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Gabe Tippery: Engaging Students in the Digital Era

Sam Craighead

Gabe Tippery is an adjunct lecturer from OSU’s Design department, whose passion for strengthening teaching with technology dates back to his years here as a GTA.  During spring semester, I had the opportunity to observe one of his classes and talk with him at length about some of the assignments he has used over the years to increase student engagement.

As a TA for Design 200, Gabe made blogging a primary component of the course to “give the students a formal place to encourage reflection and writing relating to the content.”*  He went with a platform agnostic approach, allowing students to create blogs at sites of their choosing—with a few of his own recommendations for guidance.  Using an RSS reader made it easy for him to follow all of the students at once, which was especially important since they were required to turn in all of their assignments through the blogs.  The response from students was overwhelmingly positive:

Gabe in the classroom

“We didn’t have to waste any paper on a paragraph summarizing our books, and I could include pictures/video/etc really easily in my homework. I honestly wish all of my classes went to this blog format, it just makes things so much easier and more organized.”*

Using this medium to collect assignments allowed the students a more creative approach and some of them actually started vlogging—with Gabe’s approval—in lieu of writing reflection papers.  Moving the interactions to a digital space also helped with engaging students who traditionally may not have been as inclined to speak up in class:

“I liked that [we] used blogs weekly. It made me feel like my voice was heard.”*

When the course was done, some students continued to use the blogs, which allowed Gabe to maintain contact with them and see their future progress.

For the past semester, Gabe has been teaching Design History to a class with 84 filled seats.  In my experience, college history courses were comprised of four things: a lot of lecturing, a lot of reading, a little in-class discussion, and 2-3 papers to be turned in throughout the term.  Larger class sizes make it difficult to move away from this model and even Gabe’s course uses lecture for a large chunk of the content delivery.  What I found most interesting though, was how he was able to engage students in a large classroom through group projects and a unique attendance policy.  The syllabus reads:

“Attendance is taken each class and represents 30% of the Final Course Grade. It is your responsibility to get any assignments or notes if you miss class. E-mail me if you will be missing class. No contact about missing class will be considered an unexcused absence. No exceptions!”  

Group project

Group Project Workflow

The rest of the course grades are split up between three group projects that build on each other to create a bound design history book for the final grade.  While many groups use Adobe InDesign, they are not limited to any specific computer program.  Gabe decided to make this assignment platform agnostic as well, because not all students have access to the same software.  Grades are given as a group score and “based on good visual presentation and well researched and useful information on the chosen topics.”

When I observed his class toward the end of the semester, Gabe made a few announcements at the beginning, told them he would be around for questions and turned it over to the students to meet with their groups in the room or elsewhere.  I was surprised to see that most of the students stuck around when they were not being required to, but one of the students I spoke with afterward explained it this way: “Even when we were not explicitly asking for his opinion or guidance he was great at overhearing our group discussions and chiming in with solutions that we had not considered on our own.”  While many students see group work as a hassle, project based assignments are essential to design because it’s how design work is done the real world.  “I personally learned a lot through the process about how to manage a large group project and how to use Adobe InDesign, and in the end we ended up with a final product that our team was really proud of” said Ryan Wells, a first year undergrad in the Interior Design program.

Hearing the various student responses, I was reminded of Jim Groom’s keynote at Innovate 2013.  Giving students an opportunity to get involved in their own way and allowing them to try different approaches to the assignments really increased the level of engagement they felt, which in turn drove motivation.  While Gabe’s platform agnostic approach worked for these classes, one frustration that he expressed was that while there have been university regulations to try to limit things like blogs, we have not provided a university sanctioned alternative.  While Carmen and CarmenWiki can fulfill a few of these needs, they’re not the same thing.  If schools like Mary Washington are providing each of their students with personal web space, maybe we could go halfway and give ours their own blogs?

More about Gabe, his teaching philosophy, and design work is available at gabetippery.com

*Tippery, Gabriel. “Learning to Be in the Digital Era: 
A Holistic Learning Framework for Design Education.” MA Thesis: 53-57. The Ohio State University, 2012. OhioLINK ETD Center. Web. 02 May, 2013. <http://rave.ohiolink.edu/etdc/view?acc_num=osu1343327316>.

