Friday, May 25, 2007

Mindstorm Robotics - Amazing videos on youtube

Chris Mogenson was kind enough to forward me these videos on Mindstorm Robotics. There are some amazing things here. In one instance a series of Mindstorms are formed into an automated assembly line that produces cars. Amazing stuff!

http://www.youtube.com/watch?v=GQ3AcPEPbH0

Thursday, May 24, 2007

Initial Research & Change Report - Virtual Education Environments

Initial Research and Change Report – Virtual Educational Environments
By David Russell

Prior to the approval of my Faculty Learning College Plan (FLCP) report, I have engaged in research on my first scheduled FLCP component - virtual educational environments. The purpose of this initial research phase was essentially a reconnaissance and familiarization exercise with virtual technologies and environments with a specific focus on the Second Life simulation. The goals of this phase were as follows:
  • Familiarize myself with the process of creating an ‘avatar’ (a virtual representation of the self). My avatar was named Russell Sautereau
  • Familiarization with the simulations means of locomotion / transportation (e.g. walking, flying, transporting, map usage, etc)
  • Acquiring basic goods such as clothing, and other objects for recreational and educational activities
  • Familiarization with how to interact / communicate with other avatars in the virtual world in general and specific communities in particular
  • Familiarize myself with the technologies used to create objects in the virtual world. Although I did not own ‘land’, I visited a number of so called ‘sand boxes’ where I was able to build things and had access to videos showing others demonstrating this design technology
  • Participate as a learner in virtual education conferences
  • Join in the discussions at NSCC (nsccsecondlife@googlegroups.com) on virtual education in general and in Second Life in particular.
  • Research topics that presented themselves as being worthy of examination based on my initial experiences in Second Life. These were:
    - Blogs and feedback from people who participated in virtual education as students
    - The psychology of virtual environment users. Integration into existing communities of users with different levels of virtual experience, examing your preconceptions and behavioural assumptions, cultural norms, etc.
    - Attaining a list of those things that actually work and don’t work well from an educational perspective in virtual environments. This was an attempt to put a little science into my research.
  • Come to a conclusion as to whether this component of my FLCP was in fact ‘doable’, that given the current state of technology it was correctly placed in my overall FLCP timeline, and whether I had a genuine interest in pursuing this goal.

For the record, I attempted and for the most part accomplished everything that I had hoped for in this initial reconnaissance. Evidence of all the above mentioned points will accompany this report in its appendices. I would like to focus now on my last research goal, which was to ascertain the viability of this component and its positioning within my FLCP timeline.

My conclusion in a nut shell is that avatar based virtual education (as exhibited in Second Life) is ‘not ready for prime time’ – at least for me. My initial experience gave me a glimmer of what I think will one day be a transformative means of transacting distributed meetings, delivering certain kinds of distributed or blended educational experiences, and perhaps the future of social networking. There are however a number of serious liabilities in the current technology at this time that have convinced me to reorder my FLCP to place this component furthest in the future (i.e. making it the last, not the first component I should attempt). In doing so, I hope to be able to see and take advantage of the changes in technology that take place over the next few years. Given that IBM and other major players in the IT industry have now taken notice of this technology and recognized it transformative potential (initially in reducing business travel) I have no doubt that there will be significant changes when I revisit this component in a few years.

I will now try to list and explain the main factors that have lead me to this decision:

  • An object design engine that is overly complex and would be difficult for an average user (instructor) to master in a reasonable amount of time. This means that most instructors would need to use off the shelf objects / full simulations with clear instructions as to their use. Nor should one expect an average instructor to necessarity have the time, design skills or interest in building there own objects.
  • A lack of these pre-made objects / simulations of educational pedigree. Let’s assume that you would like to make a course on the inner workings of a plant and take your students there al la ‘Miss Frizzle’ (from the PBS - Magic School Bus Series). This would be a perfect use for a virtual environment. However, there is not currently a huge repository of these things nor has the for-profit sector stepped up to produce high quality simulations with supporting instructor materials for that purpose (yet).
  • Very poor graphics quality compared to other mature avatar based visual technologies in wide scale use today. Examples would include, World Of War craft, Halo, or other popular combat avatar simulations based on innumerable massive multi player engines.
  • Student training will also be an issue. The use of virtual avatar environments is increasing dramatically in the general population compared to only a couple of years ago. At this time however, one could not assume that most students could feel comfortable enough with this technology without having already used it or something very similar to it.
  • As one educator in Second Life so aptly put it – “you would not believe the kind of nuts there are in here”. This immediately brings up the issues of security, codes of conduct, and even legal issues within the virtual classroom. ‘Virtual Law’ is in its infancy and is itself a most fascinating topic. I personably believe that until a school is able to control or contract control of a secure instance of a virtual environment, that this would be a real cause for concern.
I really don’t want to come across as being too negative here. I strongly believe that once this technology has matured a bit, that it has the capacity to be transformative in the fields of distance and blended delivery. I chose this very topic because I am a believer in this fact. For the record I also want to state that NSCC is very lucky to have so many staff that has entered into this technology, already planning to be early adaptors. Some of the amazing discussions on the NSCC Second Life web board are a tribute to that fact.

