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Getting to know ADFI – Adrian Stagg

February 22nd, 2012

The subject of this week’s “Getting to know ADFI” blog is Adrian Stagg. When I approached Adrian with a request to set aside some time to answer my standard series of interview questions, he cleverly responded that binary answers only (yes or no) would hardly impinge on his workload.

Adrian Stagg

Adrian Stagg

1. What is your background?

Adrian started his career in public libraries. He spent twelve years in the Toowoomba Library and came to USQ on a contract as a Library Officer. He then became a Faculty Librarian for the Business Faculty before moving to the Digital Futures Institute last year.

With a bit of prompting I was able to extract some further details about Adrian’s educational background. “In amongst that”, he says “I completed a Bachelor of Arts (Library Information and Science) and a Master of Applied Science (Library and Information Management) externally through Charles Sturt University.”

Adrian completed his studies whilst working and simultaneously raising a family, which, he says, has enabled him to “empathise with a large portion of the student cohort here at USQ”.

2. What is your role at ADFI?

Adrian is a Learning Technologist at the Digital Futures Institute and he can’t resist, after answering this question, a witty remark about the fact that his answer to this question only required “two words”.

3. What projects are you most excited about?

Adrian is most excited about e-book readers because he is “interested in digital publishing”. He explains that this is an exciting development because it is simultaneously “widening participation in the higher education sector and building digital technology skills with people who would not normally have this opportunity”.

As an aside, Adrian also insists that iTunes U, for want of a better word, is “very cool!”

4. If you could be any superhero, who would it be?

“This is the problem—when one reads comic books, it opens up far too many possibilities”.

I have to warn you that, despite being a self-proclaimed geek who grew up on the likes of Star Wars and Batman, even I had never heard of the comic book heroes that Adrian produced in response to this question.

After negotiating the breadth of scope available for this response (“Do I have to limit myself to one?”), Adrian settles on Cable, the former leader of X-Force. I know what many of you are thinking, and I guarantee that it is the same thing that I am also thinking, but fortunately Adrian does clarify his answer, although I am none the wiser as to whom this Cable actually is.

“Why would I want to be him?” Adrian asks (as if that’s the first question that came to mind). He would like to be Cable because “he’s a time traveller who knows what is going to hypothetically occur, but has to have the strength and intellect not to always intervene.  He needs to see the big picture at all times and realises that, sometimes, good things come out of bad experiences.  In the most recent issues, he’s also been struggling with being a father for the first time – he knows that he might not be the best person for the job, but does everything with his child in mind.  I can relate to, and respect that.”

5. In what ways do you think Universities will be different in ten years’ time?

“The main thing will be how we actually regard knowledge and the impact of research. At the moment we have traditional methods such as electronic publishing, which doesn’t fit with the way information is currently generated.”

I should have known when I asked Adrian this question, as a member of the Digital Futures Institute, that he would have the capacity of foresight that seems to elude me. Perhaps he is more like Cable then he gives himself credit for.

Adrian also says that academic publishing, in particular, needs to take drastic steps to move business models forward and that most of this change “is going to be driven by student demand; and there’s a lesson for the entire higher education sector there, not just publishing.”  Finally, Adrian suggests that we will have to do more around building students’ digital information and literacy skills in a society that is suffering from information overload.

NMC Horizon Report – some thoughts: Part 2

February 21st, 2012
iPhone apps

An explosion of apps

The NMC Horizon Report Higher Education Edition released earlier this month, identified six technologies most likely to go mainstream in Higher Education. The report divided the technologies into three adoption horizons; near term (12 months), mid-term (2-3 years) and far-term (4-5 years):

  • Near-term horizon – mobile apps and tablet computing;
  • Mid-term horizon – game based learning and learning analytics;
  • Far-term horizon – gesture based computing and “The Internet of Things”  (smart objects in the physical world  ubiquitously connected to local networks and the internet).

Today we are going to look at mobile apps.

Mobile apps

Mobile apps are a phenomenon. Here are some staggering figures:

The report identifies a number of key features that a quality mobile app possesses.

