Final App Project – Past Present and Future of Singapore

What I plan to have app user do with app:

Learners will download the app into an android phone allocated to each group by their teachers. They will be brief on instructions on safety and movement around as a group and how they can contact any teacher if they encountered challenging situations in the outdoor settings. They will complete 1 question before they can move on to the next question. Each question contain a street view of the location they are supposed to visit. There are altogether 5 locations. When they complete all questions, they will report to the teacher at the meeting point allocated by the teacher.

Each group will answer the questions by keying in the answers. The app will check for wrong or correct answers and give feedback accordingly.

 Challenges in Development

It was quite a challenge to figure out how to work with activating different screens within the app. I wanted a first screen to introduce the name of the App, followed by a second screen to display the instructions and the final screen to reveal the questions. I tried to google around any tips on the internet and spent almost 2 hours to analyze the different approaches. Finally, I decided to work on using the component visibility element within the App Inventor.

It was challenging to work in the design interface. While I have drawn up the plan last week, I really had to draw the graphics from scratch this week. Some elements (such as clipart of Singapore flag, taxi and 2 persons) are found from creative commons sites, I still had to layout them in an attractive manner for the learners. I can imagine learners being put-off by a boring introduction screen.

Finally, the introduction screen is up

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Next, I had to work on the instructions screen.

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The next challenge is to layout the question screen so that the question background text/image, google map street view and question answer box can be laid out within 1 screen without being too cluttered.

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Overall, I had fun with the development.

You can try out the app below

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Paint Dot App Development on Android Phone

This week, I really enjoyed the experience of building more difficult apps in Android Phone.

One of the things I have learnt is to integrate what I have learnt in other modules into this module. One of the earlier modules I have took was Graphics Design for Learning in Boise State. I had learnt the important of using Graphics to represent meanings and functions, and that is what i have decided to use graphic icons for some of the buttons functionality in the Paint Dot App.

I also began to appreciate that App Development takes a lot of trial and error. I wanted to provide users with more choices, rather than being stuck to just 1 image for coloring. So I decided to introduce 2 more images in the thumbnail format for selection. Since this function was not taught in week 4’s lesson, so I had to search around for possible functions to use.

This is the screen shot of app before the thumbnail functions were added.

Adding in more codes now

Here it comes the final version (as least for now)

Purr App on Andriod Phone

It took me a while before I could sort through the readings, install the App Inventor and set up my Samsung Note phone to work together. But it was really quite fun to learn things from scratch, and the “wow” feeling that I had when I got my App to work is really worthwhile.

I managed to get an image of a kitten with the original meow sound from the tutorial. And I also added a food bowl which will be filled up with a fish when the user tap on the bowl.

There was actually more things that I wish to customise, such as getting the kitty to open her mouth (by swapping the button image). But I had some problem with it due to lack of the programming language commands within the App Inventor. But i guess i will eventually work it all out in a few weeks time.

  

Worked Example Screencast – Words Used to Describe Length

The worked example screencast is targeted at learners aged 7 to 8 with the following learning objectives:

– List 4 sets of words used to describe length
(Tall and Taller, Short and Shorter, Long and Longer, High and Higher)

– Compare length of objects or things using the relevant words to describe length

Duration of the screencast: 19 minutes 30 seconds

Software used: Powerpoint 2010, Camtasia Studio
Equipment used: Bamboo Tablet Pen, Wireless Headset with Microphone

 

Digital Story – Making A Difference

This digital story is about the gap between the children of the developed and developing/under developed countries, and how we can make a difference in small and big ways. I wanted the viewers to be able to reflect on their own experiences and put themselves into the lives of others around the world whom are less fortunate.

The personalization principle was applied using narration statements that are paced and spoken in a personal manner, accompanied with slow paced instrumental music to promote reflection.

I tried not to use text (except for the video title) so that viewers can focus on the images and narration.

Coherence Analysis

 

1) Coherence Principle  involves the removal of excluding extraneous information from learning materials. (Clark & Mayer, 2011). Its most important criteria is that no media of any form (sound, graphics, etc) should not be introduce if it does not promote learning.

In my workplace – a vocational training institute, we have a lot of teachers who have developed instructional slides for use in a face-to-face classroom.

2)One unsuccessful attempt to apply the coherence principle
One of the teachers was teaching the topic of turbine gas engine when he placed a loop animation of airplanes flying on the top right hand corner of the slides, while the video on the turbine gas engine in the middle of the slide. I felt that the loop animation of the airplanes is not required, and it definitely distract the learner from focusing on the main video in the middle of the slide. This has violated what Clark and Mayer (2011) have described, “Coherence Principle 2: Avoid e-Lessons with Extraneous Graphics” (p.159).