I however, have designed my FLCP so that each component will actually lead to at least two deliveries of existing learning outcomes using new technologies. Given the above issues that I believe exist with Second Life, the bottom line is that I would not want to try to build a deliverable course component with it at this time. I do however wait with great expectation for what will unfold in the next few years before I pick this back up again.

David Russell
david.russell@nscc.ca


Appendices –(evidence of learning)

  • Familiarize myself with the process of creating an ‘avatar’ (a virtual representation of the self). My avatar was named Russell Sautereau
  • Familiarization with the simulations means of locomotion / transportation (e.g. walking, flying, transporting, map usage, etc)
  • Acquiring basic goods such as clothing, and other objects for recreational and educational activities
  • Familiarization with how to interact / communicate with other avatars in the virtual world in general and specific communities in particular


  • Participate as a learner in virtual education conferences (Example)





    MY FLCP - Plan Version 2 edit 3 - Approved by Manager & Dean

    Faculty Learning College Portfolio Plan (v2.3)

    Name: David Russell Date: May 9, 2007


    Contact Information: Institute of Technology
    Computer Technologies
    5685 Leeds Street
    PO Box 2210
    Halifax NS, B3J 3C4
    (902) 491-4548
    david.russell@nscc.ca


    Plan Overview/Abstract

    I have decided to focus on the following three key areas of learning for my FLCP Learning Plan plus a time to synthesize and summarize those and other PD experiences in my portfolio:

    Virtual education (1 ½ yr)

    Framework for Learning Resource Production (Learning Objects) (1 ½ yr)

    Robotics (1 ½ yr)

    I will not only research each of these areas, but also implement each iteratively, based on feedback from either my classroom or seminar to other staff / stakeholders.

    In addition to the above, I will take the last six months of the five years allocated to the FLCP in order to integrate and finalize FLCP material into my electronic portfolio and account for the many other PD opportunities that will present themselves over the five year period in question. From these activities I hope to enhance my skills / knowledge and be able to apply new learning to my teaching practice. In addition, I will support NSCC by being familiar with emerging technologies, the production of learning resources, and by sharing the results of my FLCP experience with other staff through my portfolio and other means of presentation / sharing experience.


    Self Assessment

    I have a broad background in IT technologies. My technical experience is focused in the areas of web design and programming languages. I also have experience with object oriented and database design theory and the many tools / applications required to implement the above technologies.

    In addition, I have over a decade of varied experience in education and education management in both private and public colleges. I have earned my Community College Education Diploma (CCEDP) from the Nova Scotia Community College and am well versed in educational theory / practice, having worked as an instructor, education manager, quality assurance specialist and staff trainer for ITI and Control Data.
    The enhancements that I want to add to my teaching craft and experience over the next few years are mostly in the areas of emerging educational technologies. Virtual education, the use of robotics, and the ability to create collaborative problem based learning resources are the three areas that are the most interesting to me personally and I believe will best support NSCC as it grows, changes, adapts to new technologies and to the “digital natives” (see Digital Natives, Digital Immigrants, Marc Prensky 2001) that are and will be our students.

    I believe that this combination of skills, experience, knowledge and interest in emerging educational technologies will allow me to successfully complete this FLCP in a way that benefits my students, my colleagues, NSCC, and me.


    Teaching Philosophy

    Most of my educational experience over the last decade has taken place in institutions that focus largely on technical vocational training. As a result, my orientation has been toward the ‘practical’ and ‘applied’ as opposed to ‘ivory tower’ type theoretical / research based studies. Early on in my career I had the wonderful opportunity to be part of ITI when it was moving off of the Microsoft ‘canned’ style of delivery and into a collaborative, experiential, team based methodology based on the McMaster University Medical School model of problem based learning. It was leading edge at the time to implement this style of delivery into IT programs in Canada and very exciting. During that time, the writings of Malcolm Knowles (the concept of Androgogy), Sue Berryman & Thomas Bailey (The Double Helix of Education and the Economy), W. Galbraith (Understanding Adult Learners), Collins & Brown (cognitive apprenticeship), and many others were required reading and had a profound impact on my views of education.

