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ETEC 544 IP 8 Game Design 101 Exercise 1.2: D.O.A. Candy Crush Saga was once a super popular tile-matching game that is free-to-play, released in 2012. As far as I am concerned, after several rounds of play, I found the playing experience mildly entertaining, unoriginal and totally forgettable. It might be addicting at first yet after several rounds, it becomes just repetitive to me without much thinking requested. It is purely time killing game. If the game designers can add a bit more variety on the level of difficulties and solution patterns, it might be intriguing players a bit more time at least to me. Exercise 1.3: Your Life as a Game List five areas of life that can be games: 1. Fitness and health: earn rewards and points for achieving milestones can turn exercise into a fun game; 2. Personal finance: role playing for budgeting and saving, tracking progress, answering finance related quiz, accumulate rewards. 3. Education and learning: quiz, challenges for language learning 4. S...
ETEC 544 IP1   < Cats and portals: Video games, learning, and play> Good videogames provides players accessibility and problem solving opportunities - Portal is a good example. Videogames encourages players to mobilize sensory system to discover in the playing process, like how cats explore and probe the world. The article promotes players to use smart tools to become pro-ams. The author argue that good video games can be good ways to foster problem solving and deep learning skills yet it is not contradictory for school education. Students learn the sense of discovery and the ability to surmise new possibilities in new worlds by play and author appreciate the increasing number of good portal guns under today's new tech backdrop.  The article didn't really elaborate the connection of how what kids learn in virtual world can be utilized in classroom training, making play a pure play and segregate from learning. <Games as Distributed Teaching and Learning Systems> The...
  Project Retrospective – Making Useful Tool ETEC 511 2024W2   Team 1 is a group of young, vibrant, all girls team led by Elaine Lee. Our project is to design and create a resource-rich website for students from kindergarten to Grade 5, tailored specifically for parents in British Columbia to provide a parent’s guide to elementary maths mastery and committed to align with the BC New Curriculum.   We kicked off project on Feb 1, 2024 by initial brainstorming via Zoom meeting to discuss project topic, medium, target audience and arranged a session with Keri to discuss the initial thoughts and topics we have. To provide easy access for all members across time zone, geography, different availability, we use Google docs to share 1) Meeting Agenda 2) Group project proposal draft and amendment. We use Wix to create the website, and Genially to do the learning material, with printables including work sheets and YouTube resources attached for offline further discussion and...
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    Tipping Point: A Critical Case Study    ETEC 511 Winter 2 2023 Elaine Jiang   One significant technology migration for 21st century is the replacement of pencils and papers, notebooks with keyboards, laptops and tablets.  As we stand at the crossroad by witnessing the brewing of Artificial Intelligence (AI) revolution, the emergence of AI wearables as the next evolution in technology, potentially superseding laptops, is much anticipated. These advancements have the potential to revolutionize education, displacing conventional teaching tools and reshaping pedagogy in the process. COVID-19 saw accelerated change of educational technology. With the emergence of ChatGPT and SORA, the latest revolutionary product from Open AI which enables text to video conversion with just a click of mouse, the content generation becomes faster, easier, more accessible for educators and parents. This study focuses on the discussion of pros and cons of ed...
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 IP 8 Attentional Record and Analysis It is interesting to record how my time, focus and attention is allocated in a typical weekday :D Obviously, I am multi-tasking every minute if no every second...thanks to the highly accessible and instant feed from my iPhone, iPad, PC...sometimes, I even want those gadgets to plug in my brain so that i can skip the visual information in-take process to get immediate response from the expected, or, unexpected...but take some time to ponder, how much information is indeed what I need, and some are passively taken in, and a bit waste of time to digest and delete? Yves Citton bring up an interesting concept of “attention economy” in her book “the Ecology of Attention” with live examples. Google lives off this attention in two ways. On one side, our searches – our interests, our questions, our clicking choices, or even the time spent on one page, the links we establish or activate – give abundant information and personal data to Google’s intelligen...
  IP 5 Global Health   COIVD-19 pandemic is a big bang on global education system which accelerates or, to some extent, push all education institutions to reflect the teaching model when no in-person instruction could take place, whether agree or not, accept or not, across all ages and grades, rural area or urban, developed or underdeveloped regions. I would call it “ techceleration ” in education system.   Global health crisis lays the new foundation of education, technology makes it executionable and becomes the main teaching method under the big backdrop. The fast growing technology in education further strengthen the development of technology itself – the fast growing new apps, new gadgets, new education content provider – making technology in education more accessible across all levels of audience – adult or kids, science or art, language or geography – you name it.   While technology in education liberalized the space and time for students to learn,...
  IP 1: Educational Usability Usability refers to “a quality attribute that assesses how easy user interfaces are to use. The word “usability” also refers to methods for improving ease-of-use during the design process” (Nielsen 2003). It sets a basic standard and guideline to evaluate the effectiveness, efficiency and satisfaction when design a HCI tool. HCI stands for “Human Computer Interaction”. HCI sees evolvement – refer to HCI past and now graph below, and focus on the interaction with and through the technology employed while for the ultimate purpose to support human beings in a more efficient, effective, and satisfying user-experience way. Based on the Issa and Isaias (2015) chapter on HCI and Usability, HCI assist designers and users to identify the system needs while usability confirms if the system is efficient, effective, accessible, safe, easy to pick up and memorize, practical and provide satisfying experience to the end users. 10 aspects of factors and 7 cri...