One successful attempt to apply the coherence principle

Another teacher was teaching the topic on how to use the hairdryer properly in the context of a hair salon. On her instructional slides, she only included a photograph of the hair dryer, with clearly defined labels that help learners to relate to parts and functions of the hair dryer. She did not include any extra media that hinders learning. The slides was clear and contain just enough information for the learners based on the instructional objectives.

3)Relationship of Coherence Principle to other Multimedia Learning Principles
I would describe Mutlimedia Principles, Contiguity Principle, Modality Principle, Redundancy Principle as the key foundational principles to guide the designer to know HOW different forms of media should be included in the learning resource. Whereas for the Coherence Principle, it will guide the designer to know WHAT forms of resources/media are to remove from the learning resource. It is almost liken to the analogy of a gardener, who decides which part of the plant should be pruned away to promote better growth and fruiting of the plant.

4)Relationship of Coherence Principle to Fundamental Theories of Psychology
Based on the cognitive theory of multimedia learning, Clark and Mayer (2011), explains that extraneous sounds and graphics can caused unnecessary overload in the cognitive system, thus impairing learning. This is basically the coherence principle in which the learning designer should avoid unnecessary sounds and graphics that does not contribute to meeting in instructional goal.

To better understanding the cognitive theory of multimedia learning, we must revisit the assumptions of the theory by Mayer (1998). This theory proposes three main assumptions, one of which is that there are two separate channels (auditory and visual) for processing information. Thus the coherence principle is basically built upon the psychology of how the mind processes information.

5)What do I personally like or dislike about this principle?
First of all, since this principle is based on evidence-based research – I appreciate that the principle is not based on just mere cognitive formulation of ideas by the writers. I felt that it does help the learning designer to consider again what they should exclude.

One of the constraints bought out by the writers is that the research is mainly based on learners who are novices. A further research was carried out by Muller, Lee and Sharma (2008), to study how the coherence principle can be generalized to real learning environments such as students in the university. From the study, “adding approximately 50% extra interesting but irrelevant information to a multimedia treatment did not result in lower achievement on a post-test as would be predicted by the coherence principle.” (p.9). One of the possible reasons specified is that the extra interesting but irrelevant information could have accounted for  maintaining learner’s attention in the authentic learning settings employed within in the experiment.

Secondly, Clark and Mayer (2011) also brought out the fact that not adequate research is being done to discuss about the coherence principle in games design.

When I took the Edtech module in Educational Games and Simulation last semester, I learnt about the importance of using Games as an “Emotioneering” Tool. This means we can use the games visuals, music etc to guide the learners into a state of emotions that is usually not possible with non-games resources. I felt the coherence principle was not able to adequately guide game developers to decide what is considered “extraneous”, which is quite an area of subjectivity in terms of opinions from different subject matter experts.

 

References

Clark, R. C., & Mayer, R. E. (2011). e-Learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (3rd ed.). Pfeiffer.

Mayer, R. E.; R. Moreno (1998). A cognitive theory of multimedia learning: Implications for design principles”. http://www.unm.edu/~moreno/PDFS/chi.pdf

Muller, D. A., Lee, K. J., & Sharma, M. D. (2008). Coherence or interest: Which is most important in online multimedia learning. Australasian Journal of Educational Technology, 24(2), 211–221.

TECHNIE SCHOOLS Podcast Series

Google Nexus 7

TECHNIE SCHOOLS Podcast Series Technie Schools Podcast Series will bring to you issues and opportunities of technology in the world of education. Find out how technology is changing schools around the world, and can be used or is being used to enhance teaching and and learning. From the students in the classroom, to teachers and schools administrators, check out how technology is influencing the future from the eastern asia, to the western Europe.

Introductory Episode TECHNIE SCHOOLS EPISODE 1 – Reducing The Digital Divide – Answer : Google Nexus 7?
( 8 July 2012)

Google Nexus 7 Tablet Just last week, Google announced the release of their 7 inch tablet, Google Nexus 7 at the price of USD$199. The announcement marks a milestone in the world of tablets, especially in the world of education. Join us in the podcast as we discuss how cheaper tablets alternatives are opening up opportunities for education in asia.

http://dl.dropbox.com/u/90325473/Podcast1.mp3

Based on the AECT standards 2.2 Audiovisual Technologies, we could see that podcast is one of the many forms of audiovisual resources that teachers can create for our learners. Traditional forms of audiovisual technologies include audio tapes, CDs, radios etc. With the evolution of internet and streaming media, podcast is indeed another way to engage our learners. Podcast can be easily created using a computer with a built in microphone or an external microphone, thus making it possible for teachers to upload interesting audio content for learners to download. However, I felt that its takes an engaging voice to keep learners interested, and I felt my voice variations need to improve to ensure a lively and interesting podcast for learners.