Firstly, apps take advantage of the devices key features. The app is tightly integrated with the functionality of the device utilising location services, internet access, motion detection and gesture control.

Secondly, apps are more focused on user experience than traditional software and tend to do one or two things really well rather than having multiple features – for example the Facebook app allows users to “check in” anywhere and share their status with the click of a button

The higher education sector is adapting quickly and institutions can create their own apps or integrate others into the curriculum. The report showcases a number of universities that are pushing forward in this domain such as Penn State or Stanford. The US is leading the field in terms of adoption, but other countries are not far behind.

The report highlights an article in the Guardian Higher Education Network which points out that some universities are getting bogged down on higher level mobile strategy which is difficult to deliver on given how quickly the market is changing. It is important to find quick wins and the optimisation of websites for mobile devices is one such suggestion for achieving this.

The Horizon Report does not, however, highlight the  sustainability of the app model specifically:

  • Apps are tethered to native operating systems. A developer already needs to develop for iOS and Android devices, while  Windows 8 for mobile is on the horizon. Developing for multiple systems is both expensive and difficult to sustain. It is possible, however, to create a mobile browser-based experience, particularly using HTML5, but this will not necessarily yield as rich a learning experience as using a native app.
  • Apps are disposable. Customers download apps and unless they become a fundamental part of their life, e.g. Facebook and Flipboard, they will be deleted or disused (particularly if they are poorly designed).

The challenge for any university is to create apps that add value to the teaching and learning experience The app future is still up for grabs and the key thing is to ensure that universities do not put all their eggs in one basket.

The next blog article will take a look at the Horizon Report’s view of tablet computing.

Neil Martin (Learning Technologist)

Image Credit: Daniel Y. GoiPhone Apps, used under a Creative Commons Attribution-Non-commercial 2.0 Licence.


NMC Horizon Report – some thoughts: Part 1

February 14th, 2012
View over Kakadu National Park

Scanning the horizon

Earlier this month, the ninth annual NMC Horizon Report: Higher Education was released. The publication outlines six emerging technologies that are  likely to go mainstream in the Higher Education sector. It is compiled through the work of the NMC Horizon Project advisory board – a team of around 50 international experts made up of technologists and academics with a broad range of interests.

This year’s report focused on three areas:   Key trends in Higher Education, challenges and constraints in adopting new technologies, and technologies to watch.

Key Trends

These include:

  • People want to work, learn and study whenever they want to;
  • IT access is becoming decentralised with access to data increasingly being available through the cloud;
  • Collaboration is a key skill required by employers and student projects are increasingly being structured and assessed around teamwork;
  • The role of the educator as a single point of access for expert knowledge is challenged by the ubiquitous nature of the internet and multiple channels through which information can be acquired;
  • Online, hybrid (blended) and collaborative learning models are becoming  increasingly prevalent  for many universities – mirroring both the university’s capacity to work within tighter budget frameworks and expectations of  social media active students;
  • Challenge-based learning and action-research learning activities are gaining a new emphasis. The real-time nature of mobile internet technologies can facilitate this type of learning.

There is some really meaty stuff in there. A key theme is that the internet, and specifically mobile and ubiquitous connections, is changing the world… and frighteningly fast.

Employers require digitally literate problem solvers who have the skills to filter huge amounts of information and make connections between disparate pieces of information. Students are spending large amounts of time on the internet, particularly in the social media space, and not necessarily tethered to a desk or laptop computer. At the same time, universities have to react quickly to these paradigm shifts and given our knowledge of how academic institutions work, they/universities are not always in the best position to do so

Challenges and constraints in adopting new technologies

The report goes on to examine the constraints and challenges that are facing universities in adopting new technologies:

  • New economic models in education such as increased market competition. Universities have to control costs and become more efficient while demonstrating quality in adverse economic conditions;
  • No appropriate metrics for the impact of research that is cited through social media, peer review or online rating systems. These new forms of communication are not well understood when compared to traditional methods such as journal citations;
  • Digital literacy is not an expected norm for academic members of staff despite it being defined as a key skill for students to acquire;
  • Traditional institutional processes and practises actually inhibit the uptake and utilisation of emerging technologies;
  • Libraries are struggling to keep up in being able to support students as new technologies to allow students to obtain information emerge.

