Design: November 2008 Archive Page

In the past, I have pointed out copy-editing weaknesses at Story Book Forest at Idlewild Park, in southwestern PA.  When I was last there, shortly before Halloween, my son stopped in his tracks and said, "They repainted the Little Miss Muffet Sign!"

And he was right... they repainted some of the signs. Just now, when I was clearing out my camera's SD card, I noticed I had a set of before and after photos. Here's one sign in September 2005:

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Here's the same sign in October, 2008.
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I must say I rather miss the webbing, and the lettering for "Little Miss Muffet" is almost illegible. (What's the deal with the vines?) The new sign omits the period after "whey," so that the revision is now a run-on sentence. But at least the egregious "besider" error has been fixed.
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"It might surprise parents to learn that it is not a waste of time for their teens to hang out online," said Mizuko Ito, University of California, Irvine researcher and the report's lead author. "There are myths about kids spending time online - that it is dangerous or making them lazy. But we found that spending time online is essential for young people to pick up the social and technical skills they need to be competent citizens in the digital age."  -- MacArthur Foundation
Some details:

The researchers identified two distinctive categories of teen engagement with digital media: friendship-driven and interest-driven. While friendship-driven participation centered on "hanging out" with existing friends, interest-driven participation involved accessing online information and communities that may not be present in the local peer group.

Significant findings include -

    • There is a generation gap in how youth and adults view the value of online activity.
      • Adults tend to be in the dark about what youth are doing online, and often view online activity as risky or an unproductive distraction.
      • Youth understand the social value of online activity and are generally highly motivated to participate.
    • Youth are navigating complex social and technical worlds by participating online.
      • Young people are learning basic social and technical skills that they need to fully participate in contemporary society.
      • The social worlds that youth are negotiating have new kinds of dynamics, as online socializing is permanent, public, involves managing elaborate networks of friends and acquaintances, and is always on.
    • Young people are motivated to learn from their peers online.
      • The Internet provides new kinds of public spaces for youth to interact and receive feedback from one another.
      • Young people respect each other's authority online and are more motivated to learn from each other than from adults.
    • Most youth are not taking full advantage of the learning opportunities of the Internet.
      • Most youth use the Internet socially, but other learning opportunities exist.
      • Youth can connect with people in different locations and of different ages who share their interests, making it possible to pursue interests that might not be popular or valued with their local peer groups.
      • "Geeked-out" learning opportunities are abundant - subjects like astronomy, creative writing, and foreign languages.
I'm already aware of much of this. Knowing that students would rather learn from peers, I've added more group work, and I've added a requirement that students in my advance media classes publish a screencast about their final project to YouTube.  In future classes, I'll have students review those videos as part of their research process. 

My younger students (in the entry-level class) are generally much more excited about new media than the upper-level students (some of whom either barely tolerate or openly loathe the "new media" component of the "new media journlaism" program).  I've got to watch my lower-level students closely, so that I can adapt the upper-level classes to their strengths, and keep that process going throughout the major. That means I'm probably going to have to introduce more experimentaton in the lower-level classes, since I've got to cast a wider net to find out which techniques are the most productive.
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As a professor, I collaborate with other authors all the time.  But I rarely assign collaborative writing assignments. I often ask students to critique each other's papers or beta-releases, but that's not the same thing as having them collaborate to create a single, coherent document.

I'm teaching a literary criticism class next term. The last time I taught it, students expressed a lot of frustration at how long it took them to get the hang of what criticism is. You're not writing summary, or personal opinion, or factual investigations about the author's life.  So what do you write about?  I can't really think of a way to get students to learn how to do lit crit, other than having them read models, talk about it, and try it.

Even though I always hated group work when I was an undergrad (and I never did any as a grad student -- not once), after a conversation with my colleague Lee McClain, I think I'm going to have my literature students write their first few papers in teams. I'll probably have some mechanism so that a student who is part of a successful team paper can request to write the next paper individually. That way, the students who are sure that they can do better on their own can opt out of the group work quickly. 
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Young people around the world are learning, in their pre-teen years, to use tools like Game Maker, Click & Play, Stagecast Creator and others to build simple games. As they move into their teens and twenties kids learn to master and use Flash, modding tools, and even sophisticated tools like C++, game engines and graphics tools to create the complex, sophisticated games they imagine and design. Many of these students go on to enroll in college and graduate school game design and construction courses and majors, creating, while in school, games at, or very close to, professional levels.

But can students design and build successful educational games? The answer appears to be yes, as well, especially under the right conditions. And that is very good news for our schools and our learners. Because the next generation of educational games - the games that will truly engage and teach students - is likely to come from the minds of other students, rather than from their teachers. -- Marc Prensky (PDF)

I'm surprised not to see a reference to MIT's Scratch. Otherwise, a very good article.
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And then there was light -- and it was powered by the sun. The Vatican on Wednesday activated a new solar energy system and announced an ambitious plan that could one day make it an alternative energy exporter.

The massive roof of the "Nervi Hall" where popes hold general audiences and concerts are performed, has been covered with 2,400 photovoltaic panels to provide energy for lighting, heat and air conditioning.

After weeks of tests, the system went on line at full throttle hours before Pope Benedict held what officials called the "first ecological general audience in the Vatican." (Reuters)
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21 Nov 2008

Google's SearchWiki

How long has this been around? I just noticed it.  Google's user interface is so streamlined that any change at all is noteworthy. I haven't had the chance to play with it. I'm not sure how much I want my own biases to affect Google's search results, so I'm going to have to read up on this before I play with it.
SearchWiki lets you customize your Google Web Search results by ranking, removing, and adding notes to them. You'll see your changes whenever you do the same searches while signed in to your Google Account, or until you decide to undo them. You can also see how other users have tailored any given search results page with their own notes and changes.
Looks like it's got two parts... in one, you can signal your approval of a site by clicking the up arrow button, and in the other you can click the X to remove it from your results. And you can also leave comments (here, I've clicked on the speech bubble to open up a comment box.)
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How will these various affect the results Google returns in response to different searches? I want to know that before I start using it -- I might X out a site that's very good, but that I already know about, if my goal is to find NEW sites that refer to a certain term.