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Game-Based Learning Lunch: Teaching About Animals–Total Animal and TCO (5/17/2013)

For this Game-Based Learning lunch series workshop, we joined Jane Wright from OSU Extension, along with Dan Rockwell and Jeremy Patterson from the Ohio State Technology Commercialization and Knowledge Transfer office. We got an inside look at how development is progressing for a project to develop Total Animal. Total Animal is a mobile app that digitizes existing content from Ohio 4-H and makes it available to a larger audience.

This session was not streamed or recorded.

Workshop resources:
Jane Wright presentation slides
Jeremy Patterson presentation slides

Additional resources:
Balsamiq and Balsamiq Mockups (for wireframing)
OmniGraffle for Mac
POP-Prototyping on Paper (for iOS devices)

Other Game Based Learning posts in the blog workshop archive:
Game-based Learning: Head Hunt (06/27/2012)
Making a Simulation: Game-based Learning Group (07/29/2011)

Selected Digital Union blog posts on the topic of Game-Based Learning:
Creating an immersive gaming environment: a developer’s view
By Michael Milton – May 2, 2012

Journey: an interactive parable.
By Paul Murphy – April 19, 2012

 

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Introducing the STEAMFactory

pictures of various members of the STEAMfactory

STEAMfactory Advisory Board

photograph of Roman HolowinskyHave you ever seen an acrobat doing aerial stunts next to a calculus teacher? Somebody selling homemade soap next to somebody who can explain the molecular properties that make soap soap? These are exactly the kinds of experiences that STEAM Factory events make possible.

The STEAM Factory took shape in the conversations of an informal and diverse collection of young faulty, postdocs and staff, who had been brought together by Professor Mike Bond two years previously. By December 2012, the group had discovered how much of their work overlapped, despite all being in different research areas, and realized the benefits of collaborating together. They decided to organize more formally. Doing so not only allows Ohio State scholars to learn about each other’s ongoing research in different fields, but also allows them to present their work to the general public and promote the value of academic research and technology.

With the help of the eLPD grant received in January 2013, the STEAM Factory sets up shop in the eclectic 400 West Rich building for its biweekly indoor markets. This space, a former manufacturing warehouse, provides a location where local artists, performers, and entrepreneurs can mix and mingle with STEAM presenters and opens up possibilities to collaborate.

Jim Fowler Impresses Dr. Gee

Jim Fowler Impresses Dr. Gree

Since then, every other week, 2-3 presenters from the STEAM Factory have set up a table in the market where they do demonstrations and answer questions with the passersby. People who came to 400 W Rich to buy art, crafts, and food-truck delicacies get a surprise introduction to the latest OSU research and the people behind it. The market, filled with all sorts of exciting sights, sounds, and smells, make topics like calculus, rhetorical composing, and biology come alive and seem less intimidating. These interactions between STEAM presenters and the public make Ohio State research accessible and develop a stronger bond between Ohio State and the Columbus community.

Presenting on a regular basis at the market helps maintain a relationship with the Columbus community and engages everyone from young children to grandparents and everything in between—including Ohio State alumni. The STEAM Factory has recently interacted with children from the Gladden Community House and has connected with several local Ohio State alumni who are technologists, designers and artists.

While the STEAM Factory presenters are able to reach a broader audience at markets, they are also able to interact with each other. This fosters networking and idea-exchanging between scholars of different disciplines, creating the potential for collaborative projects. Going forward, the STEAM Factory will expands its presence in 400 W Rich by renting and developing space on the second floor. There will be studio space, video presentation space, and the opportunity to collaborate with each other and their creative new neighbors.

The STEAM Factory also holds events outside of the market, such as the STEAM Exchange. This mini-symposium presents 3 speakers from different disciplines who give short talks on a common theme.

How people can participate/help out AND what we offer:

If you would like to showcase your work to the public, discuss possible interdisciplinary research collaborations, or set up a program and obtain a letter of support from the STEAM Factory for your grant proposal, then please contact Roman Holowinsky at holowinsky.1@osu.edu.

For more news about the STEAM Factory, such as their recent Outreach and Engagment Impact grant http://outreach.osu.edu/2013EngImpactGrants.php, please visit http://steamfactory.osu.edu.

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Carmen: Save your Dropbox feedback!

Megan Strathearn

You requested it and, with the Carmen 10 update, you got it.

