iPhone apps as an alternative medium to consume and share now generates 50x more search queries than pre-iPhone.
  • 60% of time on the mobile phone is now spent on non-calls activity
  • The average person downloads 40 applications, or apps
  • The Japanese spend 2 hours per day on the mobile web
  • There are 9m new subscribers each month in India
  • In Kenya paying by text message is fast superceding credit cards as a means of payment
  • Mobile video fingerprinting will soon create a translation magnifying glass when you're abroad
  • 5 of the top 10 novels in Japan were written on the mobile phone

These might be read in conjunction with the last stat dump I did in 2008 on the state of Mobile in Asia.

So, if you're going to get students making mobile apps, what would Robert advise the pros,  and how might these affect some higher order planning and thinking in your students?

  1. Velocity
    Give customers what they want as fast as possible. Stop putting up so many barriers such as checkout: experience is the same in Prada, fish and chip shop...
    If you give people what they want and get them away from your site as quickly as possible, then they'll come back.

    This is about students learning how to make less mean more. What is the core of what you're trying to say, write or achieve with a project? What elements can you do without? What elements will you save for later when you're upgrading the app for users? What will you leave out to keep the jar half full?
  2. Visibility
    Don't surprise customers. In a good bar the price is on the beer, you know whether it's available, you know how quickly you can get it. This affects choice.

    This got me thinking about how visible (or not) learning is when the learner is not driving its direction, its content, its timing and its pace. Teacher-driven planning of learning leaves too much invisibility. If it doesn't work in the marketplace, how on earth can it work for learning in the classroom?
  3. Value
    Understand the medium and deliver. Online is cheaper, offers depth, reviews, suggestions, interacting with others.

    A basic learning in doing your research - too many student-driven projects are let loose before the students have done their research. The result is painful for everyone involved. Building apps like this forces you to research in depth and from the perspective of a potential customer, so empathy is trained and honed here.
  4. Variation
    Never come out of beta. You can constantly experiment using your feedback and stats.

    Lifelong learning anyone? This is the core skill of the app builder, and the core skill of any successful learner. It's just that this has a context some learners might grasp a little more.



I like Robert. He works for a company known for its constant agenda of change, change in itself and making change in the world. But I like Robert for the realism that he betrays now and then. As he put it:

"A great wind is blowing and that gives you either imagination or a headache."

Quite. Which one have you got?

June 16, 2010

iPhone + Book = Book: beautiful transmedia book

Catriona would love this. It's an iPhone 'book' within a book, taking the best of both worlds, and my daughter's insatiable desire to turn the page (No, Dadddy! Don't you turn the page!), her delight in fun animations and adding some of the interactivity the iPhone offers. It's from the clever Mobile Art guys in Japan.

Thanks to the Swissmiss for the tip of the hat.

June 14, 2010

Augmented Reality Is Helpful To Be Less Helpful

The app in the video above shows how augmented reality can help give you the answers to a Soduko quiz in your local newspaper. You can also ask it just to give you a hint. Now, imagine that this device, primed for heating, were constrained to solely giving you the interesting question, the clue or hint. We begin to see how augmented reality contributes towards Dan's mantra of "be less helpful" to make learning better.

Can you imagine holding the app over a French language text or physics problem and getting that little contextual nudge that great teachers have always offered? What would that free the teacher up to do? How could it add to the learning experience in homes where parents take less of an interest in (the learning of) their children?

Tip of the hat to my favourite polymath, Noah Brier.

April 13, 2010

Reasons for literacy to love the iPad #1

I'm selling a bunch of iPad ideas to my investment panel tomorrow on behalf of my client companies and looking forward to producing some fun, engaging and hopefully profitable little apps early on in the new marketplace, before it, too, gets over-over-overcrowded.

This example of how Alice in Wonderland will be iPadised has a budget well above our prototypes, but creates the kind of eye-popping engagement for reading that most of us learning and teaching reading in any language wouldn't want to miss.

January 25, 2010

TapTale: Bringing literacy to a (iPhone) screen near you

Child and iPhone
TapTale is a new iPhone and iPod Touch app designed as a prototype to help learners build confidence in their creative writing. The Times Education Supplement talks this week about the app, one of the newly launched products whose development I led as Commissioner at Channel 4's Innovation for the Public Fund, working with Derek Robertson at LTS and the clever chaps at Six To Start.


The proposition was a simple one: experiment to see what the iPhone and iPod Touch could add to the reading and writing experience. Making it was a genuine challenge for us, for Learning and Teaching Scotland and the award-winning developers SixToStart, whose work on Penguin's WeTellStories made them the best choice to give this groundbreaker a chance:

“Readers have to work out what they have to do in the story to progress,” says Adrian Hon, who created the application and co-founded Six to Start with his brother Dan. “The story might say something like ‘the witch went up to the door and knocked three times’. The player would then have to tap on the phone three times in order to advance. Or they might read that the house fell to the right and they have to tilt the phone to the right to read about what happens next.”

