The Internet of Things
The fact that our world is ever expanding and building upon each other is creating so much prosperity in the world This is the age of technology. Internet may have been one of the most influential advancements in how so much of the things we now used every day were inspired. Today we have phones, desktops, laptops, tablets, and even some of the more rudimentary things we use in our life such as a refrigerators and thermostats can be connected to the world wide web. This is the concept of the internet of things.
The author of this article is the creator of little bits. Little bits is an inventive utensil that is meant to be easy for anyone to develop their own hardware. Little bits is essentially small piece of technology that fit together using magnets, that are color coded and connectable. The invention has three essential parts: power, input, and output. The power pieces are what gives the hardware its electricity. There are multiple different types of these pieces, making them adaptable to the functionality that is desired by the user of little bits creating the specific project. The next step out either be connecting the power to input or output. The input is he process of telling the hardware to do something, such as a switch, button, or even a motion sensor. The output is what function it will actually be performing, such as a motor turning or a part moving in some form, possibly even a timer or clock. There can be multiple output processes for one hardware that is serving a purpose and creating some sort of function.
Little bits also has a community that is expansive. It is mostly based online, where users and inventors can post their creations to share with others. Based off of an invention someone else has posted, you can augment their creation to serve a more personal purpose. Additionally, the community holds different contests that focuses on different themes.
The author of this article is the creator of little bits. Little bits is an inventive utensil that is meant to be easy for anyone to develop their own hardware. Little bits is essentially small piece of technology that fit together using magnets, that are color coded and connectable. The invention has three essential parts: power, input, and output. The power pieces are what gives the hardware its electricity. There are multiple different types of these pieces, making them adaptable to the functionality that is desired by the user of little bits creating the specific project. The next step out either be connecting the power to input or output. The input is he process of telling the hardware to do something, such as a switch, button, or even a motion sensor. The output is what function it will actually be performing, such as a motor turning or a part moving in some form, possibly even a timer or clock. There can be multiple output processes for one hardware that is serving a purpose and creating some sort of function.
Little bits also has a community that is expansive. It is mostly based online, where users and inventors can post their creations to share with others. Based off of an invention someone else has posted, you can augment their creation to serve a more personal purpose. Additionally, the community holds different contests that focuses on different themes.
Controllers and Player Engagement
Engagement is one of the most focused aspects of video game developers. Developers want their players to become as immersed in the game as possible, as it often leads to more enjoyment, and more playtime from their customers. Unique aspects that lead to a more engaged game-play is also a common factor that players look for, either in the game itself, or in the console that it is played on.
So, how does one increase the level of engagement in game-play? Some studies show that one of the most important factors of increasing player engagement comes from the controller that is being used. As video games have become more developed over time, so have the consoles, and so have the controllers.
So, how does one increase the level of engagement in game-play? Some studies show that one of the most important factors of increasing player engagement comes from the controller that is being used. As video games have become more developed over time, so have the consoles, and so have the controllers.
Video game controllers have a humble beginning. The first controllers were very simple, often with only one or few functionalities. The atari controller had only one joystick. Eventually, the joystick augmented into what is known as a dual-pad, or arrow keys that often served the purpose for left, right, up, and down movements. As the evolution of games became more complex, asking for more functions, the controllers needed modify in order to keep pace with the games they would be suited for. Controllers not only gained a dual-pad, but added two joy sticks, plus various buttons, and triggers.
Our current state of technology has a new level of modification for video game controllers. In the case of a the popular game, Guitar Hero, the developers came out with a type of controller that had not been seen before- one that was shaped as a guitar. Studies have shown that modifications like these create a much more engaged type of game play. Users of the guitar controller, in comparison to the traditional dual-pad controller, were shown to be much more immersed in the game. In addition to the guitar controller, the Wii-U has developed a controller that senses the users physical movement. A common game for the Wii-U that uses this modified technology has been bowling. As the player swings their arm back, and then forward, the controller senses this movement, and thus rolling the ball down the lane. This creates a sense of immersion for the player, as they are recreating the same movements as they would if they actually had a bowling ball in their hands.