Instructors can now save feedback for Dropbox assignments as drafts and publish them (aka, release them to students) whenever you’re ready.  In fact, you can save all  your feedback first as a draft and then publish them in one fell swoop.

In addition to this cool new feature, there are a few language and button changes in the Dropbox submission area I’d like to highlight.

First, you can access student Dropbox submissions in the same way as before the update.  To enter the Dropbox tool, click Activities in the course navigation and select Dropbox from the drop-down menu.  Then, choose the folder for which you’d like to view student submissions.  You will be taken to the Folder Submissions page.

Under the Submission Date column, you might see three choices depending on where you are in the leaving feedback process:

  • Leave Feedback – You will see this link if you have not yet left feedback for the student’s assignment.  Click this link to go to the Leave Feedback page.
  • Feedback Left –Unlike in the previous version of Carmen, Feedback Left does not mean your feedback is published.  This means your feedback has been saved as a draft and is not visible to students.
  • Published –Published, as you might conclude, means that the feedback has been released to students.

After you’ve entered and saved all your feedback, you can publish multiple student feedback at once from the Folder Submissions page.   To do so, select all students using the checkbox to the left of the Download button and click Publish Feedback.  If you have multiple pages of students, you will need to repeat this process for each page or change the number of students you view per page.   You may wish to check that all comments under the Submission Date column say “Published” after you are done.

dropbox_folder_folder-submissions

To leave feedback, click the Leave Feedback link (or the Feedback Left link, if you need to resume a task already in process).  You will then be taken to the Leave Feedback page.  From here, you can easily move from student to student, saving or publishing feedback.  In the image below, I’ve outlined three main areas.

  • Leave your feedback in the same way as prior to the update, using the HTML feedback area and / or adding an attachment.  Once finished, you have the option to click either the Save Draft or Publish button at the bottom of the page.
  • If you click Publish, your feedback will be available to the student and you will automatically be taken to the next student’s Leave Feedback page.  If you choose Save Draft, you can click Next Student at the bottom right, or top right, corner of the page to continue leaving feedback.  To go back, you can click Previous Student at the top left corner of the page.
  • When you’ve finished leaving feedback, either for the moment or entirely, click Done in the upper right corner of the page.

dropbox_folder_leave-feedback

Once you have Published your feedback, the buttons at the bottom of the page change to Update and Retract.

  • Update allows you to edit your feedback.  Your comments will remain visible to students.
  • Retract allows you to revert your published comment to a draft.  Feedback is no longer visible to students, even if the students already viewed it.

dropbox_folder_leave-feedback_update-retract

Saving feedback as a draft was a feature request asked for by you, the faculty and instructors at OSU.  So, thank you and enjoy!

 

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Adobe Lightroom 4: Part 2 (Hands-On) (5/15/2013)

We joined Professor Emerita Ardine Nelson from the Department of Art’s Photography area for this Adobe Lightroom 4 workshop, the second in a two-session series. For this workshop, attendees were asked to bring a selection of their own digital files to work with, and their own portable hard drive or thumb drive for storing their work. In this session, we learned more about how to import, sort, and develop images, and explore various output options best-suited to our own individual projects.

Note: The Lightroom 4 program is available for both Macs and PCs, and the same library you create can be accessed from either platform. Students, faculty, and staff with a valid Ohio State BuckID or Wexner Medical Center ID may purchase the Adobe Lightroom 4 program at a discount from WiredOut. The Adobe website also provides a 30-day trial of Lightroom.

This session was not streamed or recorded.

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Apps for Education

Photo of Cricket NardacciThe April 30, 2013 edition of Campus Technology includes Mary Grush’s interview with Robbie Melton, the Tennessee Board of Regents’ (TBR) Associate Vice Chancellor for Mobilization and Emerging Technology. Melton described TBR’s role in identifying and evaluating mobile devices as well as apps that have been developed for education and workforce development. TBR’s Mobile App Education and Workforce Resource Center  provides a searchable database with information about more than 70,000 apps that can be used across 125 education subject areas.

Of the thousands of education apps that Melton says have made an impact on teaching and learning, some of her top picks include the following (each is available from the iTunes app store):

Our Choice by Al Gore - about global warming
The Elements - about the periodic table of elements
Sign4Me - a 3D sign language instruction app
Video Time Machine - contains more than 10,000 videos from 1860 to 2012
Word Lens - helps users immediately translate printed words using a device’s built-in video camera

Have you used any of these apps in your learning and teaching? We’d love to hear more about your experiences!