    I have come to believe, through experience, that collaborative, experiential, portfolio focused, problem based learning is the best way for most adults (including myself) to learn. By focusing on these concepts, by giving adults some measure of control over their own learning and ensuring that you cycle the activities in your lesson plans to account for different learning styles, I believe you can be an effective adult educator.


    Learning Activities

    Activity One – Virtual education

    Goal
    The goal of this activity is to learn and implement virtual educational technologies and methodologies

    Currency area(s)
    Teaching and Facilitating Learning Currency
    Occupational/Professional Currency
    Organizational Currency
    Portfolio Currency

    Learning outcome(s)
    The learning outcomes for this activity are:

    1. Learn an avatar based system interface (such as Second Life) in order to be able to participate in an avatar based virtual education environment
    2. Join at least two virtual education-focused groups for the purpose of participating in discussions on methodology and technology
    3. Utilize virtual education methodologies and technologies in order to implement an example of virtual education

    Issue/ trend/rationale
    The aim of this learning activity is to familiarize and give me experience with virtual educational environments and technologies. Virtual environments are now being taken seriously as a place ‘where learning / education happens’. As such, this is an important emerging technology that I and NSCC should become more familiar with. This also supports NSCC’s direction of ‘Education Without Boundaries’. By participating in conferences and groups, I also hope that in some small way I may give my own input into this movement as it grows and develops.

    Learning activities
    The learning activities for this activity are:

    1. Installation of a virtual environment and the creation of an appropriate avatar
    2. Join organizations / groups related to virtual education
    3. Attend and participation in virtual educational conferences on virtual education methodology and technology
    4. Participate in NSCC committees related to virtual education
    5. Create and deliver, in virtual format, a seminar for other staff or if possible some component of a regular course (with approval from my Chair & Dean)
    6. Based on feedback and with suggestions implemented, deliver at least one additional instance of the seminar or course component


    Implementation of the learning
    The implementation of the learning from this activity will be the production and delivery of a virtual seminar (for staff) or course component (for students) and my participation in NSCC committees related to virtual education.

    Assessment and evaluation of implementation
    · Seek and use learner feedback to assess seminar / course component delivery and make necessary changes and modifications
    · Seek feedback in the form of letters or commendations, from fellow faculty, management, curriculum developers or distance education specialists for committee work

    Sharing of knowledge
    · I will share my research, knowledge and virtual education experiences with groups and committees at NSCC focused on virtual education
    · The seminar itself an opportunity for sharing information on virtual technology and concepts with appropriate debrief
    · I will provide access to my electronic portfolio to staff and others actively participating in virtual education activities

    Portfolio development and reporting to Committee
    I will provide details and evidence of the learning and how the learning was significant to me and others using my e-portfolio as outlined below:

    Participation in virtual education groups / committees:
    Minutes / resolutions
    Correspondence
    Pictures
    Confirmation of participation letters (that I may request from key members)
    Reflection pieces

    Production and delivery of a virtual seminar (for staff) or course component (for students):
    The work product(s) of the seminar or course component
    Lesson plan
    Feedback documents from participants
    Reflection piece
    Activity Two – Research and create a framework for learning resource production focused on collaborative problem-solving at a distance

    Goal
    To research technologies and design considerations for collaborative problem based learning resources and produce one such resource for use in the delivery of one programming course.

    Currency area(s)
    Teaching and Facilitating Learning Currency
    Occupational/Professional Currency
    Organizational Currency
    Portfolio Currency

    Learning outcome(s)
    The learning outcomes for this activity are:

    Research models for facilitating collaborative problem-solving in an online or blended learning environment
    Identify best practices for collaborative problem-solving at a distance
    Use and compare a variety of common tools used to facilitate online learning
    Develop digital resources to support and scaffold collaborative problem-solving
    Facilitate collaborative problem-solving in an online or blended environment

    Issue/ trend/rationale
    The aim of this learning activity is to familiarize myself with different models for facilitating collaborative problem-solving with technology. Research shows that one of the most effective ways to learn online is by solving problems of increasing difficulty together. In order to truly deliver on the promise of “Education without Boundaries”, faculty need to be current in methods for facilitating at a distance, whether completely online or through a blended approach mixing face-to-face and online delivery. Flexible delivery allows students not only the opportunity to learn critical concepts in a venue or venues of their choosing, but also to interact with these learning resources repeatedly when and where they want, a benefit not offered by campus-based programs. Creating digital resources also allows faculty to share and “remix” content to suit different outcomes and different learning styles. Given all of the above, I believe that collaborative problem based learning resources are an important emerging technology that I and NSCC should become more familiar with.

