Guest post: The War Against Edu-Industry

a fence

A while ago I wrote a post titled “are we fighting a war” in which I argued that humans being dumber benefited corporations and thus they would fight to make it so. The only way I saw of beating that was to fight back through better education.  Lindsey Wright sent me a great response detailing how the fight may be lost as the corporations are taking over our places of education.

A little bit about Lindsey:

Lindsey Wright is fascinated with the potential of emerging educational technologies, particularly the online school, to transform the landscape of learning. She writes about web-based learning, electronic and mobile learning, and the possible future of education.

 

Take it away Lindsey:

 

Education is constantly in the news. Whether it’s spending cuts, cheating scandals, or abysmal standardized test results, it seems that the only news about education is how it’s failing students. However, beneath the headlines there is a truth — one perhaps even more disturbing than poor math scores and falling literacy rates — and it’s one that school districts, governments, and corporations don’t want to acknowledge. While educators work every day to teach their students, they’re battling a system that is, at its heart, a business. A big business for that matter. According to the Encyclopedia of American Education, the for-profit education industry is a $100-billion-a-year behemoth, and with so much money riding on students’ narrow shoulders, it’s hardly a wonder the industry will do anything in its power to hold school districts in its thrall. However, the questions people should be asking are where is this money spent, how does it affect education, and what is the lasting affect of inviting corporations into the classroom on students?

 

Where’s the $100 Billion Going?

 

The Encyclopedia of American Education cites four specific divisions in the for-profit education industry. The first, which accounts for nearly 40 percent of the industry’s profits, is educational services. This category encompasses corporate training programs (the seminars educators must attend in order to gain or maintain their certifications), tutoring (generally in the form of after-school tutoring at a for-profit institution), language instructions (including English as a second language materials and reading programs for weak readers), and test preparation (the standardized tests that are re-written every year to reflect the constantly changing district, state, and national curriculum goals).

 

Next on the docket with 33 percent of the for-profit education pie are for-profit, proprietary schools. These include daycare; private pre-primary, primary, and secondary schools; and for-profit colleges like the University of Phoenix. However, this segment also includes education management organizations (EMOs). As highlighted by the National Education Policy Center, there are currently 50 for-profit EMOs operating in the U.S. Their operation method is simple. In exchange for a fee, they manage under-performing schools as charter schools, all the while claiming they bring corporate reforms and market-based solutions to education.

 

Twelve percent of the money the for-profit education industry makes is dedicated to the production and sale of learning products. This includes textbooks, educational software, and school supplies. Each time a curriculum changes, new textbooks must be purchased. Similarly, each time a new remedial reading or math program is introduced, new learning software must be bought.

 

Finally, 11 percent is dedicated to electronic services. This includes outsourcing of cloud software (such as Schoolnotes.com), internet education portals (like LexisNexis) and, of course, the ubiquitous online school. It should be noted that, true to the driving push to integrate technology into the classroom, electronic services is the fastest-growing segment of the for-profit education industry.

 

How Does the Industry Affect Students?

 

Unsurprisingly, the for-profit education industry affects nearly every aspect of students’ learning experience, from how they learn to take tests as well as what they are taught, right down to textbooks they are allowed to read. Textbooks are tailored to individual state curricula. Those curricula, generally, are decided upon by the state’s board of education, an elected body that does not necessarily have any educational experience. In fact, in 2010 the New York Times ran an article highlighting just what goes into establishing a curriculum and selecting textbooks. In Texas, 100 amendments were passed to the state’s 120-page curriculum standards affecting history, economics, and sociology courses. The amendments followed along party lines and included:

 

• Changing textbooks to reflect more of the positive contributions of Republicans.

• Eliminating the use of the word “capitalism” in economic textbooks and replacing it with “free-enterprise system” to avoid the negative connotations of capitalism.

• Altering the history of McCarthyism to include the release of the Venona papers (a supposed excuse for McCarthy’s hunt for communist infiltrators that destroyed many lives).

• Cutting Thomas Jefferson’s name from a list of those whose writings inspired revolutions in the 18th and 19th centuries.

 

What these changes reveal, along with the amendments the board refused to adopt (such as acknowledging the contributions of Hispanics in Texas history and the secular roots of the American Revolution), is that the state of the American classroom is a political minefield. Students are subject to the machinations and agendas of political leaders who ignore what’s best for education — in this case, accuracy — for the sake of furthering a political cause and creating a new generation of voters and consumers.

