Cargo-Bot

iPad puzzle game to teach kids programming

The object of Cargo-bot is to write programs that control a robotic arm to move, sort, and stack colored crates. The computer language is a simple instruction set consisting of of squares that tell the arm which direction to move, and whether or not to perform an action based on the color of the crate. You write the programs by dragging and dropping the instruction squares into a sequence that causes the arm to perform the assigned task. You can also write programs that execute other programs you’ve written. (This is important because each program has space for just 8 squares, so you need to be able to write efficient code to complete the challenges). The challenges start out easy but become maddeningly difficult as you progress. With subroutines, if-then statements, and plenty of opportunities to practice debugging, it’s a good way to get kids to think like a programmer. You can also record a video of your program in action and share it to YouTube.

3d printers

New York — ‘Welcome to the future!” the smiling young man says behind the desk in the storefront on Mulberry Street. Initially, you’re looking at — what, a micro toy store? A minimalist model emporium? You take in the elegantly sparse layout of objects in MakerBot’s retail outlet: all right, there’s a black helicopter there; and an old-fashioned, red-and-yellow checkerboard spaceship; and some groovy little plastic cars; and what looks like a dollhouse; and a mansion; and various multicoloured polyhedrons and cylinders and angular shapes; and, what’s this, a mock-up of a human head; and … wait, what do you mean it’s all “printed”?

http://www.vancouversun.com/entertainment/home+printing+turns+ideas+into+substance/8744254/story.html

Gesture table

Our gesture table required a touch of design work.  Similar interactive tables from commercial vendors run anywhere from $7000 to $9000.  Our interest in the gesture table was curiosity into other options for interactive whiteboards.

We designed our own table to accommodate the launch of Kick Start’s – Leap Motion controller (https://www.leapmotion.com/), recognizing we needed something functional and affordable.  We were also eager to explore what appeared to be the next, best human / computer interface – gesture.  Input has evolved from typed in DOS commands, to the mouse / GUI interface, to now a motion controller (http://www.sensomatic.com/chz/gui/history.html)

We designed and built the table before we actually saw / had the Leap Motion controller – so, it was a leap of faith, so to speak.

Working with our industry friend, Total Office Solutions, Ian, Roy and I were designed a table to support a 52″ LED TV and mount a Mac Mini.

The mounting bracket was order through Amazon (http://www.amazon.com/Maccuff-Mini-Vesa-Mounting-Models/dp/B0043IA6J0/ref=sr_1_3?ie=UTF8&qid=1366730624&sr=8-3&keywords=mac+mini+mounting+bracket).

 

 

Once designed and delivered to EME 1123, our IT Services techs assisted up while putting the pieces together.

 

 

 

 

 

 

 

 

Computer inputs are controlled conventionally by a keyboard and mouse or more interestingly by the Leap Motion Controller (https://www.leapmotion.com/).

Gesture table now resides in EME 1123 — the classroom / learning lab of the ILC.

Over the past term, we have explored the basics of the Leap Motion Controller (LMC) and gesture table using some basic apps – a combination of free and commercial apps. Through blogs and colleagues’ suggestions, we have increased our personal library, and we have discussed the possibility working with computer science students to create apps using the development tools.
In addition to our observation of users within the learning lab, participants in our ongoing research of the EME 1123 of learning environment design have provided us with valuable feedback as to how they have used the gesture table during their time in the classroom / learning lab.

Based on their feedback and our commitment to ongoing development of the gesture table, we have added a sound bar to boost both the audio volume and sound quality.

Another suggestion was that we move the table to the middle of the learning lab rather than keeping it against a wall where we had originally placed it.  Participants suggested moving it away from the wall would  encourage group interaction and foster larger group collaboration by using the Air Play option to project gesture table content.