The goal is to encourage young people to write their own stories and include their own “gestures”.

Once a tale has been created, users can upload them to the TapTale website, where other registered users can download and read them. Registered users can also provide feedback on any tale via the website, by slotting pre-written statements into a form.

Naomi Alderman The app helps students get started by modeling what it expected, with none other than an award-winning writer to get the creative wheels greased. In 2006, Naomi Alderman won the Orange Award for New Writers, and she now offers a growing selection of exclusive taptale stories, written just for the screen space and gestural potential of the iPhone. They're also available to read on the Taptale website.

She's also offered up a selection of free-to-view writing challenges for educators wanting to use the app in their classrooms, or assign challenges for homework on the iPod Touch or iPhone.

Brian Clark, working with LTS on trialling the project, describes how it might be used in practice this term:

TapTale’s primary goal is to promote literacy through the reading and writing of tales using the tap, tilt, shake and swipe functions of Apples touch screen devices.

When creating a tale, pupils are asked to write chapters using the touchscreen keyboard on the device. In order to progress from chapter to chapter, the reader must use one of the tap, swipe, tilt or shake sequences. It is up to the author of the tale to decide what action must be taken for the reader to see the next chapter.

Once a tale has been created, users can upload them via the device to the taptale website. This allows other registered user to download and read their tales directly on the device. Registered users can provide feedback on any tale via the website using a ‘fridge magnet’ style form. Anyone can read the tales created directly from the site, but of course the tapping and tilting functions are not possible in this view.

Taptale Feedback System 2 Fridge-magnet peer-assessment

My favourite part of this exercise may not even be the iPhone app itself. Rather, the online peer-assessment community we've developed is, I think, a first (though I'm happily corrected). I wanted to see a fridge-magnet approach to student feedback, something that would allow structured feedback to take place but not just in a "tick-box" fashion. I think I also wanted to hark back stylistically to the days of scholastic readers that I had when I was aged four in primary school, learning how to read for the first time. The result is quite a delightful way of helping students - and the general public who stop off by their writings - to learn new ways to provide "two stars and a wish" type feedback to each other anonymously, while maintaining the integrity and safety of a learning site used by young people.

The system prompts you to use one of the many critiques that Derek and I thrashed out over a boring train trip or two, to accept it, before pushing up the next set of options. Go and have a play on one of Naomi's stories and you'll see how challenging some of the vocabulary is yet how easy the interface is: struggleware if ever there was any.


Criticism of the iPhone for learning

As development work began in the early days of summer 2009, we hit criticism straightaway: "kids don't have iPhones, schools barely allow mobile phones, and in the current straightened times we shouldn't be investing in the most expensive-per-inch handheld technologies around". It was the same criticism hurled back in 2004 when I was making podcasts with and for the students in my secondary school. Fittingly, it is my old education district, East Lothian, that is the first to put itself forward to try out these devices and see what, indeed, they might add to the learning process.

We're ready for a resounding tumbleweed to be heard on the question of any educational advances here - no-one's done this before, and we just don't know what it has to offer that paper and pen don't. Likewise, I'd be curious to see what the tactile approach to story reading and writing brings to those kids who have less motivation to read, who have trouble structuring their stories. I also think the online writing community platform we've developed offers a creative, supportive environment that, in brilliant classrooms may well exist, but which is hard to achieve well all the time in every classroom with the timetable constraints we all face.

One final really interesting point is that one of the first criticisms of the app from a student has been: "it doesn't allow me to add pictures to my story". Interesting, and perhaps valid in a world where apps are laden with features, features, features.

Taptale is relatively simple. It's about making writing and reading as simple as possible, while forcing the hand of the writer into doing certain things: providing constructive feedback, reading for inspiration before writing, thinking about timing and story structure through the gestures.

Above all, though, it's about the written word, not the graphic, the design or the picture.

If anything, the lack of features is what makes this app special, what's going to make it work well. Children will, lo and behold, have to think about how to describe what's in their mind's eye, not just photograph it with the cellphone camera or Google it, right-click it, save it and insert it. Stripping all that away is, if anything, at least one educational advance we'll have made.

TapTale iTunes Graphic Taptale stories are free to view on the website throughout the pilot. The app is free in the UK from the iTunes store.

Pic from Anthony

January 15, 2010

And who are you again? Augmented Reality helps you 'see' a person's social networks

This is mind-bending stuff from the clever Swedes at TAT, and I want one now. Point your mobile phone at the person speaking at the lectern, the cute person in the bar or that potential recruit and see, hovering around their head, all their social networks, tastes in music and books, and dodgy photos from last night. In a schools context this could be seen as lethal.

