Below are some items for those creatives who might be interested in telling stories, designing games, crafting audio-based experiences, composing music, developing new worlds using 3D graphics, and more. 


CREATING THE SOUNDS OF LIGHTFALL — from bungie.net; via Mr. Robert Bender

The sounds of any game can make or break the experience for its players. Many of our favorite adventures come roaring back into our minds when we hear a familiar melody, or maybe it’s a special sound effect that reminds us of our time performing a particularly heroic feat… or the time we just caused some havoc with friends. With Lightfall sending Guardians to explore the new destination of Neomuna, there’s an entire universe hidden away within the sounds—both orchestral and diegetic—for Guardians to uncover and immerse themselves in. We recently assembled some of Destiny’s finest sound designers and composers to dive a little bit deeper into the stunning depths of Neomuna’s auditory experience.

Before diving into the interview with our incredible team, we wanted to make sure you have seen the Lightfall music documentary that went out shortly after the expansion’s release. This short video is a great introduction to how our team worked to create the music of Lightfall and is a must-see for audiophiles and Destiny fans alike.

.

.


Game Dev Diaries: The Hidden World of Audio — from lianaruppert.medium.com by Liana Ruppert, via Mr. Robert Bender

Every game has a story to tell, a journey to take players through that — if done well — can inspire wonderful memories that last a lifetime. Unlike other storytelling mediums, the art of video games is an intricate interweaving of experiences, including psychological cues that are designed to entrance players and make them feel like they’re a part of the story. One way this is achieved is through the art of audio. And no, we aren’t just talking about the many incredible soundtracks out there, we’re talking about the oftentimes overlooked universe of audio design.

What does an audio designer do?
“Number one? We don’t work on music. That’s a thing almost everyone thinks every audio designer does,” jokes Nyte when opening up about beginning her quest into the audio world. “That, or for a game like Destiny, people just assume we only work on weapon sounds and nothing else. Which, [Juan] Uribe does, but a lot of us don’t. There is this entire gamut of other sounds that are in-game that people don’t really notice. Some do, and that’s always cool, but audio is about all sounds coming together for a ‘whole’ audio experience.”


Also relevant/see:

The New Stack of Entertainment, Tensions of the AI Age, & Navigating Cambrian Explosions — from implications.com by Scott Belsky
Let’s explore some fun albeit heretical Hollywood possibilities, face key tensions, and talk about how to stay grounded with customer needs.

On the Transformation of Entertainment
What company will be the Pixar of the AI era? What talent agency will be the CAA of the AI era? How fast can the entertainment industry evolve to natively leverage AI, and what parts will be disrupted by the industry’s own ambivalence? Or are all of these questions myopic…and should we anticipate a wave of entirely new categories of entertainment?

We are starting to see material adoption of AI tools across many industries, including media and entertainment. No doubt, these tools will transform the processes behind generating content. But what entirely new genres of content might emerge? The platform shift to AI-based workflows might give rise to entirely new types of companies that transform entertainment as we know it – from actor representation, Hollywood economics, consumption devices and experiences, to the actual mediums of entertainment themselves. Let’s explore just a few of the more edgy implications:

 

Guiding Students in Special Education to Generate Ideas for Writing — from edutopia.org by Erin Houghton
When students are stuck, breaking the brainstorming stage down into separate steps can help them get started writing.

Students who first generate ideas about a topic—access what they know about it—more easily write their outlines and drafts for the bigger-picture assignment. For Sally, brainstorming was too overwhelming as an initial step, so we started off by naming examples. I gave Sally a topic—name ways characters in Charlotte’s Web helped one another—she named examples of things (characters), and we generated a list of ways those characters helped one another.

IMPLEMENTING BRAINSTORMING AS SKILL BUILDING
This “naming” strategy is easy to implement with individual students or in groups. These are steps to get you started.

Step 1. Introduce the student to the exercise.
Step 2. Select a topic for practice.


[Opinion] It’s okay to play: How ‘play theory’ can revitalize U.S. education — from hechingerreport.org by Tyler Samstag
City planners are recognizing that play and learning are intertwined and turning public spaces into opportunities for active learning

When we’re young, playing and learning are inseparable.

Simple games like peekaboo and hide-and-seek help us learn crucial lessons about time, anticipation and cause and effect. We discover words, numbers, colors and sounds through toys, puzzles, storybooks and cartoons. Everywhere we turn, there’s something fun to do and something new to learn.