Multimedia and Contiguity Principles

In this week’s assignment, I created a short presentation that shows learners how to identify and read QR Codes. The reason why I have selected this topic is because in my institute, we are trying to get students to learn to scan useful educational resources through embedded the QR Codes in their notes and handouts.

The presentation is located here
https://docs.google.com/a/u.boisestate.edu/presentation/pub?id=13ENgqJHcNXTUngzIp-O9CO0U-Xvj9vKxv3OD1QKUY2E&start=false&loop=false&delayms=3000#slide=id.p

I have included a screen capture of one of the slides for discussion in the post.

In this slide, there are actually animation which I will not be able to help you visualized unless you view the google docs presentation file. However, I wanted to just help you see how I apply the multmedia and contiguity principles.

First, I wanted to show a real example of a QR Code, therefore I insert an example of QR Code below the sub-title text.

Secondly, I animated the yellow box with the full meaning of QR Code to appear directly below the blue words QR.

Secondly, I wanted to help learners identify QR Codes by noticing a distinctive feature of the 3 squares located at the 3 corners of the code by using 3 red arrows and a corresponding text caption.

The above are just some examples in my set of slides. Do feel free to view the entire presentation and share with me your views.

Thanks!

 

“My (Story) – Toy – Puzzle – Game”

In this game, students will be in the virtual world of a medieval village. They take on the role of a normal civilian, but will be allowed to make choices to enter sub-villages to face various challenges and opportunities. In the village, they will meet fellow villages who can help them to solve the challenges together, and they may also face threats from outside in the village. The students role in this story is to learn how to deal with such challenges and make use of opportunities to make the village a better and stable place to live it. Within this game story, the students are allowed to change their roles to that of a farmer, a resource retriever, a warrior or even study under the guidance of wise men of the village. The students will be rewarded with coins and resources for his good work, and he is allowed to purchase items for himself or to build up the village.

Below is the tentative flow of the game story:

You can also access this flow chart here

Quest: Milkrun (with Casey)

This Quest is the very first that I am doing together with a classmate. Casey and I made arrangements to do the milkrun quest together and explored various spaces in SL.

Look at all the items I have collected by the end of the milkrun! I almost think that I should build a house in SL just to display all these items.

My list of inventory items collected in milkrun quest

It took awhile before we first found freebies! They were clothes. We were really excited when we found them.

First freebies that we got

Free Skates

We also came across an ice skating area. Free skates! The penguin looks cute skating around before us.

We also found another location with floors and sections of hairstyle, clothes and accessories. Casey tried to load a four-wheel object and encounter difficulty loading back the head of his avatar, but we managed to load a lot of items here.

Second Series of Freebies, with Casey posing for a snapshot

Later on, Casey changed his avatar into a human being since his robot avatar wasn’t loading properly. We look around the levels, and took turns to accompany each other to look for ladies items (for me) and men’s items (for casey). It really benefited from Casey as he has a strong sense of direction in SL. When he finds some exciting freebies, he will also alert me too! I think this is the really good part about questing in groups or pairs – that we help each other and encourage one another.

More colorful clothes for us!

Casey managed to get new clothes and he looks cool in them too

When I see Casey wearing new stuff, I was encourage to wear one of the freebies too. Managed to find a nice pink dainty hat and wear it too (see below). At one of the stores in SL, we met another person and chat for a while.

Meeting others in SL

Meeting new people in SL

 

Casey stretching out his hands to beam some freebies!

Overall, we both collected a lot of items. Reflecting on this quest experience:

1)  1 + 1 can be more than 2
We could not have collected so many items individually on our own. That means that the sum can be greater than the addition of the parts. Because we move around together and alert each other when we find freebies.

2) Presence boasts Morale!
It can get quite lonely in SL, especially in zones that looks really ’empty of people’. So the presence of a peer – like a classmate really boast the morale!

3) Group Quests can bond the class together 
Group quests can serve as a means to build class bonding. So far, in the edtech programme, I did not have a single session that I get to informally chat more than an hour with just a classmate. So, doing this quest together with a peer provides opportunity for me to know someone else better. When we run around in SL, we also took time to share about our work, family and also some of the concerns that we have about the SL environment for students.

4) We need not necessary spend L$ to have fun in SL 
You do not necessary need L$ to ‘survive’ in SL. In many of the quests in SL, i was very ‘tempted’ to buy items to decorate and equip my avatar. I remembered during my quest in Avalon, I was so keen to buy some shield and swords to protect myself against the flaming dragon, and to buy clothes to make my avatar look pretty. This quests reminded me that as long as we are resourceful, we can get freebies stored in our inventory!

 Overall, my experience questing with Casey is nothing less than a fun and enjoyable experience. I definitely look forward to more questing with my peers.