But there are some amazing potential side effects - what would yours be?

January 07, 2010

How To Follow WW2 in 'Real Time' Through Twitter & National Archives

Ukwarcabinet
History buffs and all of us who love good, old fashioned, paper data will enjoy following @ukwarcabinet on Twitter, as each day, several times a day, the actual documents tracking the War Cabinet's decisions are opened up by the National Archives in 'real time' (albeit 70 years later).

Ukwarcabinet example Yesterday we learned that "Cabinet meets to discuss Finnish progress against the Russians and the possibility of further assistance http://ow.ly/TglB", the link leading you to the actual minutes from the meeting, pictured.

Superb for history buffs, and an alternative, long-line way of learning in depth the history of the War. So it won't fit within the structures of our hour-by-hour school timetables and 40 hour courses, but I'm real aficionados young and old will latch onto it regardless.

It would be great if the National Archives could somehow let us skip the meaningless 'checkout' for free downloads of PDFs. It'd also be a good idea for them to put some welly behind the marketing - this should have at least the 2,500 followers of Samuel Pepys, and then some.

December 16, 2009

Owning My First Original Johanna Basford: Art Made By Twitter

Johanna Basford TwitterPicture
TwitterPicture was quite a feat for a young artist: Aberdeen-based artist Johanna Basford made £15,000 (about $892,000 ;-) in the space of 48 hours of twittering, by inviting normal untalented folk like me to suggest what they wanted drawn by her famous black pen.

The lovely Damien, Suzy and co at the wonderfully cool, hip and talented ISO Design thrust a stocking filler under my arm this evening. And I'm now the proud owner of Twitter's first piece of crowdsourced art, made by Aberdeen-based artist Johanna earlier this year.

In theory, at least, I've also helped make this masterpiece, as mine was one of 230 tweets that fed the end-result - an A3 line-art collage, of the distinctive style that will make Johanna a Turner-winner one of these days (I hope). It now takes pride of place in the living room, where I am reminded of contributions made by quite a few of my twitter buddies.

At the end of Day One, the Central Station arts platform, on which I've been working with ISO, joined the push to get as many people as possible to promote the project and chip in with their own ideas for inclusion. The result is fascinating and beautiful, with "any dinosaur in casual attire" resting next to my own "a baby's first laugh". You can see all 230 suggestions on the artists' certificate of authentication, and come around to mine for a cup of tea to find them all.

IMG_9533 It's a beautiful living room piece, and the first original artwork I've ever owned. But it strikes me that this could be an almost weekly occurrence in art and design classrooms around the world - it's Twitter storytelling for artists.

Catriona's already started trying to emulate Johanna. She's got a bit to go, but she'll get there one day. You can see some of the detail in it on my Central Station art profile, and follow CenSta on Twitter to catch the next time there are fun happenings like this.

December 15, 2009

How Mobile Cell Phones Change Everything When We Do

Mac-filled lecture theatre
Will Richardson posts the above picture and asks
"how many educators look at that picture and think "OMG, puhleeeeese let me teach in that classroom!" (I suspect not many)".
He points out that with the mobile technologies already in our students' pockets we're probably not far off that level of ubiquitous kitting out in our schools already. He's right. But he's less right in implying that great teachers would want to teaching in that classroom.

Further on Will points out that often teachers and decision-makers can get hung up on the "what technology" question, rather than the "curriculum question". This might be a linguistic anomaly, but curriculum, to me, is deciding what we learn, when. It is important, but the most important peg on which we need to hang our thought is pedagogy, which is about how we learn. Teachers decide pedagogy, not administrators, authorities or Governments. That's why teachers discussing not tech, but teach, becomes ever more vital as technologies open up new ways to approach learning.

But linguistic anomalies are the stuff of learning, so I hope Will doesn't mind me challenging this one, and seeing what we really think it possible if we could encourage colleagues to move beyond "OMG puhleeeeese" statements.

The reason the picture presents a dubious message is that neither curriculum nor pedagogy have changed an iota in this learning space: it's about the same layout - with as many apples on laps - as a Victorian classroom would have appeared.

It's not an image to proud of, to smile at, to wonder at, or one I'd want to be in. It sums up the biggest challenge facing learning: too many educators look at that and think all of above.


What can we aspire to?

The other night Stephen Heppell pointed out the Education_2010 report that he, Graham Brown-Martin and other luminaries had pulled together in 1999, outlining what they thought technology would be doing for learning in 2010. The predictions and visions hinted at in that Garamond/Helvetica-shocker of a ClarisWorks document are not far off what we're close to as hurl towards the end of this decade. And that, in no short measure down to the work of the authors in promoting mobiles' inevitable conquest of learning spaces. The key message: learners will all have access to portable 'micros'. The micros, though, are maybe not the laptops or notebooks, even, that photos like the above one hint at.