Our current state of technology has a new level of modification for video game controllers. In the case of a the popular game, Guitar Hero, the developers came out with a type of controller that had not been seen before- one that was shaped as a guitar. Studies have shown that modifications like these create a much more engaged type of game play. Users of the guitar controller, in comparison to the traditional dual-pad controller, were shown to be much more immersed in the game. In addition to the guitar controller, the Wii-U has developed a controller that senses the users physical movement. A common game for the Wii-U that uses this modified technology has been bowling. As the player swings their arm back, and then forward, the controller senses this movement, and thus rolling the ball down the lane. This creates a sense of immersion for the player, as they are recreating the same movements as they would if they actually had a bowling ball in their hands.
Immersion and Sound
Studies have shown that common media platforms that are used in technology, most importantly video games. A team of researchers began a study where they tested how enriching sound quality was in comparison to video quality. Researchers evaluated the social and spacial presence and how much each quality enhanced these elements, as well as the amount of enjoyment users were found to have when they were given either high definition sound or high definition graphics. The graph pictured below shows the results of their research.
As you may see, sound quality is strikingly more effective as means to bring enjoyment within media platforms such as a video game. Higher sound quality gives the user more of a sense of interaction. When users were given the benefit of surround sound, it led to greater engagement, spatial presence, social richness, and perceived realism. When users interact with different elements in a video game, the interaction are often correlated with a particular sound effect. This sound effect gives the user a sense of response from the game, and gives them the satisfaction that the action took place, and immerses them in the game (perceived realism). The video below explains the importance of sound in video games quite well, and includes other ways that sounds can be used to impact viewers.
Considering the SAMR model and mLearning, I would categorize sound effects and their qualities under the augmentation within the enhancement tier. Sound enhances the impact that media (video games or similar) has on viewers and users, and gives it functional improvement (user engagement), without significantly redesigning the task (playing a game, watching a video, etc.).
Resources:
PSYCHNOLOGY JOURNAL: The Other Side of Technology, Skalski, P., & Whitbred, R. (2010)
PSYCHNOLOGY JOURNAL: The Other Side of Technology, Skalski, P., & Whitbred, R. (2010)
The SAMR Model
As new generations of students join the classroom, parents and teachers often notice an increased interest in technology. Considering this, teachers have begun to use mobile devices (such as phones, tablets, or laptops) and technology to transform learning. This type of learning has been labeled as mLearning, or mobile learning. MLearning is meant to be personalized, situated, and connected.
In order to evaluate mLearning, the SAMR model is used. The SAMR model consists of the following classifications: substitution, augmentation, modification, and redefinition. Substitution in mLearning is meant to provide a proxy for other learning activities using technology without functional change. Augmentation provides a substitute for other learning activities, but with functional improvements. Modification allows for the creation of tasks that could not have been completed without the use of technology. Lastly, redefinition allows for creation of tasks that would not be able to be completed without technology.
There are some posed issues with integrating technology in the classroom. Technical issues may arise, so it is essential to make an appropriate choice of devices and software. It is also essential to have pedagogical integration of the device, to serve the students a learning purpose. Additionally, creating a detailed plan for how the technology will help avoid potential difficulties with management issues.
In order to evaluate mLearning, the SAMR model is used. The SAMR model consists of the following classifications: substitution, augmentation, modification, and redefinition. Substitution in mLearning is meant to provide a proxy for other learning activities using technology without functional change. Augmentation provides a substitute for other learning activities, but with functional improvements. Modification allows for the creation of tasks that could not have been completed without the use of technology. Lastly, redefinition allows for creation of tasks that would not be able to be completed without technology.
There are some posed issues with integrating technology in the classroom. Technical issues may arise, so it is essential to make an appropriate choice of devices and software. It is also essential to have pedagogical integration of the device, to serve the students a learning purpose. Additionally, creating a detailed plan for how the technology will help avoid potential difficulties with management issues.
Resources:
The SAMR Model as a Framework for Evaluating mLearning , ROMRELL, D., KIDDER, L., & WOOD, E. (2014)
The SAMR Model as a Framework for Evaluating mLearning , ROMRELL, D., KIDDER, L., & WOOD, E. (2014)