Preview: Does it take a superhero to teach a supersized class?

Posted by:
January 21, 2012 at 12:17 pm


The most intriguing education panel during SXSWedu (which will also be presented during SXSW Interactive) in March 2012 just might be Supersizing the Classroom: 3000 Students & Beyond with Virginia Tech’s John Boyer and Katie Pritchard.

John Boyer

For years Boyer’s highly popular Geography 1014 World Regions class kept outgrowing every classroom space due to student word-of-mouth recommendations. For several years even the largest classroom on campus, which held 585 students, was insufficient. After 3000 students were turned away one year, Boyer persuaded the university to let him use a hall normally used for large events. For the past three years he has taught classes of some 3000 students at a time on Monday nights.

Cartoon image of Boyer's superhero, the Plaid Avenger

The Plaid Avenger

Boyer’s dramatic flair, offbeat humor, and quirky re-enactments are a key component of his popularity. So too are video podcasts, some featuring superhero (and Boyer’s alter ego), the Plaid Avenger (viewable at www.plaidavenger.com), and a wide variety of social media tools. Despite the size of Boyer’s megaclass, he makes each lecture session interactive.

He also has written an unusual textbook, The Plaid Avenger’s World, for his course (adopted by more than 20 universities and schools around the country, according to his website). In the textbook Boyer utilizes a cartoon version of the Plaid Avenger to achieve the aim he had in writing it – to give students a grasp of the who, what, when, where, and why of global events so they have a framework to understand the critical and complex issues of our time.

From online comments, the book appears to be unusually successful at capturing and holding students’ interest.

Boyer's technical assistant Katie Pritchard

Katie Pritchard

Boyer, 42, emphasizes current events and their roots in “geographic,historic, environmental, demographic, religious and economic characteristics of various areas of the world,” as the course description for the undergraduate survey course puts it, because students typically have major gaps and very little context for making sense of international conflict.

His full-time technical assistant, Katie Pritchard, a former Virginia Tech student, continually seeks new technical tools to help him make the class even better. Boyer credits Pritchard with pushing him to adopt social media and interactive methods when she was his student.

Besides Pritchard’s help, Boyer has the services of three graduate assistants in order to make the class work. Contrary to what one would think, grading is not at all limited to scannable multiple-choice tests. He and Pritchard have developed an innovation they call flash quizzes, a spinoff of the flash mob. He also offers a variety of opportunities for students to research and write.

Boyer's world geography textbook cover

The Plaid Avenger's World

One of the most unusual may be the Twitter accounts of fictional versions of world political and religious leaders, updated daily by students who have to be familiar with their person’s daily schedule and lives. When the real person has activities with another leader, the alter egos exchange tweets about events. If you have a Twitter account, you can check out the tweets of Plaid_Obama, Plaid_Putin, Plaid_Pope, and a host of other leaders on the world stage (not to mention the Plaid Avenger himself) – or follow the tweets of the whole class at #wrvt.

Boyer tries hard to respond to each Facebook message, email, or tweet he receives from students. He acknowledges that it can occasionally be a little overwhelming with 3000 students. However he believes that embracing all the ways of communicating using Facebook, Twitter, or other social media actually makes his job easier. That job is ensuring that his students understand world events and their complex causes.

He knows older professors who just consider Twitter a waste of time, but he wonders, “Would you – in class – if you had 30 students asking you questions,would you think that’s a waste of time?” To Boyer, there is no difference between traditional means of interacting and digital means.

“The future of education, I think, is going to be building communities in the classroom,” Boyer said during our Skype interview. The vision he and Pritchard have for the class is to get his students interacting and taking responsibility for learning and communicating.

The old model, which is quickly becoming outdated according to Boyer, resembled a learned teacher on a mountain tossing tidbits of knowledge down to students, who individually had to try to scale the mountain and become as knowledgeable as the professor. The new model is of a community of users who interact and are fully participatory in their own learning and that of others in the community – who help each other scale the mountain.

“The future of education, I think, is going to be building communities in the classroom.”

Boyer’s critique of most online courses is that too many stick to the traditional model, the system that has been refined in Western civilization for some 500 years. Boyer acknowledges that this new model is a lot of work, but believes the results are worth it.

In Other News…Palestine joins UNESCO from Plaid Avenger on Vimeo.

Boyer is convinced that it actually takes a critical mass to create certain dynamics that make some learning possible that otherwise would not occur.

Both Boyer and Pritchard believe that anyone, no matter their individual personalities and teaching styles, can teach classes of this size – and that it is well worth doing. A superhero such as the Plaid Avenger is not required.


Preview: Programming from Scratch

Posted by:
January 19, 2012 at 11:47 pm


Mention computer programming and many intelligent and fairly computer-savvy college-bound youngsters and adults metaphorically throw up their hands, assuming it’s too hard and certainly way beyond them.