The bottom line is that universities are (not surprisingly) finding it impossible to keep up with the pace of change. They are neither structured or have the appropriate culture to meet the demands of a fast changing technology landscape. This is completely understandable:

  • Traditional methodologies for both teaching, learning and research have been in place for decades and are engrained – for example the lecture  as a teaching methodology goes back centuries yet no longer fits the mobile learning model that is quickly becoming a key driver for change;
  • Given the pace of change, universities are naturally cautious in spending large amounts of money supporting a particular technology;
  • The knowledge of what is on the horizon is not necessarily available in-house or does not have influence over policy change;
  • Many game changing and disruptive technologies have been around for a relatively short period of time. The iPad  has been only been around for two years and the impact of social media is only now becoming clear;
  • High speed internet access and mobile technology is not yet available to all students;

Technologies to watch

The report then goes on to identify six technologies that are most likely to go mainstream in Higher Education. Technology is placed along three adoption horizons; near term (12 months), mid-term (2-3 years) and far-term (4-5 years):

  • Near-term horizon – mobile apps and tablet computing;
  • Mid-term horizon – game based learning and learning analytics;
  • Far-term horizon – gesture based computing and “The Internet of  Things”  (smart objects in the physical world e.g. a laboratory refrigerator ubiquitously connected to local networks and the internet).

Some of these technologies are mainstream in other markets (particularly entertainment)  but yet to go mainstream in HE. The next blog article will examine these technologies further.

Neil Martin (Learning Technologist).

Image credit: Neil Martin

The best things in life are free

February 10th, 2012

Let your imagination soar with the opportunities of free software.

One of the hard realities is that budgets everywhere are shrinking and that mainstream licenced technology is expensive.  However, the Open Source market is alive and well, which means that most of us can stretch our capabilities just that little bit further.  There is also a very strong argument agaionst the need to constantly create new software solutions in-house or buy in expertise, given the ever-growing community who have an interest in open-access technology.  In my experience, these groups are composed of folk who have a passion for a particular interest and have build solutions to help them pursue those interests.  The fact that they’re willing to share makes it all the more admirable.  If you’re looking for some new programs to add to your growing inventory, here are a few I canvassed from the Futures Institute team.

Audacity. I’ve been podcasting for a couple of years now, and whilst my audio skills might not be up to a radio-presenter level of professionalism, Audacity is the best gateway for the beginner.  You can record, add additional audio or music, edit, fade and use a host of other features to build a quality recording.  To output the file as an .mp3, you’ll also need the LAME encoder, and there is an active YouTube community posting tutorials if you’re having trouble.  If you need (or want) to interview or collaborate with someone not in you location, then you can use Skype, with Skype MP3 Recorder (both are also free).  Skype MP3 Recorder produces an .mp3 of the conversation, which can then be imported to Audacity for editing.  I have colleagues who are using this to conduct international research interviews with great success.

When words aren’t enough, Jing allows you to narrate and capture your screen at the same time.  I’ve used this extensively for online reference calls in an academic library and it not only adds immensely to the answer you give, but also saves time.  Students asking complex database queries would have traditionally received a text response which took about forty-five minutes to write – but using Jing, I could graphically display all of the necessary steps and record the presentation in less than five minutes.  Jing is limited by the lack of editing tools, and a five minute recording maximum – but this is a plus.  If you’re creating quick, one-shot recordings they don’t need to be absolutely perfect, and the five minute limit keeps you focused.  Combine this with Screencast and you’ve now a place to store the recordings.  Rather than send the student a 5MB attachment via email, I could then simply link to the streaming video.    Screencast gives you 2GB of storage for free, and you just need to remember to clean out your account periodically.  I did have a colleague once argue that anything can be described in text alone so I asked them to describe a spiral staircase without using their hands.  The lesson here is that video, when appropriate, is a value-add and my students have been overwhelmingly positive about Jing.

