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Getting the Staten Island Advance to Publish Good Stories About IS 49 June 17, 2008

Posted by mvalia in IS 49.
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Earlier this year, our school endured some bad press about a boy who was injured and a comment our principal made about the incident. While this event could have happened in any school, the SI Advance published stories that put our school in a bad light. The stories were newsworthy and the paper had every right to publish them.

However, six months later, that boy is back and is a productive student in our school community and our school has seen a number of positive events that have gone unpublished, despite many e-mails and phone calls to the Staten Island Advance.

Since our bad press, our school has:

    Won first place in the MOUSE Squad of the Year competition
    Took first place in the Time Warner Cranial Crunch trivia competition
    Won 8th place in the FIRST Lego robotics tournament for NYC
    Improved our math and ELA scores
    Has been removed from the city’s persistently most dangerous list
    Opened a new media center

A colleague and I have tried to get a reporter to come to our school and write about some of these “positive” events, but they have not returned our e-mails or phone calls.

However, if you really want to get some good press about your school in the Advance, you can announce it during a PTA meeting and send the notes to the paper.

Below is a scan of the Staten Island Advance “meetings” section from Wednesday, June 11, 2008:


 

MOUSE Squad Vlog: We Won MOUSE Squad of the Year! June 12, 2008

Posted by mvalia in IS 49, video production.
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In the this episode of the MOUSE Squad vlog, we discuss why we won MOUSE Squad of the Year in the middle school division, show off our trophies and clown around.

MOUSE Squad Vlog: The Computer Time Capsule June 11, 2008

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In this episode, we look back at one of our favorite projects – the computer time capsule. We found an old 286 Gateway 2000 from 1987 in one of the first floor classrooms. We took it apart, removed the hard drive and put it in a more capable computer. Amazingly, the operating system and the files all worked! The MOUSE Squad enjoyed seeing what vintage computers look like and got a glimpse of what computers in schools was like before they were born.

MOUSE Squad Vlog: What is Mouse Squad? June 10, 2008

Posted by mvalia in IS 49, video production.
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In the first episode of the MOUSE Squad vlog at IS49, my students explain what the MOUSE Squad is and what their duties are on this computer repair-team.

Construction cloud looms over the Greenmarket at Union Square June 9, 2008

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Video assignment: Produce a two-minute documentary about any intersection in New York City.

My group and I decided to take three cameras out to Union Square and document the agricultural commerce that ensues at the Greenmarket at Union Square – 17th St and Union Square.

While I was interviewing farmers and vendors, many voiced their negative feelings about the construction that was taking place that would eventually wipe out a 20ft section of the square and convert a historic building into a restaurant.

Here are the other documentaries from my class: 
Astor Place

Tompkins Square Park

Surma, Ukrainian Book Store 

My commute to work and NYU in 10 photographs June 9, 2008

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This is how I get to work and then school at NYU.  This short slideshow shows, in 10 shots, how I get to work and then school.

 

Television ad spots by 8th grade advanced computers class June 8, 2008

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As part of our year-long advertising project for my advanced computers class, formed groups and created “pretend” companies. They began learning about print advertising and made logos and magazine ads. Next, they learned how to edit sound and wrote and recorded their own radio ads. After that, they moved to television. They were taught about shooting video and editing it in Windows Movie Maker. The did not learn any television production and the videos represent their raw, un-taught talent. The ended the year creating corporate websites for their companies. Those sites can be found at: http://www.mrvalia.com/810websites

The Magnet Program of Technology at IS 49: A Video Preview June 8, 2008

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I created this video to spread the word about the technology magnet program at Berta Dreyfus IS49. It features interviews with current and former magnet students, a highlight of our courses and facilities and information about how to apply.  The video is narrated by our school principal. 

How Video Games Teach Users To Play:A Look at the Learning Stage Grounded in Learning Science Theory December 12, 2007

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Below is the final term paper I wrote for my Cognitive Science and Educational Technology course at NYU in the Fall of 2007.  

For many, the experience of purchasing a new video game or receiving one as a gift is an exciting one.  Most games worth playing have much anticipated release dates that are often delayed as software developers tweak their code in an effort to make games perfect. Gamers read magazines, search websites and even place pre-purchase deposits at their local game stores to make sure they get a copy when games are released on that special Tuesday.  When the day finally comes, gamers rush home, take a day off work or school and dive into an immersive world of entertaining play.