As a result, relatively few study programming in college, a reality that caused enough concern for MicrosoftIntel FoundationGoogle,Iomega, and the MIT Media Lab research consortia, not to mention the National Science Foundation and the MacArthur Foundation, to provide funding for efforts to turn that around.

The folks at the Lifelong Kindergarten Group at the MIT Media Lab put their heads together to come up with ways to break down barriers holding students back from pursuing a future career in programming.

The result? Software called Scratch that makes programming fun and easy. Download and use is free.

Young people can remix and make their own video game, invite friends to play it, and those friends could, if they choose, remix that game by changing the icons, script, movements, and even music. Since its inception in 2007, Scratch has taken off.

“There are almost a million accounts and more than 2 million downloads of the Scratch software. It also comes pre-installed in some of the XO laptops [that are] part of the One Laptop Per Child program, so Scratch has reached a broad audience.”

Andrés Monroy-Hernández

Designed to encourage borrowing and transforming the work of others, not unlike the way rap and hip hop remix music – “scratching” and manipulating the sound on a turntable (the inspiration for the name of MIT’s program), Scratch offers users the opportunity to take an existing program uploaded by others in the Scratch community and alter it in novel and amusing ways. They can also add original art or other elements.

Check out MIT Media Lab’s overview of Scratch:

Scratch: overview from andresmh on Vimeo.

Andrés Monroy-Hernández, a postdoctoral researcher who was part of the research team headed up by Mitchel Resnick, created an international social media website called the Scratch Online Community, available in many languages. The site allows users from all over the world (mostly young people and educators) to upload and share, remix their own animations, video games, and interactive art projects.

Creator of the Scratch online community, Andrés Monroy-Hernández

Andrés Monroy-Hernández

Many kids work on their projects over the course of multiple sessions, it’s a common approach. I do not know if all the kids participating know there have been more than 2 million projects shared so far, but the number is displayed prominently on the front page, so I assume a lot of them – they notice it. They do have access to a lot of statistics information, we even developed a website to share those numbers (stats.scratch.mit.edu). I think we see the effect of this on kids’ pursuit for “fame” on Scratch, which is both a powerful driving force for participation and a problematic obsession.”

Andrés Monroy-Hernández

The community Monroy-Hernández created now has almost 1 million members, who have shared more than 2 million projects so far. His presentation on the process, during SXSWi, Designing a Creative Online Community for Kids, is one of those parents and educators of kids from K-12 should check out.

The story of the Scratch Online Community and how it came to be is one that Monroy-Hernández says offers lessons that are generalizable to many other efforts to combine creativity, learning, and social media. While Scratch is unique, he believes their failures and successes provide much that others can learn from.

The experiences of the developers of Scratch have already played an influential role in the development of other online communities such asKodux.com for users of Kodu, Microsoft’s game-programming software that allows young users of  XBox 360 to create their own games and share them with others.

For this review, I downloaded Scratch and was able to figure out how to take an existing game, add figures or icons, and manipulate a script and tools in order to get my adaptations to take a series of actions. It was both intriguing and fun.

In fact, if I had not had other commitments, I would have gone back to see what else I could create. And that’s the point.

Students may get a first taste of using Scratch in school, but it is designed to attract users to come back again and again. In the process of playing, they are learning many of the basic elements of programming.

Users only see the fun, not all they are learning in the process.


The Art and Science of Seductive Interactions

Posted by:
March 15, 2010 at 9:48 am


Stephen Anderson gave an initial disclaimer when beginning his session, “The Art and Science of Seductive Interactions.”  His background is in design, so his education in the actual ‘science’ part is minimal.  He said he focuses on the art of seductive interactions, but that science does play an integral part (i.e. psychology, linguistics, neuroscience) in understanding human behavior.  Anderson discussed how there are basic human characteristics that designers can tap into in order to ‘seduce’ your audience.

Anderson recommended incorporating the following attributes into your designs:

  • Sensory integration-any time you appeal to more of the senses, you get more attention
  • Social proof-you’re more likely to follow what others that are similar to you are doing
  • Novelty-it’s new and it’s cool
  • Sequencing-break it down for people (i.e. steps, phases)
  • Challenges-challenge people to go to the next level
  • Status-You’re cool if you complete the challenge

Anderson broke down the session through something we all understand (or try to understand):  dating.  He associated creating seductive design interactions with things you should do/be when you’re dating:

  • Get to first base with your users > User experience:  visual imagery, feedback, increasing the motivation to follow through with a product or service
  • Be mysterious and intriguing
  • Play hard to get
  • Lighten up! (playful, fun language)
  • Take a chance
  • Be frisky
  • Give gifts and pleasant surprises

Overall be innovative, produce quality designs and pay attention to basic human traits that will help you to be effective and successful.  Whether you’re selling a product, a service, a website, whatever; you need to produce quality designs that will seduce  and lure your audience.



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