However, if I did want to transfer the 5MB file I mentioned above, email isn’t my first choice.  Dropbox comes on PC, Mac and iDevice of your choice and offers 2GB of storage for free.  As it is cloud-based you can download Dropbox onto all of your devices and access your files from anywhere with an internet connection.  You can also share folders with other people, and get more storage space by persuading others to sign up too (an extra 250MB per person to a maximum of 8GB).  I’ve used this to write journal articles with colleagues at other universities, to keep my conference papers handy and simply to keep reading material at hand no matter where I am.

Obviously, this is only the tip of the iceberg, so I’ll be turning this into a semi-regular column.  If you have any questions about the software we’ve included, or have some suggestions of your own, I’d love to hear from you.  Also, if you’re using any of these tools in innovative ways – drop me a line.  I’m always interested in doing more for free.

elias_daniel, soaring gull, used under a Creative Commons Attribution 2.0 Licence.

Adrian Stagg, Learning Technologist

Getting to know ADFI – Sue Smith

January 17th, 2012

Sue Smith

Sue Smith

1.     What is your background?

The diversity of responses you get in answer to this question never ceases to amaze me. There are people who immediately respond with an expose of their professional achievements and there are those who are inclined to a reply of a more personal nature, which usually encompasses a discussion of the places they have lived and their family arrangements. Sue Smith, officially the newest member of the Digital Futures Institute (even newer than me), took account of both her professional and private achievements in response to this question.

“I spent sixteen years working for a bank, twelve months doing temp assignments in Canada, two years admin support in Bundaberg and nine years looking the kids.”

She has since spent two years as a cashier at the University of Southern Queensland and four months at the Digital Futures Institute.

2.     What is your role at ADFI?

Sue is the administration officer for the Digital Future Institute. Although Sue has been at USQ for a couple of years, she is thrilled to have joined the team. Sue jokes that her current role “entails a lot of stuff!”

Sue is responsible for a myriad of duties including making domestic travel arrangements for staff, supporting the development of project proposals and grants (of which we are all very grateful as the NBN deadline looms in the air), stationary and furnishings, to name a few. Sue wasn’t exaggerating when she said that she was in charge of “a lot of things!”

3.     What projects are you most excited about?

After considerable deliberation Sue declares that she is most excited about MONOCEROS (and not just because of the groovy name). This project, which involves the implementation of Virtual Worlds into schools, has, Sue notes, “great potential for children to develop their understanding and knowledge to a higher degree,” which is very close to her heart with two children of her own.

4.     If you could be any superhero, who would it be?

“Wonder Woman, just because she’s sensational!”

After giving it a bit more thought, Sue declares that “I don’t even know what she does” but insists that she needs to be Wonder Woman in order to coordinate her time between work, children and social commitments. As far as I can tell, Sue is doing just fine, even without the barely-there outfit and bright red boots that are synonymous with the comic book hero.

5.     In what ways do you think Universities will be different in ten years’ time?

Sue believes that in the future universities will be “more accessible and affordable because they will lead into the digital age. People will access knowledge from afar and universities will not have to spend money on facilities.”

I wonder if this response is any reflection on Sue’s finance background.

Dr Amy Antonio (Research Associate)

 

ASCILITE down-under

December 13th, 2011
View of the Derwent, Hobart

View of the Derwent, Hobart

Last week five members of the Digital Futures team flew to Hobart to participate in ascilite 2011: Changing Demands, Changing Directions. The conference, which lasted for three days, covered a wide range of topics including virtual worlds, social media in education, e-readers, mobile technologies and many more. Between the five of us, we were able to attend a number of the high quality presentations on offer.

On day one of the conference the presentation by Dr Simon So from the Hong Kong Institute of Technology caught my particular attention. He discussed the use of QR codes in education and highlighted some of the ways in which this technology is being used at various institutions. At the University of Bath, for example, the students designed a QR-code of the periodic table of chemical elements. The chemical table can further be changed into an interactive memory game for the students to use.