Christmas Cracker Research

It's particularly apt as the decade ends with a supposedly "credit crunch Christmas" where iPhones and iPod touches, and cheaper but no-less effective smartphones with the major carriers, will be appearing under the trees of our youngsters (and, in what even I, a gadget fan, would consider a touch of spoiling, in their stockings).

In the UK the changes in equipment provision is already happening, and in the US it's going to follow really soon: the image of students locked to their laptops could change to a more human image of students talking to each other face-to-face, and using their mobile phones for research, reference and recording.

That change from the tech-oriented to the person-oriented could change, but it needs teachers, not tech, to make that change happen.

In the UK children have owned and used mobile phones at any kind of scale in schools (legitimately or otherwise) for about six years. I remember the Christmas when they all came back with them. The next year it was the mp3 player. This Christmas I bet it'll be the hyprid iPod Touch or iPhone (if they're lucky). What kids get for Christmas one year is nearly always the forerunner to what is really desirable in a few years' time. Where mp3 players were the hot item in 2003, the iPod shuffle and mini took until 2005 to hit the mainstream school audience. Where iPhones and iPod touches hit the Christmas pressie list in 2009, there will be something more profound and far more widespread in adoption in 2011.

If you want the real aficionados head to South Korea and Japan for a lesson in ubiquity, but still, I wouldn't bet on their curriculum or pedagogy having changed much as a result (and their relative educational success is more likely down to the insane hours students and their private tutors put in, compared to the average three weeks' per year absenteeism of Scottish students).

As the iPhone makes the mobile's northern American cousin, the 'cell', something more mainstream over the Pond, mobiles' learning potential is finally gaining more than a niche gadget audience's attention. It becomes even more palpable as the replacement cell phones are not of the simpler phone-text-image cariety, but, of course, the of smartphone stock. The pic below shows the scale of this: it's part of the half-a-million cells thrown out every day in the USA as people upgrade to the next, better model:

Some mobile phones

But the lessons learned about cell phone use (and handheld learning devices stuck in schoolbags) for learning in the UK, through trials, pilots and the generally higher adoption of mobile telephony here than over the Pond, risk being ignored. Most of the conversations being had in Will's monster 130-plus comment post are thinking through issues that have been thought through, put into action, analysed and researched in the UK as long as four years ago.

There's a monster post (or a book) in pointing to the work of the past decade and what it means for the next one. Many of those lessons are online, in places like the Wolverhampton Learning2Go project, whose initial work in mostly offline potential of PDAs was groundbreaking, or the Consolarium in Scotland which has pioneered games-based learning using devices often hidden away in school bags, not a pioneering effort in theory, I hasten to add, but in hard-to-initiate classroom practice.

Finally, though, it is heartening to see that the pedagogy of Higher Education institutions is changing. The above picture is still far from being out-of-date - for many campuses it's still light-years ahead. But iPhone-equipped students of Abilene university in the States have seen their lecturers change from information-transferal mode (that's what Google's for) to educator,  leader  and even developer roles in the lecture hall.

It’s like a mashup of a 1960s teach-in with smartphone technology from the 2000s.

Each participating Abilene instructor is incorporating the iPhone differently into their curriculum. In some classrooms, professors project discussion questions onscreen in a PowerPoint presentation. Then, using polling software that Abilene coded for the iPhone, students can answer the questions anonymously by sending responses electronically with their iPhones. The software can also quickly quiz students to gauge whether they’re understanding the lesson.

... And if students don’t understand a lesson, they can ask the teacher to repeat it by simply tapping a button on the iPhone.

This is the exception to the rule. Heck, it's in Wired. [Update: My good friend, former Pentagon man and superb Ireland-based educator Bernie Goldbach, blogs on what his students are doing with their Nokias, and the joy they have researching with them.] But a student in the story outlines why making these fundamental changes to access to technologies, whether that is giving it away for free (in Abilene) or just allowing students to bring out the panoply of kit from their Christmas 09 haul, is a no-brainer:

“They’re preparing us for the real world — not a place where you’re not allowed to use anything.”

About Ewan

Ewan McIntosh is a teacher, speaker and investor, regarded as one of Europe’s foremost experts in digital media for public services.

His company, NoTosh Limited, invests in tech startups and film on behalf of public and private investors, works with those companies to build their creative businesses, and takes the lessons learnt from the way these people work back into schools and universities across the world.

Ewan’s education keynotes & MasterClasses

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In a keynote or masterclass we can give them concrete ideas based on experience, enthusiasm fired by a vision of what can be, and backup before and after to make it happen for them.

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