Posts Tagged ‘pedagogy’

Let’s Play Ukulele: A Great Use of Dynamic Website Design

Friday, February 8th, 2008

What does the Leisurely Historian do in his leisure time?

Well, given that I’m a grad student, there’s not a whole lot leisure time, to be honest. I spend most of it feeling guilty that I’m not working or reading.

But over winter break, I finally broke down and did something I’ve been wanting to do for a while. I bought a ukulele. I love the sound, it’s easy to play, it’s compact, the small neck is easy for my somewhat stubby and ungraceful fingers.

Playing the ukulele isn’t like playing guitar, though. There’s not as many people who play it. I have two friends who even own one– one lives over an hour away, in Baltimore, and the other lives in Texas. Lessons are out, too. When was the last time you looked at a bulletin board and saw someone advertising uke lessons?

So, being the nerd that I am, I turned to the internet. And let me tell you, the net is the friendliest place in the world for a fledgling ukulele player. The ukulele lessons on the newly-launched Ukulele Underground are amazingly well-done. Sheep Entertainment’s Ukulele Chord Finder was a godsend. I especially enjoy that the flash program itself can be downloaded onto your computer, so you don’t have to be online to remember what a D# 7sus4 looks like when you come across it in tablature.

There’s the rub, though– tablature. Most tabs you find online are for guitar, which has a different tuning. So my only recourse has been, when I’m not using the (limited, but still quite impressive in their variety) uke tabs on Ukulele Boogalloo, has been to find the guitar tabs, open up the chord finder, and figure it out from there.

Tom Smith, the author of The Let’s Play Ukulele Songbook, has done ukulele novices everywhere a serious solid, though, with his new site Let’s Play Ukulele. This is an inspired use of dynamic website design.

I haven’t bothered to look under the hood, but from what I can tell, the site mostly works to compile things found elsewhere. Guitar tab sheets– which can be found all over the web– are brought in, and (again, from what I can tell) metadata as to the artist, title, and chords used in each song are attached. Image files of the appropriate ukulele fingering for each chord are appended to the top of the file. One can search by song or artist, of course, but that’s too basic.

The really exciting search ability is to search based on the chords you know, so you can find songs that you can play immediately. The results are then ordered by the number of chords per song, so that the simplest songs come first. It’s rather brilliant, a great tool for people who are trying to learn the instrument.

However, the most exciting part is where Tom goes one step further. On the logic that the easiest songs to play are the ones you know, and know well, the site gives you the ability to put in your last.fm username, and provide you automatically with songs you actually listen to– again, in order of ease of play!

To give you some idea how this works, here’s my results page.

It’s certainly not “scholarly,” but I think this is an excellent example of what digital pedagogy is really capable of. Even getting personalized lessons, I wouldn’t be able to find a teacher who would be able to teach exclusively songs that are to my taste. The ability to search, to remix, to deal with large amounts of data, and to do so in a user-friendly, simple interface– this is really an indication of how digital media can be used to individualize, to tailor what we learn and how, to engage students…

It’s still in alpha, and it can be a little buggy, but this site is great, and really instructive. Even if you have no interest in playing the ukulele (though I’d argue you should reconsider that, as well) you should check it out, and play around with it a bit.

Digital Pedagogy Done Right!(tm)

Tuesday, September 18th, 2007

If anyone hadn’t gathered from my multiple cartographically-themed posts in the last couple weeks, I’m taking a course on History and Cartography this semester.

I want to take this opportunity to praise two of the websites we visited this week– TypeBrewer and ColorBrewer. Both of these projects quite successfully combine several elements that seem to be essential to good use of new media for pedagogical ends.

For one thing, they’re quite well-designed– they’re easy to use, the interface is straightforward and easy to use, and there’s not much of a learning curve. Similarly, they do what new media does best– they take something quite nuanced and complex and make it simple. The lessons you get experientially from toying with typography or colors in mapping, if you had to do this by trial-and-error, or even worse by hand, would be quite time-consuming and difficult, and you’d risk losing the forest to the trees.

The phrase I just used, "lessons you get experientially," leads me to the next thing I really liked about the sites. Neither was didactic or painfully "educational." I grew up with teachers for parents in the eighties, and I was exposed to my fair share of "educational toys." The ones that I learned the most from were the ones that put the emphasis on "toys" rather than "educational." The interface of these sites is quite pleasing, the "work" you do is quite entertaining… You PLAY with these websites, rather than being instructed by them. And even the most nose-to-the-grindstone, masochistic grad student would rather PLAY than WORK. The element of play encourages continued, protracted use, and thus a more nuanced understanding than a site that simply tells you that A is more effective than B but less successful than C. Moreover, these are somewhat intuitive, aesthetic "lessons," not simple right/wrong issues. The protracted play gives a better SENSE of best methods– and sensibility is more important than dualistic right/wrong treatment of the issues.

Finally, by keeping the options limited and embracing the KISS principle, these projects could be put on the web as free flash tools. If the creators had made them too cumbersomely complex, or if they had been created in 1997, they probably would have ended up as expensive CD-ROMs that would have had less impact on fewer people…

Both pages are doing some of the most important things right when it comes to online pedagogy, and I was just blown away, honestly.

Myst is not a good video game.

Tuesday, April 24th, 2007

First off, I had to post this when I found it: apparently, Nial Ferguson was so impressed by the Calm and the Storm that he went and got a job with them. It’s not really a conflict of interests or anything, but I found it very interesting.

 

That said, I’m still not loving Myst. I’m not exactly an avid gamer, but I do enjoy some games in moderation. I’m not one of those anti-video game people. But I do not find Myst particularly enjoyable.