Penny de Byl’s (of Bond University) presentation “Preserving our past with toys of the future” addressed the issue of how we can use technology to preserve intangible cultural history. She discussed the use of augmented reality as a means of interacting with intangible cultural heritage as it allows people to partake in activities rather than simply receiving flat information. At Bond University, Quartz composer and kinect are being used to teach children Indigenous dances. The children copy the movements of the puppets and the software reports back on their progress.

Day two commenced with a keynote by Simon Buckingham of the Open University, followed by a full-day of presentations, workshops and symposiums. Of note was Vickel Narayan (Institute of Technology) session on “Learner generated content as a pedagogical change agent.” He discussed a number of innovative ideas for education. These included the use of ‘hip hop’ for helping low socio-economic and racially disadvantaged students learn and engage as well as an example of students taking control of their own learning spaces, which involved arranging the furniture in a U-shaped formation rather than rows and columns and engineering students making videos about the processes involved in building a boat.

There was of course, in between all the hard work, a great deal of socialising and networking going on. The social event of the week was the James Bond-themed party which saw everyone dressed in their finest attire and decked out in their feathers and tuxedos. Nevertheless, and a little worse for wear, we reconvened for the final day of the conference if ever so slightly less alert than we had been on the previous two days.

The highlight of day three for me was undoubtedly Kwok-Wing Lai’s (of the University of Otago) presentation on “Using collaborative peer feedback and supervision to support doctoral research at a distance.” After an overview of the attrition rates of higher degree by research students in New Zealand and Canada, he discussed the University of Otago’s strategy for counteracting this high drop-out rate. In a program not dissimilar from our own Shirley Reushle’s Collaborative Community Mentoring Program, the University of Otago have developed a collaborative peer-support and supervision model to support distance doctoral students in New Zealand. The program, which has been operating for four years, has proven successful and contributed to a decrease in the number of doctoral students opting out of their studies.

After a fabulous three days, it was time to board the plane and return to the real world. The ascilite conference was invaluable and has prompted me to produce a paper that I can present at ascilite 2012, which will be held in Wellington, New Zealand.

Dr Amy Antonio

eBooks and extending the reader experience

December 12th, 2011
Game contoller

The difference between this and a book is starting to blur



Last time, I spoke about the emotional foundations for the reader experience and also the dilemma faced by the book industry in Australia.  Amazon’s announcement of an 8% decrease in profit against this time last year concerned investors, but the story as to why there is a decrease is far more telling of the book giants’ strategy. With the arrival of the Fire in November, Amazon has dedicated USD $1.6 billion to ensuring that their hardware and software is up to the challenge of delivering content.  They have, quite rightly, made the decision to minimise the profit on each Fire and instead focus on the potential profit of content delivery.

If we revisit my previous point about which is more important for the reader – content or container – it seems Amazon is investing in both, but seeing the future of bookstores in content delivery.

e-Publishing offers a range of opportunities which make texts more accessible, and there are a number of definitions for accessible.  There are the obvious ePub-enabled benefits such as the ability to resize text or access an embedded dictionary, but there are certainly others.  The relative weight comparisons of an eBook reader versus the print counterparts have applications across a broad societal spectrum (from students keeping all of their course materials on one device or replacing heavier Large Print books).

To simply take text and reformat it for online delivery may be appropriate for some texts, but really this is a superficial approach that ignores the additional components available to anyone who wants to create an eBook.

Take a look at only three examples of the possibilities:

  • Al Gore’s ‘Our Choice’:  This is a magnificent book and exists at what I consider to be the ‘top end’ of content creation.  Admittedly, very few of us would have the resources to create something quite like this.  However, it gives us examples of location-aware learning, non-linear reading (or reader-initiated discovery) and the clever use of the iPads’ functionality to increase reader engagement (like the wind power exercise).
  • H.P. Lovecraft’s Kadath:  Whilst this is a work of fiction, I want you to consider the gamified elements built into this work.  The interactive map links two types of content together logically and coherently, but the quizzes add an extra element of immersion.  As you take clues from the book, the text becomes fuzzier.  By answering questions, you gain points and this unlocks Chapters and gives back clear text.  In essence, the line between playing a game and reading the book is almost completely blurred.
  • Inkling is a concept which bears watching very closely.  This company is tackling the e-textbook market, but also creating user communities based around the book, not just the course.  In this way, users can interact with each other and create peer learning networks.  The potential for learner empowerment and self-directed learning is perhaps one of the most powerful outcomes of a project like this.

