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  • Steven Warburton

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    July 2008

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    Key blogs

    • TwoFourLearning
      What it says on the tin. TwoFourLearning learning blog.
    • Brian Kelly
      Thoughts on Web developments, with an emphasis on best practices and areas of innovation.
    • Ulises Ali Mejias
      Currently a Research Consultant with Cornell University.
    • Graham Attwell
      Director of the Welsh independent research institute, Pontydysgu and a founder of the software research and development company, the Knownet.
    • Margarita Perez-Garcia
      Personal blog on digital self, ePortfolio, eLearning and education issues.
    • Lilia Efimova
      PhD researcher based in the Netherlands, with an interest in blog as a research tools and for knowledge work within corporations.
    • Scott Wilson
      Assistant director at CETIS, UK.
    • George Siemens
      Instructor, Red River College.
    • Barbara Ganley
      Barbara Ganley's reflections on teaching-with-technology.
    • James Farmer
      James Farmer is a Melbourne based education designer and social software consultant.
    • Sebastian Fiedler
      Doctoral student in Media Pedagogy at the University of Augsburg, Germany.
    • Stephen Downes
      Senior research officer with the National Research Council of Canada.
    • Josie Fraser
      UK based educational technologist.

    Flickr

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    Disruptive technologies in education

    My Slideshare

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    Visualising a 3D matrix

    What is the best way to represent 3D in 2D? This was one of the difficulties expressed in feedback from the Stockholm workshop where the 'interpreting technologies in use' diagram was presented: an analytical matrix comprising x,y, and z axes and offering descriptors that span active to passive, isolated to social and formal to informal. It is not a simple process to create a legible and visually attractive representation of a 3D matrix on a flat page. This is probably why in my original working of this diagram the formal to informal polarity was not included as an axes even though it is more than ever a vital part of how we interpret our use of technologies - as a brief aside I feel this dimension to be particularly relevant when we consider how emerging  Web 2.0 technologies, that are in their wider internet usage largely informal, change in style and nature of their usage pattern when placed in more formal settings ... such as education ... a good example being the institutional deployment of blogging tools.

    With the three axes to deal with during the workshop one of the participants, Per Filipsson from the Nationellt Centrum för Flexibelt Lärande put  forward some rough sketches and in a series of emails since the Open Classroom Conference he has kindly sent me the digital versions which are both excellent and engaging representations, thanks Per:

    Vision one: 3D matrix for 'interpreting technologies in use'

    polarities 3D diagram

    Vision two: 3D box for 'interpreting technologies in use'

    polarities box diagram

    CC licence

     

    Making the right MUVE

    After a squeezing a few free minutes this morning I have found found time to publish the first set of slides from the Open Classroom Conference in Stockholm held in October 2007. The workshop itself focussed on using the tools that I have described in my previous two posts and included work on identifying critical factors impacting on the introduction of ICTs into educational settings that has been initially presented here by Margarita Perez-Garcia on her personal site, 'espheres identitaires'.


    Workshop presentation: Making the right MUVE:

     

    Virtual environments and game-based learning

    These presentations form part of a double workshop given alongside Margarita Perez-Garcia at the recent 6th Open Classroom Conference held in Stockholm from October 24th to 26th 2007. The title for this particularly lively session was “Second Life beyond the hype: taking real world education into virtual spaces, a recipe for failure?”. Audience participation was high and the discussions that precipitated from each of these position pieces provided valuable insight into how and where educators see the current state of play with regards to using MUVEs (such as Second Life) in educational contexts. As with all emerging technologies, the understandings elaborated during the one and half hours stemmed as much from reflections on technology i.e. metaverses in use, as from the design principles that lie behind many 'narrative free' virtual world offerings. In light of this, much of the session concentrated on pragmatics, taking apart the current rhetoric on MUVEs that seems to promise a 'do anything', 'be anything' alternative reality.

     

    Presentation 1: Virtual vanity: sex, shopping and reputation in Second Life

     

    Presentation 2: MUVEs: technical state-of-play and their future potentialities

     

    Further details of the workshop and other resources can be found on the newly launched Prism(lab) site.