Then, somewhere around early elementary school, learning and play officially become separated for life.

Suddenly, learning becomes a task that only takes place in proper classrooms with the help of textbooks, homework and tests. Meanwhile, play becomes a distraction that we’re only allowed to indulge in during our free time, often by earning it as a reward for studying. As a result, students tend to grow up feeling as if learning is a stressful chore while playing is a reward.

Similar interactive learning experiences are popping up in urban areas from California to the East Coast, with equally promising results: art, games and music are being incorporated into green spaces, public parks, transportation stations, laundromats and more.


And on a somewhat related note, also see:


Though meant for higher ed, this is also applicable to the area of pedagogy within K12:

Space to fail. And learn — from educationalist.substack.com by Alexandra Mihai
I want to use today’s newsletter to talk about how we can help students to own their mistakes and really learn from them, so I’m sharing some thoughts, some learning design ideas and some resources…

10 ideas to make failure a learning opportunity

  • Start with yourself:
  • Admit when you don’t know something
  • Try to come up with “goal free problems”
  • Always dig deeper:
  • Encourage practice:
 

How a Hollywood Director Uses AI to Make Movies — from every.to by Dan Shipper
Dave Clarke shows us the future of AI filmmaking

Dave told me that he couldn’t have made Borrowing Time without AI—it’s an expensive project that traditional Hollywood studios would never bankroll. But after Dave’s short went viral, major production houses approached him to make it a full-length movie. I think this is an excellent example of how AI is changing the art of filmmaking, and I came out of this interview convinced that we are on the brink of a new creative age.

We dive deep into the world of AI tools for image and video generation, discussing how aspiring filmmakers can use them to validate their ideas, and potentially even secure funding if they get traction. Dave walks me through how he has integrated AI into his movie-making process, and as we talk, we make a short film featuring Nicolas Cage using a haunted roulette ball to resurrect his dead movie career, live on the show.

 

9 Tips for Using AI for Learning (and Fun!) — from edutopia.org by Daniel Leonard; via Donna Norton on X/Twitter
These innovative, AI-driven activities will help you engage students across grade levels and subject areas.

Here are nine AI-based lesson ideas to try across different grade levels and subject areas.

ELEMENTARY SCHOOL

AI-generated Animated Drawing of artwork

Courtesy of Meta AI Research
A child’s drawing (left) and animations created with Animated Drawings.

.

1. Bring Student Drawings to Life: Young kids love to sketch, and AI can animate their sketches—and introduce them to the power of the technology in the process.

HIGH SCHOOL

8. Speak With AI in a Foreign Language: When learning a new language, students might feel self-conscious about making mistakes and avoid practicing as much as they should.


Though not necessarily about education, also see:

How I Use AI for Productivity — from wondertools.substack.com by Jeremy Caplan
In this Wonder Tools audio post I share a dozen of my favorite AI tools

From DSC:
I like Jeremy’s mentioning the various tools that he used in making this audio post:

 

Google Tools and Activities for Art Education — from techlearning.com by Eric Curts

Google tools and activities for art education

.

Although there is no replacement for getting your hands dirty with finger paints, technology can offer many ways for students to be creative when making art. In addition to creativity, technology can also allow students to explore and learn about art in new and engaging ways.

Some of the best free digital art tools are those from Google that help educators and students with teaching, learning, exploring, and creating art. The wide range of tools and activities available provide nearly infinite possibilities.

Also relevant/see:

And speaking of tools, also see:

  • Soundtrap: How To Use it to Teach — from techlearning.com by Luke Edwards
    Soundtrap is the recording studio for students and teachers that could help in class and beyond

Soundtrap is a music production tool that is designed for use in education. That means a full-on mixing and sound production studio experience, but one that is accessible for students grade six and up.

Since this is relatively simple to use and is available in app as well as web formats, it is highly accessible for both in-class and personal devices.

This tool offers a way to spark creativity in students and a method to help experiment with music that can inspire those new to this world, or enable more experienced students to create complex and explorative music. 

soundtrap.com -- the recording studio for students and teachers


Also relevant/see:

 

Don’t Be Fooled: How You Can Master Media Literacy in the Digital Age — from youtube.com by Professor Sue Ellen Christian

During this special keynote presentation, Western Michigan University (WMU) professor Sue Ellen Christian speaks about the importance of media literacy for all ages and how we can help educate our friends and families about media literacy principles. Hosted by the Grand Rapids Public Library and GRTV, a program of the Grand Rapids Community Media Center. Special thanks to the Grand Rapids Public Library Foundation for their support of this program.