What these books prove is that the medium can be redefined once untethered from the print.  This isn’t to say that print is dead – just that there are possibilities.

Student engagement has been a focus for the Australian HE sector for quite a number of years and has been the focus of a number of ALTC grants.  Many academic staff at our institution talk about engagement with course materials and maximising the content delivery mechanisms of a course.  It’s very easy to simply create a PDF and put it on your Learning Management System and claim an e-format.  Doing so, however, ignores the possibilities offered by formats like ePub.  Taking the concept one step forward is to enable students to generate their own material for assessment.

The adoption of these types of books in a higher education setting levels clear challenges against how we create content, what we include as part of content, how we distribute it, and then what we can learn by how students interact with it.  I’m very interested to see how eBooks are being adopted across the sector internationally, so I’d welcome any case studies (I might even try to get a ‘guest blog’ out of some of you if you want to spread the word).

What do these examples mean for you?

Creative Tools, CreativeTools.se – PackshotCreator – Game controller, used under a Creative Commons Attribution 2.0 Licence.

Adrian Stagg, Learning Technologist

Create World 2011 – Day 3

November 30th, 2011

As the old cliché says “All good things come to an end” and alas we look back on the final day of what has proven to be a superb conference.

After a tasty conference dinner the night before, day three began with a performance of a piece called Pentaphonics by two studnents of the Queensland Conservatorium. Unfortunately I did not catch their name, but it was a wonderful performance despite a hard drive failure at one point. The music, which blends precomposed music, improvisation, and feedback (with custom software that detects feedback from handheld lights in the audience), was beautiful. It was ambient with a few analogue bleeps thrown in and reminded me somewhat of the work of Brian Eno and the electronic group Orbital.

Next up was a keynote by Ernest Edmonds a leader in the area of interactive art and computer interaction, and Director of Creativity and Cognition Studios, UTS. The title of Ernest’s talk was “Art and Interaction” and he showed some of the work that has been created by the studio. As a constructivist thinker, his work and ideas will always challenge and I will go away and take a closer look.

On to the sessions:

Dr Tim Marsh of James Cook University gave a talk about serious gaming. Serious gaming is a branch of gaming that distinguishes itself by being less about entertainment and more about training, learning, and education. Tim pointed out a few serious games that he has worked on:

Waker from the Singapore-MIT game lab is puzzle/platform game designed for 11-14 year old students to better conceptualise classical physics concepts, e.g. displacement, velocity, etc. As Tim highlighted, this would be an example of a game that uses traditional video game mechanics where as other work that he has done could be seen as experimental environments with fewer gaming characteristics. For this type, Tim showed off an experimental environment being created for the SEMAT project – a project aimed at the remote  monitoring of aquatic and coastal environments. The work being created by Tim’s team is an experimental space that will allow the analysis and modelling of data sent back – it sounds  fantastic and I will follow progress with interest.

The concurrent stream featured a focus on the role of iPads in media production from the visually and aurally stunning Ishq to the immensely entertaining animation ‘Playtime’ by New Zealand Masters student Thomas Verbeeck.  Thomas was both very frank and inspiring in his assessment of the amount of work animation requires and I was astounded that someone would be able to teach themselves to this level of quality.  Discussions about wire-frames and body movement were couched in laymans’ terms and I was saddened that the time constraints didn’t allow for an encore performance of his work.  As he revealed that contacts at Pixar and WETA had critiqued his work, I was led to reflect on how much the New Zealanders had dominated the conference (and recent sporting events).

