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Creating a new learning environment for high school literature students September 29, 2009

Posted by mvalia in Uncategorized.
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http://www.quicklitquestion.com

For my masters thesis project at New York University this semester, I aim to create a technology-based learning environment to help high school students become familiar with the historical periods of the novels they read in class.

It is my experience that students have trouble connecting with the setting, politics, environment, landscape, architecture and context of most eras of classic literature.

Before I begin, I would like to hear from high school English / literature teachers.  I have created a short, two-question survey to help understand which time periods students struggle with and what techniques teachers use to help students become familiar with the context of a novel.

If you are a high school English teacher, please take a moment and fill out the survey below.  If you know a high school English teacher, please pass this along.

http://www.quicklitquestion.com

Representational Autobiconography September 16, 2008

Posted by mvalia in Representation and Interaction Design.
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Using simple clip art pictures, the video above highlights the important moments of my education and career. Choosing simple pictures to represent the events in educational career was fairly straight-forward. However, I noticed the use of an arrow to direct the audience’s attention was critical. I also developed a narrative as I characterized myself as a chicken that hatched at birth. The roster theme progresses throughout the tale as he grows older and goes through different phases of his life.

To begin this process, I sketched out a quick flowchart on paper and decided which images I would search for. Keeping true to the assignment, I tried not to use any words and the only ones that show up are in the NYCDOE logo. But I figured text in a logo is almost just an icon itself.

As audience members in the class have some pretext of the assignment, they will understand the slideshow. Newcomers may be a little thrown off by the surfer rooster, but should figure it out as the narrative completes itself.

The Dell TechKnow Experience at IS49 June 27, 2008

Posted by mvalia in IS 49, video production.
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For ten Saturdays in this past spring, 15 students attended the Dell TechKnow computer program at IS49. Students were given their own computer, took it apart, put it together and learned the inner workings of a PC. This five-minute documentary is a snapshot of the experience.

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.

 

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.

The computer’s role in Howard Gardner’s Multiple Intelligences Theory November 1, 2007

Posted by mvalia in Learning Theory, educational technology career.
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Howard Gardner, most famous for his work on intellegence and learning style, spoke at NYU’s Skirlball Center for the Performing Arts Monday, taking his audience through the evolution of his Multiple Intelligences Theory to his current work, Five Minds.

In the first part of his lecture, Gardner discussed his Multiple Intelligences Theory to set up how they influence his latest work, Five Minds for the Future.

Eight Intelligences

Bodily-Kinesthetic
Interpersonal
Linguistic
Logical-Mathematical
Naturalistic
Intrapersonal
Spatial
Musical
Existential

Five Minds:

The Disciplinary Mind: the mastery of
major schools of thought, including
science, mathematics, and history, and of
at least one professional craft.

The Synthesizing Mind: the ability to
integrate ideas from different disciplines
or spheres into a coherent whole and to
communicate that integration to others.

The Creating Mind: the capacity to
uncover and clarify new problems,
questions and phenomena.

The Respectful Mind: awareness of and
appreciation for differences among
human beings and human groups.

The Ethical Mind: fulfillment of one’s
responsibilities as a worker and as a
citizen.

Both theories have relevence to one’s personal introspection and can be considered when designing instruction.  Gardner stated that, like constructivist learning theory, learners should be presented with information from multiple perspectives in a variety of ways.  He said the computer is the perfect, “ever-patient tutor.”  Because a student can learn the same content from a variety of programs, multiple perspectives can be achieved.  If one program doesn’t work, ditch it and use another one.