Excerpts:

Media Literacy is the ability to access, analyze, evaluate, and create media in a variety of forms. Center for Media Literacy

5 things to do when confronted with concerns about content.


Also relevant/see:

Kalamazoo Valley Museum’s newest exhibit teaches community about media literacy — from mlive.com by Gabi Broekema

 

Will one of our future learning ecosystems look like a Discord server type of service? [Christian]

 

‘Guided play’ benefits kids—but what does that look like for parents? — from hechingerreport.org by Jackie Mader
Everyday interactions offer plenty of chances for playful learning

Excerpt:

So, it sounds like if there’s a learning goal that a parent has in mind, the way to do that is to engage in guided play versus setting a kid free to just do what they would like?
Yeah, definitely. So free play is fundamental to anyone’s life, right? We know that it can help social emotional development, physical development, and executive function development. It’s really important. But research is finding when there’s a learning goal, that guided play yields the best results for that. The reason why guided play is so effective is because it reflects these key characteristics of decades and decades of research of how we know how human brains learn best. We know that we learn best when we’re active, not passive, engaged, not distracted, when it’s meaningful, when it’s connected to what matters what we already know. When it’s iterative, so children can test and try out different ideas, and when they’re interacting socially with others, and when they’re joyful. And so that’s part of why guided play is so powerful.

 

Red Sox Turn Fenway Park into “Learning Lab” for Boston 6th Graders — from by Ira Stoll
“The key to unlock opportunity is education and hard work,” students are told at launch event

Students from the 6th grade at Nathan Hale School complete a “bingo challenge” as part of the Red Sox Hall of Fame stop on their guided tour of the Fenway Park Learning Lab.

Students from the 6th grade at Nathan Hale School complete a “bingo challenge” as part of the Red Sox Hall of Fame stop on their guided tour of the Fenway Park Learning Lab.

Excerpt:

The six-stop tour has students learning history, geography, math, and science. Student visitors get baseball caps, t-shirts, and a backpack full of other souvenir items like baseball cards, binoculars, a calculator, and a pen. The most important piece of equipment may be a 40-page, seriously substantive workbook, developed with the Boston Public Schools, that students work their way through along the hourlong guided tour.

From DSC:
Very interesting.

 

5 Playful Strategies That Reduce Language Learning Anxiety — from edutopia.org by Paige Tutt
We visited a classroom in Denmark to see how a playful learning philosophy can put students at ease and make language learning joyful and engaging.

Excerpt:

Instead of trying to convince students that their fears aren’t warranted, Belouahi makes a point of creating a positive, mistake-friendly classroom where students feel comfortable experimenting. One of the ways she does this is by incorporating playful learning strategies. “It doesn’t have to be perfect from the beginning,” Belouahi says. “The goal is for them to use their English language as much as possible and as best as they can. Not perfectly.”

Here are five playful learning strategies from Belouahi’s classroom designed to make the act of learning a new language less daunting, and more joyful, social, and engaging.

Also from edutopia.org, see:

Learners need: More voice. More choice. More control. -- this image was created by Daniel Christian

 

From DSC:
I don’t know anything about Jack Harlow. I just liked the idea of the NBA using AI to market the playoffs! I find this piece to be clever and creative. I’m sure we’ll be seeing a lot more of this kind of thing in the future. 

 

Some example components of a learning ecosystem [Christian]

A learning ecosystem is composed of people, tools, technologies, content, processes, culture, strategies, and any other resource that helps one learn. Learning ecosystems can be at an individual level as well as at an organizational level.