Overall, the conference was well-organised, the papers of a high quality and the keynotes thought-provoking.  It has given me plenty of new contacts (and a few fruitful meetings already) as well as a ton of new things to consider in my day-to-day job.  It is very hard indeed to think that all of that was fit into only three days.

Neil Martin and Adrian Stagg

Create World 2011 – Day 2

November 29th, 2011

It’s been another fascinating day at Create World in Brisbane. Yesterday over dinner, Adrian and I were discussing whether it would be possible to equal Tom Ang’s keynote – well today Ian Taylor did just that with an entertaining presentation.

Ian is a former New Zealand singer and TV presenter that now runs a world-leading multimedia company called Animation Research Limited. Ian began his talk by reflecting on his upbringing as a Maori living on the East Coast of the North Island where there was no electricity. He is amazed at the high tech world that he now inhabits.

Animation Research Limited was established in 1988 in Dunedin and has provided animation for major sporting events such as The Americas Cup, Formula One, and Ashes Cricket. His animators have also animated news events such as modelling Brisbane in the 2011 floods. Ian showed that a combination of creativity and technology can achieve great feats. I was particularly amazed at a demonstration of an air traffic control simulation environment that his team had put together – for example conditions in rainy situations.

Ian is particularly excited about the potential of augmented reality and at the end of his talk demonstrated a couple of iPad apps that shows how one can view Louis Vuitton shoes in three dimensional animation when placed over a magazine advert. It is certainly something we will be following closely as the application and impact of augmented reality become clearer.

Other highlights of the day included:

  • A panel discussion on place and creativity emphasised that purpose designed spaces, both in physical and virtual places, are vital in terms of constructing creative environments.
  • An exploration of the iPad as a musical instrument. Jamie Gabriel of MacQuarie Univeristy highlighted the advantages of using the iPad as a musical instrument and demonstrated how it can do things in terms of composition that traditional instruments such as piano and guitar cannot do, which is due basically to physics. Jamie has written an app that he believes shows that the iPad can be viewed as an instrument in its own right.
  • Using an iPad in assessment of student live performance. Julia Wren of Edith Cowan University showed how the mobility and functionality of the iPad has made it possible to assess Performing Arts students in real time and through peer assessment. The iPad is used to film performance and using ipsative assessment – the students performance can be compared over two different time periods – e.g. from one semester to the other. A really cool thing about the app that has been created for the purposes of assessment, is that students can get feedback that tells them what they need to do to improve their performance to achieve a higher score in the next assessment. Additionally, the criteria of assessment have been agreed with their peer group through the use of clicker technology that allowed fellow students to understand what standards are expected based on videos of the previous year’s cohort.
  • Using gamification to show relatedness of museum objects. This was a demonstration by Catherine Styles of the National Museum of Australia of an iPad game called Sembl that allows school students to compare the relatedness of objects in museums. For example handcuffs and a Welsh Organ were offered as a challenge with (one child making the insighful connection that they both have keys, but have very different functions. As a board game the challenge is for the students to find unique attributes shared between disparate objects in the museums and by making new links move forward to the next round of the game.) The feedback from both students, teachers and curators has been overwhelmingly positive.
  • iOS app development in a New Zealand national park. Grant Baxter of the University of Otago showed how design students responded to the question “How can iPhone/iPad technology be used by visitors to New Zealand national parks?” Grant highlighted some of the traps that students fell into in terms of design such as losing sight of functionality over aesthetics. However, a couple of apps are being moved into production one of which a bird conservation app looks very interesting. Grant showed how mobile technology can enhance the discover experience in a national park through location awareness and information sharing – so watch this space.

All in all, another (truly) enlightening day. What will tomorrow bring?

Neil Martin and Adrian Stagg

CreateWorld 2011 – Day 1

November 28th, 2011

This week Neil and I will be reporting back from the Apple University Consortium CreateWorld Conference. The purpose of the CreateWorld conference lies in ‘for the members, by the members’ and embodies the spirit of sharing knowledge and practice. For those who have never attended, CreateWorld brings together creative arts, technology and education. The schedule, therefore, is quite diverse and we’ll bring you our highlights over the next three days.