    Learning activities
    The learning activities for this activity are:

    Research collaborative problem based learning resource educational theory and technology and summarize findings
    Using summary of research, and in consultation with learners, select outcomes for which learning resources will be developed
    Develop a framework to effectively implement collaborative problem-based learning at a distance
    Develop resources to support a delivery
    Facilitate one session of collaborative problem-based learning at a distance
    Attain feedback on this delivery
    Modify the delivery based on feedback from learners and other key stakeholders and redeliver
    Attain feedback on this delivery
    Share the learning with colleagues and stakeholders

    Implementation of the learning
    The implementation of the learning from this activity will be my use of the framework I develop in the delivery of NSCC curriculum. If others find it pertinent, then it may be used by other instructors or perhaps Online Learning.

    Assessment and evaluation of implementation
    · Seek and use learner feedback to assess the delivery and make necessary modifications
    · Seek feedback from fellow faculty, management, curriculum developers or distance education specialists and make necessary modifications

    Sharing of knowledge
    · I will share my research, knowledge and experiences regarding the production of learning resources and framework with individual instructors or groups of instructors at NSCC interested in the delivery of problem-based learning at a distance either individually or in small workshop format
    · I will provide access to my electronic portfolio to staff and others interested in developing this type of learning resources

    Portfolio development and reporting to Committee
    I will provide details and evidence of the learning and how the learning was significant to me and others using my e-portfolio as outlined below:

    Research of educational theory, tools and technologies related to learning resources:
    Summary of research and framework

    Production and delivery of a learning resources:
    The work products of this activity (one learning resource and a framework for creation of same)
    Lesson plan used when implementing learning resource
    Feedback documents from participants
    Feedback from other instructors or Online Learning if they use my learning resource
    Reflection piece
    Activity Three – Application of robotics as a learning tool in programming courses

    Goal
    To effectively use robots (specifically the latest version of the Mindstorm series), as a learning tool for programming concepts

    Currency area(s)
    Teaching and Facilitating Learning Currency
    Occupational/Professional Currency
    Organizational Currency
    Portfolio Currency

    Learning outcome(s)
    The learning outcomes for this activity are:

    Participate in two or more on-line education communities that support robotic development in order to learn related technology and teaching methodologies
    Demonstrate an understanding of the strengths and weaknesses of robotics as a delivery tool by selecting and validating two appropriate programming concepts for the learning environment
    Gain delivery experience with robotic technology and methodology by creating and implementing a lesson plan using this technology.


    Issue/ trend/rationale
    The aim of this learning activity is to familiarize myself with the use of more advanced robots as a teaching tool in programming courses. Robots in various forms and to various degrees have been used in training programmers for a long time do to their appeal, visual confirmation of instructions, and requirement for well planned algorithms (instructions).
    However, most robots and robotic simulations used in the past have been very primitive. New robotic technology such as that in the new Mindstorm II line is practically a whole new level in capability. Able to use USB ports, multiple languages, interconnected kits, communication between robots, a variety of new sensors, motors, etc, they make for a far more capable platform upon which to build lesson plans. Most importantly, they even support object oriented programming which is a critical paradigm shift programming has gone through and something not well supported by older robotic models. Given all of the above, I believe that robotics is an important emerging educational technology that I and NSCC should become more familiar with.

    Learning activities
    The learning activities for this activity are:
    Participate in at least two on-line communities / groups that support Mindstorm / robotic development and education in order to research this technology
    2. Select two programming concepts most appropriate to robotic demonstration and create a lesson plan based on knowledge gained from on-line community participation.
    3. Select and build a specific robot design for the concept to be demonstrated
    4. Install Mindstorm software / interface on computer
    5. Program / interface with robot to perform selected tasks outlined in lesson plan
    Facilitate one session using lesson plan and robot
    7. Attain feedback on this delivery
    8. Modify lesson plan based on feedback acquired and redeliver
    9. Attain feedback on this delivery
    10. Share the learning with colleagues and stakeholders

    Implementation of the learning
    The implementation of the learning from this activity will be my use of Mindstorm robot technology in the delivery of NSCC programming curriculum.