Once the game is loaded and a player’s character or file is created, the gamer, whether or not they want to, must embark on the same journey—the learning stage, where the game teaches its player how to play.  Today’s complex, three dimensional, high-definition commercial video games must teach users about the controls, maps, characters, storyline, history and outline goals and missions.  The genre and intricacy of the game should determine the complexity of the learning stage, but should include solid teaching methods to ensure even the most novice user will be able to move on to more advanced levels and ensure growth in an industry that sold $7.4 billion in games and consoles in 2006 according to the Washington D.C. based Entertainment Software Association.

But what methods do game designers employ when designing these “learning stages” of video games? Do designers haphazardly place objects, characters and instructions to teach gamers how to play or is there evidence of instructional design based on the theoretical research of the learning sciences? How have learning stages changed as advancing technologies have made graphics and storylines more complex? Can the suggestions of the theoretical history of the learning sciences make learning stages of video games more effective?

To answer these questions, I will explore the learning stages of one video game franchise, The Legend of Zelda, produced by Japanese video-game company Nintendo.  With titles on all of Nintendo’s seven gaming consoles, the franchise consists of 14 games dating back to its first release, The Legend of Zelda in 1986 to the latest title, The Phantom Hourglass in 2007. The franchise has sold 52 million copies according to a July 2007 press release on Nintendo’s website making it the 8th bestselling video game series of all time.  

Each of the 14 titles revolves around the traditional “save the princess” and “defeat the forces of evil and darkness” motif set in a fantasy world of monsters and spirits.  Each game involves the same protagonist, a legendary male hero named Link who must rescue the princess Zelda. Dressed in a green hat and tunic, Link discovers as a boy that he is the chosen one; he collects items and powers and explores dungeons and defeats enemies all leading up to a final confrontation with the main antagonist who captured the princess and sank the land into darkness.  Even though each title exploits the same characters and storyline, the learning stage of each game has to adapt to the new technology, game platform, and overall game design as many titles shift the perspective of how the user goes through the game.

For the rest of the article, please visit the my website: http://www.matthewvalia.com/zeldalearningstages

Anchored Instruction: Why We Need It and How Technology Can Help: An annotation November 12, 2007

Posted by mvalia in Learning Theory.
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In the 1990 article, Anchored Instruction: Why We Need It and How Technology Can Help, JD Bransford et all discussed how to use video to create authentic learning situations that teach real problem solving strategies that allow students to create their own questions as they work them through authentic, concrete learning environments. 

The article begins with a discussion about how students are unable to create conditioned problem solving triggers that help them solve problems.  Even when they already know strategies that may help them solve problems, they are unable to realize when to use them in traditional word problems.  By  using video-based anchors, students are able become immersed in the problem because the video offers much more vivid, affectual details as compared to verbal descriptions found in books and lectures. As a result, they are able to come up with the questions they need to ask to solve a problem—sometimes even when the teacher hasn’t pre-taught the skill.

The article continues with examples of how they created anchored instruction using Indiana Jones and the Jasper series.  They end with a third example of how to use the guidelines they laid out to create their own videos. 

The title, how technology can help, is a little deceiving as the only technology is video laser discs and the ability to code those videos using programs like HANDY— the same program used in the Citizen Kane video hypertext study.  As this was a big breakthrough in the pre-CD ROM desktop computer era where VHS was previously the only video option available, the technology was important at the time.

Key Quote:

Bransford (1990) states the model is designed to help students develop useful knowledge rather than inert knowledge. At the heart of the model is an emphasis on the importance of creating an anchor or focus that generates interest and enables students to identify and define problems and to pay attention to their own perception and comprehension of these problems.”

 Response:

Seventeen years later, as video production tools have reached the level where students as early as elementary school can create their own slideshows and films, students, once they have completed an anchored or non-anchored instructional unit, could become creators themselves.  They could make their own videos that enable the teacher to use them in future classes to teach new students. 

Anchored instruction via video is also simpler than ever today. The web offers many streaming video websites such as Discovery Education Streaming giving educators a host of anchors to choose from.  Choosing the correct video and setting up scaffolds and realizing and pinpointing exact teachable moments within the anchor is the challenge for teachers.