Further, one participant has this to say:

The gesture table gave our student with special needs the chance to participate in a game using the leap motion controller. With headphones and apps designed for the Leap Motion Controller, this student would be able to work independently at the gesture table or with a group of students while others in the class worked on tablets or laptops. ~ Participant ILC_D473638_1

We look forward to further adaptations and discussions as we explore the how, what and why of our gesture table.

Next steps for us include

  • encouraging our Music instructor to try the range of conducting, instrument, sound apps with  Bachelor of Education students and
  • continuing to explore appropriate uses of the gesture table with English for Professional Purposes students.

High Low Tech @ MIT

http://hlt.media.mit.edu/

“High-Low Tech, a research group at the MIT Media Lab, integrates high and low technological materials, processes, and cultures. Our primary aim is to engage diverse audiences in designing and building their own technologies by situating computation in new cultural and material contexts, and by developing tools that democratize engineering. We believe that the future of technology will be largely determined by end-users who will design, build, and hack their own devices, and our goal is to inspire, shape, support, and study these communities. To this end, we explore the intersection of computation, physical materials, manufacturing processes, traditional crafts, and design.”

Bamboo Dirt

“Bamboo DiRT is a tool, service, and collection registry of digital research tools for scholarly use. Developed by Project Bamboo, Bamboo DiRT makes it easy for digital humanists and others conducting digital research to find and compare resources ranging from content management systems to music OCR, statistical analysis packages to mindmapping software.”

http://dirt.projectbamboo.org/

User centred – FLIP the flip

http://usergeneratededucation.wordpress.com/2011/06/13/the-flipped-classroom-model-a-full-picture/

“Due to Khan Academy’s popularity, the idea of the flipped classroom has gained press and credibility within education circles. Briefly, the Flipped Classroom as described by Jonathan Martin is:

Flip your instruction so that students watch and listen to your lectures… for homework, and then use your precious class-time for what previously, often, was done in homework: tackling difficult problems, working in groups, researching, collaborating, crafting and creating. Classrooms become laboratories or studios, and yet content delivery is preserved. Flip your instruction so that students watch and listen to your lectures… for homework, and then use your precious class-time for what previously, often, was done in homework: tackling difficult problems, working in groups, researching, collaborating, crafting and creating. Classrooms become laboratories or studios, and yet content delivery is preserved (http://www.connectedprincipals.com/archives/3367).

A compiled resource page of the Flipped Classroom (with videos and links) can be found at http://www.scoop.it/t/the-flipped-classroom

The advantage of the flipped classroom is that the content, often the theoretical/lecture-based component of the lesson, becomes more easily accessed and controlled by the learner. Cisco in a recent white paper, Video: How Interactivity and Rich Media Change Teaching and Learning, presents the benefits of video in the classroom:

  • Establishes dialogue and idea exchange between students, educators, and subject matter experts regardless of locations.
  • Lectures become homework and class time is used for collaborative student work, experiential exercises, debate, and lab work.
  • Extends access to scarce resources, such as specialized teachers and courses, to more students, allowing them to learn from the best sources and maintain access to challenging curriculum.
  • Enables students to access courses at higher-level institutions, allowing them to progress at their own pace.
  • Prepares students for a future as global citizens. Allows them to meet students and teachers from around the world to experience their culture, language, ideas, and shared experiences.
  • Allows students with multiple learning styles and abilities to learn at their own pace and through traditional models.

One of the major, evidenced-based advantages of the use of video is that learners have control over the media with the ability to review parts that are misunderstood, which need further reinforcement, and/or those parts that are of particular interest.  (Using technology to give students “control of their interactions” has a positive effect on student learning,)

It is important, though, not to be seduced by the messenger.  Sal Khan is very charismatic and has produced good videos to explain some complex mathematical concepts.  With the growth of open education resources via Youtube and Creative Commons, it is important to note that excellent video lectures have been and are freely/easily available.  The Flipped Classroom concept, though, was not developed and articulated by Khan but by teachers such as Karl Fisch and Jon Bergman/Aaron Sams.”