Entries in Handheld Learning (13)

Thursday
Apr142011

The Napsterfication of Learning

By Graham Brown-Martin

I’ve recently enjoyed the honour of being invited to present keynote talks at conferences in the UK and US. I rarely give talks at my own events so it’s great to have the opportunity to attend and speak at others.

My general topic has been “Disruption, Innovation and Learning” that being the theme for LWF during 2011 and usually why I’ve been invited. However I like to customise my talks to the audience whom I’m addressing and the general themes of the events themselves plus I don’t like giving the same talk twice.


Will you choose the red pill or the blue pill?

 

The events I’ve attended have been well organised and well attended with interesting and many inspiring delegates so my comments here are not intended as a critique but a general observation about the teaching profession and our existing formal establishments for learning. Each event has, by their nature, attracted progressive educational thinkers, practitioners and innovators with a keen interest in deploying the kind of technologies that many young people are already using as opposed to the kind of bone-headed technology that has been forced upon many learners by less enlightened practitioners.

However, what has become clear to me during the events I have participated in as a speaker as well as the events I have hosted is that whilst the discussions are around potentially disruptive technologies such as mobile, video games and social media the real impact of these technologies, like an elephant dancing on the table, is rarely considered.

Common themes emerge such as how we might integrate these technologies into the classroom or within existing teaching practice rather than how these technologies might genuinely change or disrupt the way we teach and learn.

So are we to go through another cycle of missed opportunity as a result of trying to fit the 21st century into the 19th?

Are we really going to carry on talking about how we might use clunky learning platforms on mobile and gaming devices? How we might integrate iPads with Interactive White Boards? How the over-priced and over-maintained LMS might integrate with gaming platforms? How we might apply gaming mechanics to tired educational software? How we might enable the teacher with admin rights or other controls on a learners personal device?

I could go on ad-nausea here but I think you get my point.

compare and contrast

There’s been an on-going industrial-institutional complex at play here for at least the past 30 years that has ensured the continued irrelevance of technology to learning in the formal setting which has been a gift to those in government who would like to opt our learners out of the 21st century and return to back to basic teaching practice. This would be fine of course if our learners where joining a back to basics, 1950’s world after they leave their formal education.

You know what I’m talking about here, technology designed to replicate and support existing teaching practices and formal learning environments which quite frankly haven’t changed a great deal since the mid-20th century. As I’ve oft said the problem with this approach is that we get the same, often mediocre, results only quicker.

What do young people say?

 

When I retired the Handheld Learning Conference after 5 years at the height of its growth and success (2,000 international delegates) it was because I believed that the argument had been won. I just couldn’t see the point of more navel-gazing about devices. There could no longer be a question about the value of the connected learner who had near permanent access to learning via their mobile device.

Or could there?

Naively I didn’t count on the legion of practitioners or IT job-worths who were still thinking in the context of the mobile or tablet device as a laptop replacement and set about retro-fitting these modern marvels with the same garbage that didn’t work very well even on laptops. They must have missed the memo about the shift in computing that has left the desktop PC all but dead and the laptop on death-row.

So my question is what will happen when every learner has their own iPad like device, permanently connected to the internet without filtering and other controls?

What disruption might this enable?

So the analogy or even challenge that I make is what would the Napster of learning look like?

I’m referring to the original Napster that Shawn Fanning introduced in 1999 that despite being illegal changed the music industry and the way we access music forever. I’d venture to say that without this ingenious act of piracy the iPhone and iPad that we know today would not exist. As Matt Mason opined "piracy drives innovation" and as Stephen Heppell has said “technology + people, breaks cartels”.

Napster to my mind was a text book example of this.

The enabling technology for this disruption was the Internet and affordable, readily available computing that sent shock waves through the industry paving the way for legal platforms such as iTunes.

Napster effectively disintermediated our access to music, it took out the middle men, bypassed the record labels, the record retailers and connected the listeners directly to the music. It also meant that many artists, the creators of the music, didn’t get paid and even today it is estimated that 95% of all music downloads are illegal. However the savvy artists and labels who embraced the disruption used file sharing technology to launch themselves and shifted their revenue streams to live performances.

Interestingly Napster and illegal file-sharing didn’t damage the independent record labels who were innovating as much as the majors who were largely innovation-free and relied on re-releasing proven artists and old recordings in new formats.

I think we can draw some interesting parallels here to what is already happening in the world of learning.

Understanding who the client is here is easy. But who or what are the middle-men? Who are the cartels? Who are the artists and who are the new artists that will embrace this inevitable disruption? How will they get paid?

And what of the physical school or university building?

I’d love to hear your thoughts!

Addendum added August 17th 2011 - Video of talk given at the Edinburgh Interactive Festival 2011

 

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Thursday
Feb032011

Learners Y Factor - London - 2011

Hosted as part of the LWF Festival's Sunday Service the Learners Y Factor is a showcase of young UK talent using affordable technologies from mobile to video games and social media to improve their learning and develop skills that prepares them for a successful future.

BEATRIX POTTER SCHOOL - LONDON - AGES 9-11

The Digital Orchestra is a multimedia, interactive, performance. Pupils, teachers from local schools along with dance and performance specialists and artists and technology consultants from Wandsworth City Learning Centre have collaborated to create a series of unique multimedia performances based on a range of curriculum themes. Participants use various touch devices as part of their performance to create a "live" media scape environment within which additional performers and audience members interact.