Opening Remarks

What better way to start but to talk about change and challenge? The AUC Chair, Tony Grey (University of Tasmania) succinctly summed up the external environment for higher education as indicated by:

  • a steady or declining amount of funding for Higher Education
  • a decrease in the number of traditional computer labs (and an increased reliance on ‘bring your own device’)
  • an increase in the use and acceptance of the ePub format and a similar increase in the use of platform-agnostic open source software
  • and an increase in expectations of ubiquitous wifi on campus, which will impact on the way services are delivered and students are supported.

All of these challenges require a degree of re-conceptualising, flexibility, creativity and community in order to create a viable future for higher education, not only in Australia, but worldwide. A fitting start to the conference, indeed.

Musical Performance

Next up was a performance of electronic music by New South Wales collective, Tralala Blip. The performers have a range of disabilities and use iPads, Apple technology and digital and analogue music technology to create a unique musical expression. They received a great reception from the audience for their original compositions.

Creatively designed degrees?

The afternoon session ‘Evolving tools, teaching and methods in technology enabled learning’ from Judit Klein (AUT) continued this theme. Technology, like education, she argues, is in a constant state of change and interaction with both is a personal experience. The point was raised that students starting a degree now will have to be prepared to use technologies and apply for jobs that don’t yet exist. 

For universities, expectations regarding resources are changing. Traditionally, students have been directed to primarily print-based learning resources, but this is increasingly changing to multimedia resources. Additionally, higher education is becoming more inter-disciplinary, which means that resources need to be viewed from a university rather than Faculty level.

The interesting point about the on-campus experience for the AUT Bachelor of Creative Technology Degree was that physical space was shared by first to third year students who are able to collaborate, mentor and create together, an opportunity which does not occur in most universities.

In many ways, this is a work environment similar to the Australian Digital Futures Institute – we have an open-plan creative space where academic and professional staff work together around project needs rather than management reporting lines. There should be more focus on transferable skills such as problem-solving and teamwork within an industry context, rather than a pure content focus.

Digital Photography

The day was rounded up by Tom Ang. Tom shows that the notion of sharing is alive and well in the photography world with Flickr reporting 3000 photos uploaded per minute, while Facebook users upload a total of 200 million photos per day.

The social history of the image stretches back to 1854, when the Emperor Napolean III and Queen Victoria popularized the photographic image. (This goes to show that mainstreaming of technology that requires a ‘celebrity’ backer is certainly nothing new).

Kodak, we are shown, built their business empire on making the equipment for photography cheap and accessible, and making profit from the processing and supply of the content (perhaps the same business model as the Kindle Fire?).

The accessibility of the technology, coupled with ease of use, made photography viable for amateur hobby enthusiasts – and in our lifetime we have seen a similar change in a number of technologies. The digitisation of a traditionally print-based medium (the photograph) was a one-to-one social interaction.

By digitising photos their social impact increases. It is possible therefore, for a wide audience to enjoy, use or discuss the image more widely. This dissemination does not diminish the quality of the content, but rather this sharing makes the image more accessible.

In the same way, one can reasonably track these changes to information resources. The continual move to commodify information is problematic as once information is shared, it can be further shared without diminishing the content – but I would argue that the information is only worth something once it has been shared, used, and subsequently re-used.

This notion defies traditional business models, so approaches like Kodak’s and Amazon’s are the only viable solutions to commercialising content. My question, therefore, given the ubiquity of information, is what should universities truly be focused upon?

Tom states, ‘the only good image is the used image’ and this captures the sentiment perfectly. The aim of the photo is to act as visual DNA, moving through the web, looking for the perfect mate so that something new and unique can be created. The same applies to information.

For me then, the message is clear. From today, I’ll be taking away a broader view of the education environment and the surety that the future will involve some risk-taking, collaboration and a lot of creativity.

You can follow the conference via Twitter (#cw11), or via the conference website.

Adrian Stagg and Neil Martin