Sarah Grabowski
EDIT 6190 First Timer
Spring 2003

SIG's
Interactive Museums

All students participants are required to participate in at least one Special Interest Group (SIG)

A number of Interactive sessions will be organized during the term. These sessions will be 30 minutes in duration and will feature both student and professional works in the interactive media. Each session will talk about design decisions and programming explanations of various features. All Studio participants will be required to attend at least 3 of these sessions and write a brief reflection of each one, called a "David Clark Paragraph" (in recognition of the person who suggested this idea). These reflections include a brief overview of the session and the key ideas/thought/reflections that you took away from it.*

See below for paragraph summaries of the IM's that I attended.

6190 Readings SIG

Readings by Fiedler, Wang, Kafai & Resnick, Papert, Kapor, Norman, and Gal (for complete listing, see Appendix D of the Studio Handbook).

Group discussions were conducted via WebCT and HorizonLive about the readings. Topics included: self-directed learning, a word for learning, the role of a software designer, the design of a toothpaste tube, and a computer wish list.

Instructional Development SIG

Round table discussions about classroom, systems, and product-oriented instructional development models.

Also, personally presented the Gerlach & Ely instructional development model.

*Quoted from the Spring 2003 Studio Handbook

Interactive Museums: Date Attended
(Featured Web site/Product)

February 13, 2003

Fizz & Martina's Math Adventures

presented by Patty Cincotta

http://www.tomsnyder.com/products/ProductDetail.asp?PS=FIZFIZ

March 6, 2003

Software Development

presented by Dr. Lloyd Rieber

http://www.shockwave.com/sw/content/gutterball

Oregon Trail II from The Learning Company

March 13, 2003

Assessment Strategies for Corporate E-Learning

presented by Bill Aggen

http://www.learnwright.com

 

Interactive Museum #1 - February 13, 2003

Fizz & Martina's Math Adventures is an educational game created by Tom Snyder for grades k - 6. This game addresses mathematical problem solving and is fascinating to students. It comes equipped with movies (to present the information), notes (to recall the information presented), a timer (to keep the students on task), color-coded team selectors (to randomly select teams to present answers), and books for each grade level. Fizz & Martina's Math Adventures stresses the ability to explain reasoning and strategies, however lots of time is needed to complete the game.

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Interactive Museum #2 - March 6, 2003

The Software Development IM began with a showing of GutterBall from Shockwave Games as an example of technology today. Dr. Lloyd Rieber then presented two versions of Oregon Trail, one from 1980 and another from 1994. The 1980 version ran on the Apple IIe (which only had a keyboard), was in black & white, had midi-like music in the background, and only contained minor, basic graphics (outline of US map, outline of a deer) in split screen (graphics on top, words on the bottom). The 1994 version was both MAC/PC compatible, had many elaborate colors, had very detailed music, and very elaborate scenery and graphics throughout the screen (the mouths of the people moved as they talked). Dr Rieber also showed his own publishing's, Serendipity and Professional Class Golf II Pebble Beach, as he stated his philosophy that graphics support the design. It was amazing to see how far technology has come in a little over twenty years.

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Interactive Museum #3 - March 13, 2003

Bill Aggen from Learnwright Company presented a project his company is working on for pharmaceutical production companies. The presentation was on assessment strategies for the training materials created that would appease both the companies and FDA regulations. The most fascinating part of the demo, was the Virtual Audit Tools. This included Audit Doc, Audit Cam, Audit Observation and Audit Conversation. All Audit tools involved using rollovers to find the incorrect or problem areas and then answering multiple choice questions pertaining to the problem area. The demo also had a guidebook that could be opened at any time to find helpful information.

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