Do I want to type my critical commentary into a Google box, rather than keep it on my blog (where I can keep an eye on it)?



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Lively.com will be discontinued at the end of December, and everyone who has worked on the project will then move on to other teams.

We'd encourage all Lively users to capture your hard work by taking videos and screenshots of your rooms.
I never did get around to sampling Lively, since the initial reviews I read suggested it was pretty lame. I'm very cautious about putting hard work into creating content in a proprietary format that I can't export (ahem). 

I recently downloaded Sketchup 7, which is the latest version of Google's 3D design tool, but the free version still doesn't have an easy way to export your models to other formats.  So I'll probably delete Sketchup from my hard drive (after I've made screen shots of the models I've created, so that later I can re-create them in Blender3D, which offers an insane number of import and export options).
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[G]ames are inherently about exploration, in the abstract sense of discovering strategies and options, seeing how rules interact and so on. And yes, you can summon screenshots of Warhammer halls bigger than the Taj Mahal, or mountain vistas in Lord of the Rings Onlinethe Other: societies wholly different from mine, cultures built on assumptions so divergent from my own that I hadn't realized they were assumptions.

This, for me, is why playing MMOGs doesn't feel like travel. They offer too little of the Other.(Allen Varney, The Escapist)
The latest issue of The Escapist
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Wired reviews Mirror's Edge

When you run, you see your hands pumping up and down in front of you. When you jump, your feet briefly jut up into eyeshot -- precisely as they do when you're vaulting over a hurdle in real life. And when you tuck down into a somersault, you're looking at your thighs as the world spins around you.

What's more, the Mirror's Edge world feels tactile and graspable. Because the game is designed around the concept of parkour, or moving through obstacles, most times when you see something that looks like you could jump on it, you can. The gameplay requires it.

The upshot is that these small, subtle visual cues have one big and potent side effect: They trigger your sense of proprioception. It's why you feel so much more "inside" the avatar here than in any other first-person game. And it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic.

This will be an interesting update for all the dissertation chapters that have already been written on Lara Croft's virtual body.

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So what exactly are the barriers of entry for great thinkers (or groups of thinkers) to leave their mark on games? What must happen for games -- or interactive entertainment, if you will, to mature as a medium?

While no one knows the answer to this question, many people (and companies) have stepped up to the plate to attempt to bring games to the next level. The Nintendo Wii has been a monumental development in the games industry, not because of its innovative technology, not because is has helped get people off of the couch, but because of the way it has changed the audience.

My mother, who claimed she could never play games, frequently plays Wii bowling with my aunt. A substantial amount of Wii owners claim that it is their first video game console. This means that, by taking away the buttons that confounded my mother and replacing them with movement-based controls, Nintendo has opened up the possibility that games could be for people other than kids. -- Brice Morrison, Gamasutra
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Many professors will spend countless hours putting together elaborate and voluminous course packets of photocopies for classroom use (I used to be one of them). And now, it is more frequent for technologically minded teachers to file-share large numbers of PDFs through password protected sites on campus. This is so wrong it hurts. We are killing our own chances to have readers in the future or be remunerated for the scholarship we do. It's not only about the modest royalties that faculty authors may or may not receive, it's about the principle of valuing each other's scholarship and editorial work. I order good, attractive and useful paper-and-binding books or textbooks for my classes because I want there to be a system in place to support my work as an author and editor in the future.

If the paper and binding book vanishes as a dominant commodity, as it seems to be, maybe the new virtual system of book distribution, reproduction and delivery will allay some of the problems I describe in relation to photocopies and PDFs. It is becoming increasingly easier to put together affordable 'readers' or anthologies culled from existing print material without bypassing rights and fees and without overloading students with unnecessary expense. If this wave of the future takes hold and becomes the new standard in textbook publishing, I think it will be good for all parties involved. But what about the paper-and-binding book? -- Christopher Conway, Inside Higher Ed
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When blogging was young, enthusiasts rode high, with posts quickly skyrocketing to the top of Google's search results for any given topic, fueled by generous links from fellow bloggers. In 2002, a search for "Mark" ranked Web developer Mark Pilgrim above author Mark Twain. That phenomenon was part of what made blogging so exciting. No more. (Wired)
Just a few days ago, I submitted a conference proposal that asked whether academic blogs are the new five-paragraph-essay, so this article comes at a good time.  Here's the concluson:

Bloggers today are expected to write clever, insightful, witty prose to compete with Huffington and The New York Times. Twitter's character limit puts everyone back on equal footing. It lets amateurs quit agonizing over their writing and cut to the chase.
As a writing teacher, I'm perfectly happy to hear that bloggers are expected to write good prose.

I don't plan on giving up my own blog anytime soon, but the fact that so much energy has moved to feeds and commercial social networking sites -- the Wal-Marts of the blogosophere -- means that I have changed what and how I write on this blog.
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02 Nov 2008

The Unfinished Swan

Via
The FPP -- first-person painter! I wish the creator hadn't chosen to go eerie with the mood, that seems like cheating a little... it's so easy to go scary. Still, it's beautiful And it's an XNA-developed title. Interesting.


The Unfinished Swan - Tech Demo 9/2008 from Ian Dallas on Vimeo.

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