Monday, November 26, 2007

Journal 10: Visualizing with Technologies

Chapter nine stresses the idea that technologies allow us to reason and represent ideas visually without really having to produce original illustrations – yet our technological skills let us use the tools of the program to invent something unique every time. During the class activity we learned how to use movie-maker and were able to create a one minute movie about anything we wanted. While learning this new skill it was amazing how creative one can become when using the program, as during some of the class presentations there were many different examples of short movies. The most salient part of the whole exercise was the way using the technology directly connected to the information about digital documentaries in chapter nine. I found that the ideas associated with documenting real-world phenomena were clearly a pressing issue when dealing with the movie-maker functions and quirks.
Answers to the questions

5) I feel like it is very possible to learn from watching a television show – as there are so many programs on today that deal with a ‘do it yourself’ approach just from watching and imitating. For example; television shows like Bill Nye the Science Guy showed children how to conduct easy to do experiments from the comfort of their own home, the Food Network is guilty of this type of learning all the time, while many children often imitate the violence that they see on television.

7) Another type of constructivist activity could be any type of simulation video-game that takes place on the computer. For example; many of the SIMS games including Civilization, Age of Empires, and even all the other low-end computer games are all constructivist based. Furthermore, engineers often use computer prototypes to construct bridges, buildings and the like.

9) The sociologist Coolidge often spoke about his interactionist principle of the ‘Looking glass mirror’ meaning that humans look at their reflection through the eyes of their friends, peers, family and that gives them a good idea about how they appear in the real world. The idea of video feedback is precisely interesting for these reasons. We can’t ever really be that ‘fly on the wall’ in the room – taking in constant observations, so we use digital recording in order to capture what we can’t always see. Thus, seeing ourselves on television is so capturing because we get to see the ‘real us’.

Tuesday, November 13, 2007

Journal 9: Visualizing with Technologies

Chapter nine stresses the idea that technologies allow us to reason and represent ideas visually without really having to produce original illustrations – yet our technological skills let us use the tools of the program to invent something unique every time. An interesting area that the chapter discusses is the nuances and uses of digital cameras and mobile phones. Using such devices can really help get a multitude of ideas across to the audience. Moreover, digital cameras are now one the most used tools when it comes to storytelling, reporting and entertaining specific ideas. Thus, it will be important to be able to learn in the coming classes how exactly the editing functions of these programs work. It was a great start learning how to use all the devices of the power-point software, as this step was vital if we are to learn how to organize digital movies on the program. While I find power-point a very simple and user-friendly program I realize like any new software it will take some time before I am fluent with the fantasia and other video-making software. The most interesting aspect of us making digital movies with the power point software is how different this media movie will be from ones created using the program Scratch. I like the idea that you don’t necessarily have to have a digital camera in order to make a movie using the power-point software. Worst come to worst you could always manipulate scratch to get your home-made movie!

Answers to the questions

1) Engineers often use many different computer programs in order to help them see how they will be able to balance and build their new designs. Moreover, increasingly with the aid of visualization technologies animated writers and illustrators can manipulate many different characters, back rounds and settings from a mere computer program. Thus, this technology has really aided both engineers and animation artists in a large and integral way. Additionally, I find that children in middle school often have trouble visualizing tricky concepts whether it be in English or Mathematics. Evidently, programs that offer students the chance to visually learn might provide them with a greater array of knowledge.

2) Google Earth and programs like it – enable us to really grasp the meaning of our surroundings and learn even more about things we don’t encounter in our regular everyday lives. Google Earth has drastically changed the way we view the world and ourselves in it. With programs like Google Earth we are fast approaching the promulgation of what Marshal McLuhan termed ‘the Global Village, where literally no place is too far out of our reach. As programs like Google earth continue to manifest we will most likely continue to see an upward trend in urban development.

4) When students are thinking mathematically they are often trying to visualize how the numbers match up with the computations that they are making in their heads. As well, students using mathematical skill are almost always using the left cortex of the brain where the reasoning and logic skills are the strongest.

Tuesday, November 6, 2007

Journal 8: Designing with Technologies

Chapter eight begins by talking about the multiple ways that problems can be solved when students are experimenting with different design programs. Often when using new design software students may run into many different roadblocks, but the important aspect of learning with innovative technologies is to realize that everyone will deal with the problems in a unique way. Furthermore, everyone’s creativity will also differ extremely when using even the same design features of a specific program. This chapter observes four main components necessary for being able to successfully design and build on the technologies at hand. The four main objectives to keep in mind when using design technology is as follows; drawing and experimenting with new design software, testing the design, developing different program skills and making creative use of the media and finally being able to design music with the composition software.
This week in class we were able to put all four objectives to use with the programs we used and experimented with. During class we made use of the programs, SCRATCH, and the Musical Sketch Pad. I really enjoyed manipulating and manoeuvring the different controls in the scratch program. I thought it was so interesting how easy and simple it can be to make your own mini-movie or computer game. However, I have to say that the most interesting part of the lecture was talking about the $100 computers that they will be implementing in third world countries in the future. I think this idea is a great way to get developing nations to become fluent in technology. I think that having access to each other’s computers, the internet and Scratch is a great introduction to the many types of technologies that exist. In short, the $100 computers is an extreme example of ingenuity in technology.

Answers to Questions

1. I think that the Design challenge similar to the one that we had to complete in class would be a good way to engage students while at the same time allowing them to explore the inner workings of the program. It is exactly like Professor Bruzesse stated, “that even though the class was given the same initial instructions, everyone’s design came out significantly different. Therefore, I believe that this situation is likely to arise upon the introduction of any type of design software.

3. I would agree that the best way to encourage students to continue to update and revise their designs would be to give them a variety of similar programs that all have different capabilities and functions but at the same time can be adapted to whatever they are working on. For example, the website project could be looked at in this way. Firstly, once the website is uploaded to FTP and works, students can then have the option to either really spice it up – or even begin working on another website that is to be looked at in a different light e.g. more professional, just for fun, or for something different altogether. I believe that the most important area is of intrigue for the students – as long as the program captivates their attention there will be a continued emphasis on learning new ways to manipulate the design technology.