 

EMOs and standardized tests are another way corporations and politics are infiltrating the classroom. In Duval County in Jacksonville, Florida, four schools that had been dubbed “struggling” by the standardized testing of the Florida Comprehensive Assessment Test (FCAT), has resulted in a state mandate that they be turned over to an EMO. Yes, a state mandate. According to the article “Duval School Board Delays Vote on ‘Intervene’ Schools” by Topher Sanders appearing in The Florida Times-Union, should the schools, which have been listed as “D” or “F” schools by the state consistently, fail to show adequate gains on private-company funded standardized tests this year they will be turned over to an EMO. Thus far, it doesn’t look good for the schools.

 

Advocates of educational excellence point out that, if these schools are struggling, something needs to change. Yet the truth is the schools are only struggling when measured by one specific standardized test put forth by a company with a vested interest in ensuring that the state continues to purchase from it. As highlighted in the article “Test Problems: Seven Reasons Why Standardized Tests Are Not Working” by David Miller Sadker, Ph.D., and Karen R. Zittleman, Ph.D., the issues related to standardized testing are myriad.

 

For instance, at-risk students in ill-funded schools are called upon to demonstrate the same capacity as a student from a well-funded school with a strong socioeconomic background — something that is often not possible. Different learning opportunities are one reason. Another? In Ohio, for instance, 80 percent of students from families with incomes of over $30,000 passed the state’s exams, while only 20 percent of those from families with incomes of under $20,000 passed them. Why? It’s a combination of factors such as educational opportunity and emphasis on education, but it’s also linked to the fact that students from households with low incomes are not targeted consumers. Standardized tests are biased against them.

 

Another issue related to standardized testing is that higher test scores don’t actually mean more learning. Rather, higher test scores are related to teaching students how to take the test. Students are taught that test-makers rarely will write three questions with the same multiple choice answer bubble in a row. Additionally, they’re taught how to read the question and eliminate the incorrect responses. Yet they’re not taught how to think critically, decipher information, or develop independent thought processes. Instead students learn to spit out the information the test-maker says they should, to the detriment of their worldview. In fact, standardized testing has actually cut the breadth of school curriculum. Teachers spend so much time teaching to the test that the students do not gain the broad knowledge base they should be equipped with before they enter the real world.

 

Currently, the educational system is beholden to entities that view it as just another way to earn a profit. Students are no longer individuals, but consumers to be generated. As a result they end up  lacking the independent thought and critical thinking skills necessary to decipher positive messages from the negative, strong arguments from their weak counterparts, and consumer-based advertising claims from legitimate studies. It is not the students’ fault. It is that of the system, a system which celebrates mediocrity and doesn’t allow teachers to teach or learners to learn. Instead, the system is designed to indoctrinate students with a particular worldview, the ultimate goal being to turn them into consumers who will continue to fund the corporate machine that made their education, such as it was, possible.

Creating the pull factor needed for a successful social network

TechCrunch just put out an article by Alex Rampell titled “the power of pull”. In the article Alex makes the case that really valuable web applications pull you unconsciously toward them. You don’t have to remember to check them, when you sit down in front of a browser and start typing, those are the URLs that come out.

What creates the pull is a problem that I’ve pondered over for a long time. When BuddyPress functionality was being added to UBC Blogs I knew that it would fail to pull students in, but am still not able to articulate exactly why. It may have had to do with the “silent launch”, but I think the biggest problem was the lack of some key features, those features that provide the pull. Now that Google+ has launched (and I’m really enjoying using it), I’m wondering if it will be able to make the dent that will pull all of the people that I want to interact with into it.

Here are the factors that Alex listed in his article.

Alex’s Factors:

In the article he lists 4 ways to create pull:

  • Plan around events: People will be going to events, so build something that makes them check in with you first before those events.
  • Do something that has an offline analogy: Before Google, people would use phonebooks.
  • Answer Recurring questions: Questions like “where am I going” (Google Maps) and how much did I spend (Mint) answer some of life’s recurring questions.
  • Build brand and familiarity: People shop at Amazon.com because not only do they know it’s big enough to be trusted, it offers a familiar interface.

While I agree mostly with his list, it got me thinking about the sites that pull me and what it is about those sites that create the pull. I came up with my own list.

Here is my list:

Make not visiting your site something that will cause social harm: 

I check my Gmail and Facebook often because people may have left me messages and if I don’t respond to them I will disappoint or anger them. I will respond to Doodle’s for the same reason. Humans love to be liked, so if by not going to the web service a person will be liked less, they will go to it.

Provide Curated entertainment:

I get pulled to YouTube and TED.com whenever I want to watch an interesting videos, I get pulled to GrooveShark when I want music that everyone in the room will and I get pulled to Flixter and Apple Trailers whenever I want to see what movies are coming out. Although making a service that relies purely on content only works for a lucky few, any successful service needs to have something interesting to show their visitors.