Some example components:

  • Subject Matter Experts (SMEs) such as faculty, staff, teachers, trainers, parents, coaches, directors, and others
  • Fellow employees
  • L&D/Training professionals
  • Managers
  • Instructional Designers
  • Librarians
  • Consultants
  • Types of learning
    • Active learning
    • Adult learning
    • PreK-12 education
    • Training/corporate learning
    • Vocational learning
    • Experiential learning
    • Competency-based learning
    • Self-directed learning (i.e., heutagogy)
    • Mobile learning
    • Online learning
    • Face-to-face-based learning
    • Hybrid/blended learning
    • Hyflex-based learning
    • Game-based learning
    • XR-based learning (AR, MR, and VR)
    • Informal learning
    • Formal learning
    • Lifelong learning
    • Microlearning
    • Personalized/customized learning
    • Play-based learning
  • Cloud-based learning apps
  • Coaching & mentoring
  • Peer feedback
  • Job aids/performance tools and other on-demand content
  • Websites
  • Conferences
  • Professional development
  • Professional organizations
  • Social networking
  • Social media – Twitter, LinkedIn, Facebook/Meta, other
  • Communities of practice
  • Artificial Intelligence (AI) — including ChatGPT, learning agents, learner profiles, 
  • LMS/CMS/Learning Experience Platforms
  • Tutorials
  • Videos — including on YouTube, Vimeo, other
  • Job-aids
  • E-learning-based resources
  • Books, digital textbooks, journals, and manuals
  • Enterprise social networks/tools
  • RSS feeds and blogging
  • Podcasts/vodcasts
  • Videoconferencing/audio-conferencing/virtual meetings
  • Capturing and sharing content
  • Tagging/rating/curating content
  • Decision support tools
  • Getting feedback
  • Webinars
  • In-person workshops
  • Discussion boards/forums
  • Chat/IM
  • VOIP
  • Online-based resources (periodicals, journals, magazines, newspapers, and others)
  • Learning spaces
  • Learning hubs
  • Learning preferences
  • Learning theories
  • Microschools
  • MOOCs
  • Open courseware
  • Portals
  • Wikis
  • Wikipedia
  • Slideshare
  • TED talks
  • …and many more components.

These people, tools, technologies, etc. are constantly morphing — as well as coming and going in and out of our lives.

 

 

In elementary classrooms, demand grows for play-based learning — from hechingerreport.org by Ariel Gilreath
Play supporters point to improved literacy, fewer achievement gaps, and better motor skills for students

Excerpt:

It can be difficult to explain what play-based learning looks like, said Mara Krechevsky, senior researcher at Project Zero, an education research group in Harvard’s Graduate School of Education. Over the past seven years, Krechevsky and her research team have been working on a project called the Pedagogy of Play, studying play-based learning at schools in Boston, Denmark, South Africa and Colombia.

Through their research, Krechevsky’s group came up with three basic tenets for playful learning: students should be able to help lead their own learning, explore the unknown, and find joy. Under this framework, play time doesn’t have to be the reward for completing work and learning. Play can actually be the work, Krechevsky said.

Addendums on 11/20/22:

 

Future Today Institute's 2022 Tech and Science Trends Report is now available

The Future Today Institute’s 15th Anniversary Tech Trends Report

Excerpt:

Future Today Institute’s 2022 Tech and Science Trends Report is now available. Downloaded more than 1 million times each year, FTI’s annual Tech Trends Report is a must-read for every industry. Learn the key trends impacting finance, insurance, transportation, healthcare, sports, logistics, telecom, work, government and policy, security, privacy, education, agriculture, entertainment, music, CPG, hospitality and dining, ESGs, climate, space and more. Discover critical insights. See what strategic action you can take on the futures, today.

 

4 Ways Classroom Design Impacts Executive Functioning — from edutopia.org by Andrew Ayers and Amelia Glauber
Effective classroom design can help elementary students develop skills like organization and task initiation.Excerpt:

Executive functions are process skills that allow us to successfully complete tasks. In any given classroom, there will be a wide range of students with a variety of executive functioning skill levels. These skills include working memory, task initiation, organization, metacognition, inhibition, planning and prioritizing, time management, emotional control, sustained attention, flexibility, and goal-directed persistence.

Also relevant/see:

Designing Classrooms Fit for Early Learners — from edsurge.com by Ozzie Tapia
With deliberate design, learning environments can promote independence, discovery and creativity for early learners.

Excerpt:

Working closely with districts has helped us hone these five strategies, which emphasize how the facility itself can play an active role in the teaching dynamic. When applied effectively, a facility—and the learning spaces inside and around it—becomes a tool for discovery and creative play, which is essential for learners at these early stages of development.

From DSC:
Along the lines of PreK-12th grade learning spaces, I’d like to see more innovations in regards to providing places within classrooms (or within a given facility at least) where students can go who want to/need to block out the cacophony of sites and sounds that may be occurring — in order to help them focus.

 
© 2024 | Daniel Christian