    Assessment and evaluation of implementation
    · Seek and use learner feedback to assess the lesson and make necessary modifications

    Sharing of knowledge
    · I will share my research, knowledge and experiences with individual instructors or groups of instructors at NSCC interested in using robots to teach programming concepts. This may be done individually or in small workshop format
    · I will provide access to my electronic portfolio to staff and others interested in using robots for teaching purposes

    Portfolio development and reporting to Committee
    I will provide details and evidence of the learning and how the learning was significant to me and others using my e-portfolio as outlined below:

    Production and delivery of a lesson plan that uses robots to teach programming concepts:
    A video and or pictures of the work product of this activity (a robot performing)
    Lesson plan used when implementing the learning activity
    Feedback documents from participants
    Printouts of some of my activities from the on-line communities or groups that support Mindstorm development and education
    Reflection piece
    Tentative time line and resources for all learning activities

    Learning Activity (graphed by date)
    Year 1
    Year 2
    Year 3
    Year 4
    Year 5
    Virtual Delivery

    Learning Resource

    Robots

    Portfolio/Wrap



    I will need for the following resources* to support my FLCP learning plan:

    1. Support from the College in the form of allowing me to borrow and install software for developing learning resources (if required)
    2. Support in attending workshops and conferences as required
    3. Support for hosting and maintaining my e-portfolio
    4. One Mindstorm Robot (Version II approximately $500) or some financial support for me to buy my own

    *Note: all moneys will be identified and requested in prior budget year if possible.


    Conclusion
    It is difficult to ambitiously plan out five years, especially in a discipline like IT. In spite of the fact that all learning has some value, there is always the risk of focusing on areas that will not be very useful at the end of the five year period. On the whole, I believe that my focus on the three specific emerging educational technologies that I have selected significantly reduces this risk. In addition, although they are ‘emerging’ technologies, there are uses in my learning environment for each one immediately as they are completed. In addition, each learning activity (especially virtual learning environments and learning resources) are very much supportive of distance education and alternate delivery; thus supporting NSCC’s strategic plan of ‘Education Without Boundaries’. With this in mind, I look forward very much to these future activities.




    _______________________________ _____________________________
    Dean’s Signature Chair’s Signature

    Why a Blog may be the perfect place to keep you FLCP material

    I believe that a blog is the perfect place to maintain an ongoing record of your FLCP. Over the five years of your FLCP, instructors will be creating a vast number of artifacts. These may include:

    • Reflections
    • Research notes
    • Their original FLCP
    • Change documents to their original FLCP
    • Pictures
    • Papers
    • and all other manner of evidence in support of their learning

    A blog offers you (and others) many advantages over a simple folder on a drive somewhere. Some of these advantages include:

    • Access via the web from any computer with a browser
    • Vast storage capability
    • Tracking and search capability
    • The ability to hold many types of digital media, from text, to pictures, links, etc.
    • Since the blog itself is digital, it can be linked to from an electronic portfolio
    • Time tracking. Dates are posted on all entries into your blog.

    Perhaps the most important aspect of blogging is that it can be made available to others. A big part of the FLCP is for us to share our learning. It does not do anyone much good if everyone simply publishes their work at the end of five years. This sharing also allows others to understand the FLCP process better, for you to demonstrate that your work has taken place over time, and for active participants to share ideas, document formats, etc.

    Blogging is VERY EASY. Just give me or an official FLCP mentor a call if you want to find out how to do it.

    David Russell

    Advice to those considering entering the FLCP process

    Constitutions, law, and even major software developments are all things that grow iteratively, and must by their very nature do so. Why? because they involve a huge variety of people working on a very complex task that in the end must meet the needs not only of the individual, but a huge variety of stakeholders. In the case of FLCPs this includes not only the individual instructor, but their department, their school, and NSCC as a whole. Implementing the FLCP process is a huge task and it requires 'learning as you go' by all parties involved. There is no getting around this.

    My advice then, to those considering entering the FLCP process, is simply patience. If you really want lots of good examples, if you really want a streamlined process and experienced mentors, team managers, deans, and approval committee, then you should wait until others have had the opportunity to beta test the system. For how would it be possible to have enough and varied examples of learning plans - without people first creating them and submitting them? How can mentors have enough experience - without they themselves having had the opportunity to produce both their own FLCP's and mentor a few others first? How can managers and deans be sure of signing off on learning plans - without having the experience of test cases coming back from the approval committee? How can the approval committee itself be confident in its' process - when they will be faced with plans as varied as all the individual talent and imagination of all the instructors across NSCC? The simple answer to all the above questions is that 'it is not possible'.

    I feel very proud that NSCC has taken the step to 'walk the walk' of portfolio learning and given us the opportunity to participate in the FLCP process. It is a process I am enjoying helping with right now, and one that can only get better and better over time.

    David Russell