The performances utilise video, music, lighting and other stage effects controlled by various touch controllers and interfaces. The performances feature a mixture of dancers, musicians, technicians and audience participation. The basis of the project are the touch controllers? i.e. iPad, iPhone, iTouch and Android phones as well as a cluster of computers running each area such as the video, music and lighting. The pupils have designed the touch interfaces as well as creating the media to trigger both the musical and visual elements. Each controller is deployed to a specific task decided by the students. The students have designed specific controller graphic user interfaces (GUI?s) to their taste in the preparatory sessions as well as creating the musical and video elements as well as choreographing and directing the movement.

 

CENTRAL FOUNDATION SCHOOL FOR GIRLS - LONDON - AGES 13-18



Since September 2010, 19 girls between 13-18 years have been working hard to come up with problems they want to see solved through mobile apps in their communities. In teams of 2-5 they have been working through critical thinking, market research, design, technical feasibility, UI design and business models to make it happen. Apps for Good is a program by education charity CDI Europe that is delivered in partnership with Central Foundation Girls School in Tower Hamlets.

 

SALTASH.NET COMMUNITY SCHOOL - CORNWALL - 15-17



We are a group of students who love games based learning but want to help younger students solve problems and their anxiety of the transition from primary to secondary school through the enjoyment of playing games. We without doubt as a group and our project have the Y Factor.

We are currently designing a game that will be played on the Xbox and on PC's, we are using the free Microsoft game making tool XNA to create a video game that younger students in our community can play to learn more about our school so that when they chose to attend this secondary school they are less anxious about moving from their smaller primary school. We have currently programmed the platform of the game, the layout of the school and all images and the next phase of our development is the construction of the content and the game play.

 

LOUGHTON SCHOOL & DENBIGH SCHOOL - MILTON KEYNES - AGES 8-12

Robot Club began as an after-school club organised for children in Years 3-6 at Loughton School, a junior school in Milton Keynes. One of the school governors, an expert in robotics, set up the club, which met after school once a week. The club was very successful and, in 2008, sent a Year Six team to China to participate in the world RoboCup Finals.

This Y Factor entry is from a group of four children who left Loughton School and moved up to secondary school this year. They were inspired to keep working on building and developing robots. The Robot Club meet at each other's houses and have built a variety of robots inspired by constructions they have found on the Internet and viewed on YouTube.

 

THOMAS TALLIS SCHOOL - LONDON - AGES 16-17

(note audio disturbances due to technical difficulties at venue)

In November 2010 representatives from three London schools visited the Creativity World Forum in Oklahoma to collaborate with their American peers on creating a Pop Up School.

We hoped to demonstrate the ability of young learners to disrupt traditional notions of what a school could be. Rather than a bricks and mortar establishment, we set about generating social capital online in the months prior to the conference through a variety of social networks and blogs. We conceived and planned our Pop Up School collaboratively. We held Skype conference calls to get to know each other better. We created a website to host our investigations at the conference and we made a presentation to 1500 delegates about how learning is changing.

 

ST MARY'S PRIMARY SCHOOL - STOKE ON TRENT - AGES 9-11

We are class 6 from St Mary's RC Primary School in Stoke on Trent and we are looking at the Anglo-Saxons because we have the famous Staffordshire Hoard that we can go and visit in our Museum.

We are using Augmented Reality with a program called Second Sight and Sony PSPs. We have been creating media to put on the PSPs so that when the cameras see a semacode (which is a bit like a crossword) the things we have chosen will be triggered on the PSP and then people will get extra information. This lets us provide extra facts about the pieces of treasure in the hoard, making the hoard more exciting!

Tuesday
Jan252011

Tim Rylands, LWF Talk, London 2011

Innovator and award-winning educator, Tim Rylands, takes his audience on a magical journey of digital storytelling and adventures in learning with iPads, iPods and mobile devices.

Tuesday
Jan252011

Tony Vincent, Learning in Hand, LWF Talk, London 2011

Mobile movie making for learners.

Presented by educator and learning consultant, Tony Vincent, Learning in Hand.

Ever since he was a young boy, Tony Vincent has made short movies. At first it was with his dad's VHS camcorder. Later it was with a digital camera and basic editing software, and his students were the stars. Then he began shooting with a green screen and editing with iMovie. Now Tony can film, edit, and publish his movies all on an iPod touch.

Tony presents a demonstration and examples of how to create excellent educational videos by using a variety of iOS apps to film, edit, enhance, and publish videos. Tony's movie making tips and techniques are relevant to anyone who makes videos, no matter the software or how large the computer they use to edit and publish.



 

Tuesday
Jan252011

Language, Literacy & E-books, LWF Talk, London 2011

English as an additional language (EAL)

How a partnership between a digital publisher and educators approached the challenge presented by young learners in the London Borough of Lewisham for whom English is an additional language.

Featured speakers are Neal Hoskins, WingedChariot, with Tom Cooper and Jo Barclay from Lewisham Local Authority.

WingedChariot a pioneer in digital story publishing and Lewisham LA last year began a unique partnership on a project to fill a great gap in providing story based learning materials in a multilingual format for EAL and MFL classrooms.

With over 50 languages being spoken in many urban school programming a multilingual application in the top 10 community languages for students to use was an outstanding success.

The fantastic results and feedback from the initial pilot means that WingedChariot is pleased to announce today at LWF an expansion of this project into 6 schools across 3 London boroughs that will see more multilingual stories produced as well as a creative writing application for young people to tell and write their own stories through handheld devices.

Part funded by the Calouste Gulbenkian Arts foundation in 2011 this simple but innovative project will also form part of the Cultural Olympiad celebration of 2012 with an eye to going national in schools for 2013.