I’m still trying to beat it, though, as Prof. P promises that there’s payoff at the end… I doubt it, though.

While reading the Gee article, it occurred to me that Gee has this almost platonic ideal of the "good video game," which he then contrasts with a bad classroom. But his thinking about what good video games are made me realize that Myst falls short.

Yeah, I said it: Myst is not a good video game.

I’m not going to belabor the point, but a couple of principles of "good video games" that Myst V (the version I’m playing) violates:

  • Verbal information is seldom given "just in time," but rather well in advance and often in a different location.
  • While there is a fish tank/sandbox in the form of the first couple rooms, it’s essentially useless, except for understanding the very basics of navigation.
  • This may just be me, but I know it’s not me alone: the game isn’t "pleasantly frustrating." It’s just FRUSTRATING. The puzzles are very difficult, which may just be my unfamiliarity with the series, but they’re also often quite hard to FIND. This leads to situations like wondering around for a long time trying to find something to DO (this game is so action-less I find it PAINFUL. I can accept a nonviolent video game, but a game where you can’t even JUMP, get your feet wet in the ocean, or TALK TO ANYONE becomes pretty stagnant pretty quick), or, conversely, completing a puzzle without being aware that a puzzle had been there in the first place. (This latter situation occurred to me more than once.)
  • The game doesn’t go through "cycles of expertise," it just stays at a fairly stable level of difficulty, with the occasional easier problems sprinkled throughout. When I had to resort to a walk-through at one point, I realized that I was doing the game essentially backwards. And the thing of it was, some of the earlier stuff was far more challenging than some of the later.

Oh– and just another desultory thought, here… Where do walk-throughs stand in terms of academic honesty and honor codes? Is it more like plagiarism, or more like a study guide? 

Responses:

Here and here.

…making history “cool?”

Tuesday, February 13th, 2007

History isn’t cool.

I was reading through sepoy’s Polyglot Manifesto (part 2) and came across the following:

…what if I reimagined the text anew. What if I scanned, annotated, tagged all five manuscripts and the translation into a comprehensible data-structure
and presented the text so that the reader could peel, as it were, the
layers of various recensions; read the translation against the
manuscripts; follow the thread or theme in and out of various chapters?
And coolest of all: What if my reader could annotate and tag and link
my medieval persian text to another medieval persian text and another
still? What if the texts spoke to one another and threads connect the
reader, the text and the historian?

(emphasis mine…)

sepoy’s using two or three meanings to the term "cool," here, although I think they’re almost inextricably linked in today’s web 2.0 world. The most obvious, there’s the sense of the word "cool" as "hip." In another sense, the word can be used to less specifically mean "novel." And then, of course, because it’s impossible to leave the guy behind completely, there’s the Marshall McLuhan sense of the word– as in "hot" and "cool" media:

There is a basic principle that distinguishes a hot medium like radio from a cool one like the telephone, or a hot medium like the movie from a cool one like TV. A hot medium is one that
extends one single sense in "high definition." High definition is the state
of being well filled with data. A photograph is, visually, "high definition."
A cartoon is "low definition," simply because very little visual information
is provided. the ear is given a meager amount of information. Telephone
is a cool medium, or one of low definition, because the ear is given a
meager amount of information. And speech is a
cool medium of low definition, because so little is given and so much has
to be filled in by the listener. On the other hand, hot media do not leave
so much to be filled in or completed by the audience. Hot media are, therefore,
low in participation, and cool media are high in participation or completion
by the audience.  Naturally, therefore, a hot medium like radio has
very different effects on the user from a cool
medium like the telephone.

(From Understanding Media)

I have to briefly digress, and say that the internet, especially in its more recent form as web 2.0, actually completely breaks down McLuhan’s division of hot and cool. Is a hot medium? Well, the computer is actually rather "high-definition," so yes– there’s a very precise relay of information. There’s very little "static." Is it a cool medium? Absolutely– despite the high level of definition, it is more participatory than any electronically-mediated medium McLuhan could have imagined in his lifetime– he passed on in 1980. However, the level of "definition" is illusory, because there is no beginning or end to "the internet," and no singular reading. It’s high-definition from single web page to single web page, "well filled with information," but the "edges" bleed. Hypermedia is almost like frostbite. The internet is so cool it feels hot.

sepoy, and others like him in the Digital Humanities, see the future of our discipline shifting toward a "cooling" of History. Historians like hot media. They like books. They like being able to craft their argument, control the ways their work is interpreted and used. And this is an understandable impulse.

But the argument for the Digital Humanities makes sense to me. By using new media’s ability to increase participation, Historians can raise awareness of History– not as an event or single narrative, or a set of facts in temporal order, but as a process of understanding, as a whole set of methodologies and techniques of interpretation and evaluation, as a form of textual analysis.

There’s a widely circulated quotation from Diane Feinstein during the hearings about the Enola Gay exhibit at the Smithsonian back in 1995, "…is it really the role to interpret history, rather than just simply to put forward historical facts…? …I was a history major. In the days when I studied the text… was essentially a recitation of fact, leaving the reader to draw their own analysis…"*

This is the popular view of History, among a large portion of the population– even, obviously, among the well-educated and powerful in this country.

Interactivity and new media give us a chance to help rectify this situation, to show that "doing history" is always, and inherently, a process of making choices, of highlighting and omission, of reconstructing the past in relevant ways, and ultimately, is a manner of understanding not the past, but the present.

_____________________

* This quote can be found in multiple articles, it was a bit of a flashpoint. I found it in an article by James Gardner from The Public Historian (Vol. 26, No. 4) however, the citation for the quote in this article is mis-attributed, so I cannot vouch for the accuracy.