Provide more than one engaging activity:

This is a piece that I have taken from my game design research. All popular recurring networks need more than one pull. This not only provides multiple incentives for any given individual, but also ensures that it provides incentives for a wider segment of the population. Facebook is an obvious example, but so is an LMS like Blackboard. There are discussion boards, course content and grades to check. One’s own blog dashboard is another, there are posts to write, stats to check and comments to moderate. I understand the problems of features creep and the danger of adding “just one more pull”, but I think there definitely is threshold of the number of pulls that one needs and the application should cross that threshold.

Create something that easily fits into a daily workflow:

Facebook’s big statistic is that 50% of its users check in once a day. An essential social app has to have something new to come back to daily. If you can somehow embed a utility in your app (Google Calendar, Dropbox, Basecamp are all examples of this) then users have to come back into your application. One needs to find a way to be on a user’s mind after they have left your application.

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Sure, this list mixes up traditional applications with social networking applications, but I think that is a useful exercise. Just having profiles that others can view is not enough (witness Google Profiles before Google+), I truly believe that there have to be some other pulls. As to what those pulls should be… well that’s the hard part.

[note title=”Bonus Thought: Does Google+ have enough pulls?” align=”center” width=”716″] My hunch is yes. It certainly provides utility with the chat, hangout and photos features. If you add the sharing it had quite a few pulls. The notification icons on top of any Google product also make the daily workflow piece super simple. The sharing and sparks (with a bit of improvement) will lend that curated content. [/note]

Guest post: We help you learn better

I wrote earlier about how one of my projects for the summer is to improve the UBC Learning Commons website. Sam Wempe, one of the brilliant students on my team wrote a post about what we are trying to achieve, where we have come and what we still have left to do.

Below is the article that he wrote, originally published on the Learning Commons site:

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This summer, myself and a team from the Chapman Learning Commons have been working on an epic endeavor; nothing short of a website that helps students learn better. As with any website, the first hurdle is actually getting users to your site, followed by the equal challenge of providing information in a way that is not only engaging but useful.

The current site is a goldmine of resources thats has grown enormously over the years; however, student feedback has shown that this growth has made many of these resources hard to locate or take advantage of. Based on these responses, we focused on three inter-related issues.

Navigation

so many menus! so many layers!
so many menus! so many layers!

As a result of the large amount growth the site experienced over the years in an attempt to become a one-stop shop on campus, the content outgrew the organizational structure. Due to the challenges that existed in making a website 5-6 years ago, this made perfect sense as there was very little UBC content online. Luckily, by May of this year, many of our partners have developed quality websites themselves, giving us the ability to concentrate on building a solid site centered on the student academic experience.

Remedies

  • 2 clicks or less intuitive navigation: done through condensing and renaming menus, reducing the amount of potential pathways down to just a few, very logical ones. The design aspect below was also crucial to this.
  • Trim the fat: cut out as much content as possible that does not relate to improving your academic life. For example, if someone happened to be interested in abroad opportunities, they would be referred to Go Global’s own website; as opposed to trying to maintain this content ourselves. This makes the site leaner and more efficient.

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Visual

One should also know the point of a website by just glancing at it. If a user likes a site’s main feature, they are more likely to stick around and look into other resources; something seriously lacking in the current site. Text-heavy pages scare away users, overly busy sidebars distract and constrain the content and providing users as many navigational options as possible created too many moving parts and points for confusion – all these needed to be refreshed for 2011 and beyond.

concept of new learning commons site

Remedies

  • Break up content pages: elimination of large blocks of text and utilization of ample forms of digital media, such as youtube videos, slideshare presentations, podcasts, etc.
  • Dropped the sidebar: to free up more digital real estate on the page for content and moved any crucial bits to the bottom.
  • App-Like carousel and landing pages: use the front page carousel to highlight the most common reasons someone would visit the website. Currently this is used to highlight current or upcoming events (which confused the mission of the site, according to student feedback); this has been moved to blog-like feed just below the ‘Welcome to the Learning Commons Banner.’ While the landing pages act as visual launchpad to the various resources within the heading.

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Engaging and Interactive Content

There are incredibly valuable resources on the site which took an immense amount of work and research to put together. The problem revealed through the navigation and visual aspect, was that this content was both hard to find and hard to get through. Reading lots of text is no fun, but try getting a stressed, time-pressed student to read five pages on time management; much less find the time to do so! Yet, the transfer of these skills is precisely what the site is about, striving to make exceptional accessible content for all students, by students.

prototype for time management toolkit

Remedies

  • Vegetables hidden in the dessert: ‘toolkits’ were designed to be interactive, self-reflective, do-at-your-own-pace tools to learn skills, figure out an action plan and provide connection points to the variety of in-person resources, such as peer-academic coaching or the writing centre.
  • Accessible to all students: provide resources that are useful for all types of learners by including relevant videos, podcasts, software, print-outs and interactive activities.