Explore the TBR Mobile App Education and Workforce Resource Center’s searchable database via the Center website’s right-hand navigation bar. Scroll down and look for the heading “Education & Workforce Mobile Apps Resource Bank.”

 

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Adobe Lightroom 4: Getting Started (5/13/2013)

We joined Professor Emerita Ardine Nelson from the Department of Art’s Photography area for this Adobe Lightroom 4 workshop, the first of a two-session series. For this workshop, we were introduced to working with Adobe Lightroom 4 as a method for organizing, correcting, storing, and outputting many kinds of digital images, including .dng, .jpg, .psd, .tif, cameras’ RAW format, and most video files. We were provided with a sampling of file formats, to get hands-on experience creating our own image library (database), and we learned about importing, sorting, rating, and keywording images, as well as basic image “development”. We also briefly discussed other Lightroom modules.

Note: The Lightroom 4 program is available for both Macs and PCs, and the same library you create can be accessed from either platform. Students, faculty, and staff with a valid Ohio State BuckID or Wexner Medical Center ID may purchase the Adobe Lightroom 4 program at a discount from WiredOut. The Adobe website also provides a 30-day trial of Lightroom.

 This session was not streamed or recorded.

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Envisioning a New Office of Distance Education and eLearning

Michael Hofherr

What do you get when you combine a department with long experience providing OSU education for non-OSU students with a department that specializes in making the latest tools of 21st-century elearning available for OSU teachers? We are about to find out. Our belief is that the soon-to-be Ohio State Online will enable OSU to expand its impact by providing online degree programs, for starters.

You may have heard about the newly formed Office of Distance Education and eLearning. (For a more formal description of the new organization, see www.oaa.osu.edu/distanceed.) I’d like to take a few paragraphs to help share our excitement and vision for this office, describe a few of our achievements over the past year and plans going forward,, and what our vision means for Ohio State.

As President Gee said in his recent State of the University address, “We are at the dawn of Ohio State 2.0!” ODEE is part of the crowing you may have heard marking that dawn.

Read more…

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Professional Development that Makes a Difference

photograph of Paul JonesI recently began the process to become a Microsoft Certified Solutions Expert so I could better aid OSU Advancement in our mission to communicate the University’s ideals with our donors and alumni.  We have a constant need to refocus our communications with these individuals and take advantage of the latest technology to communicate in the most cost-effective way.  Helping create this behind-the-scenes server and network infrastructure to aid in this proses has been both fun and daunting, which is where continued training comes in.

As you can imagine, keeping up with technology is difficult, even for IT professionals.  With the demands of family and work, trying to find the hours to keep up on the newest technologies (or even write a blog post) is almost impossible.  Microsoft and their partners make this as easy as they can with online training classes and certifications.  Unfortunately these experiences are not cheap, but that’s why ODEE offers the eLearning Professional Development grants!

The training classes that I took at New Horizons were highly interactive online courses that were led by knowledgeable instructors.  They focused on new server technology and how to incorporate it into my department’s network.  We could, through our web browsers, create virtual networks and servers and play with different roles and tasks to see how they all interacted; this was followed up with reading assignments and exams.

I absolutely recommend the eLearning Professional Development program to ANYONE looking to make a difference at The Ohio State University.

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Some Great Adobe After Effects Tutorials!

Many of the programs we work with on a daily basis are capable of so much more than we realize. Adobe After Effects, for example, is an industry standard special effects program. It has so much potential to create truly amazing work, but with such an enormous number of tools, effects, and plug-ins, it’s hard to know where to begin.

After Effects can be a very daunting program with its capability to do anything from basic color correction to building an entirely original three dimensional world.

There are tutorials scattered all over the internet that can teach you any number of things about this program, but one amazing source for video effects editing is www.videocopilot.net.

The folks at Video Copilot have created hundreds of amazingly detailed tutorials and stream them on their website completely free for you to use whenever you’d like. These are some of the best I’ve come across. They are extremely easy to follow and never skip a step. Even if you are an After Effects beginner, you can create text animations, explosions, demon faces, and more just like one of the pros. If you’re looking to try your hand at creating some wild special effects Video Copilot is a great place to start.

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