PLEASE HELP US!!

Current Websitehttp://learningcommons.ubc.ca/

Prototype Website: http://learningcommons-redesign.sites.olt.ubc.ca/

The Learning Commons is meant to be an evolving project, grounded in feedback from our partners and students alike; we need your help! A few issues in particular we are struggling with:

General Navigation:

how do you find it moving between pages, not just navigation from the home page? Does it seem intuitive or confusing?

Headings and Categories:

We have three main categories that most of our content now resides in. Naming has been one of the biggest hangups, as the more popular headers tend to cause the most confusion about what content exists under them.

What we offer, for services and resources available to students, especially those available in the CLC. This has come across as the most solid heading.

Student toolkits for the interactive skill-building tools. Other options include:

  1. Become a Better Student
  2. Strategies for Students
  3. Learning Strategies
  4. Learning Secrets

Which option are you drawn to? The issue here as that this needs to come across as helpful without sounding remedial. Meanwhile, it has to be narrow enough of a definition to not confuse users as to where content should exist.

Beyond the Classroom as our main referral page to academically enriching opportunities, such as studying abroad, service learning, student directed seminars, etc. Other options include:

  1. Involvement
  2. Enhance your degree

Do these names and definitions makes sense? Particularly, are these headings so broad that you would have trouble placing what goes where and is there too much potential overlap?

Building pages around content, not fitting content into pages: this is where the raw information on the site exists. Using the wider pages offered by dropping the sidebar, we have tried to divide up the content that would make the most sense for the subject; instead of a standardized layout across all content pages.

  1. Take a look at a few different content pages (link, link link). does the idea of breaking up content make information easier to find or understand? Or would more standardization in layout be better?
  2. Consider how are current site lays out this content (link & link).
  3. The end result could be more of a hybrid, selecting one way of dividing up content (question 1), but using that layout arrangement for all the content pages.

Toolkits: go through our prototype time management toolkit. Tip, be sure to hit the print button after you’ve filled in the questions!

  1. Do you know where to start?
  2. Is the rest of the content on the page below the slideshow / reflective questions useful or necessary?
  3. Do you find the toolkit useful? Is this something that could help you manage your time better?

Glaring absences:

is anything missing from our previous site or from what you would expect to be here?

Any and all feedback is welcome in the comments section, on twitter, facebook or by email (peer.assistants@gmail.com)

Why I think Google Plus is revolutionary

I wrote the post below on July 2nd 2009. It sat in my Evernote for just under 2 years now, but with Google Plus, Google just did so much of what I was talking about that I guess I should share it now. The rough draft that I wrote is below. I’ve put in how Google plus fulfills the pieces below that.

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//Stuff I wrote in 2009:

Coming up with the perfect Communication system:

These are all the avenues I use to communicate with others:

  • In person
  • Phone
  • Windows Live Messenger
  • Windows Live Messenger (video)
  • Gtalk
  • Skype
  • Email
  • Twitter
  • Blog
  • Facebook Chat
  • Facebook messages
  • Facebook Wall
  • SMS (text messages)

How can we classify these though?

Length:
-Short form: SMS, Twitter, Facebook Wall
Medium form: Email, chat, blog, blog comments
-Long form: Email, Chat applications, Phone, Blog

Fidelity:
-Face-to-face: In Person, Video Chat
-Voice: Phone, Skype
-Text: Email, Blog, Chat, Twitter, Facebook Wall

Urgency
-Urgent: SMS, Phone, Chat applications
-Important, but not urgent: Email, Facebook Messages, direct twitter rmessages, in person
-Neither urgent, nor important: blog, twitter, facebook wall.

Audience
-myself: delicious, notes, google tasks, word documents, reminders
-small audience: SMS, Email, Chat, Twitter direct message, phone in person,
-medium audience: Facebook wall, Twitter
-large audience: Blog

Temporal
-Synchronous
-Replies within short time frames
-Whenever
These are my rules for which apps to use, rules that I kind of instinctively obey because they are the most convenient. They are rules that I break all the time. They probably have differences and similarities to your rules. Why is that? Each of the services that we use has different social connotations to us. I might believe a Facebook message is for important things, but you might think it is just for fluff and never check it.

How to fix it?

Here is my proposal for the workflow of my dream communication device:

  1. Choose who you want to communicate with, person, group, all your friends, open internet (Which is what Facebook’s privacy changes have just done)
  2. Choose the urgency (this should probably be more granular than what I just set up).
  3. Choose the fidelity that you require (text, voice or video).
  4. Choose how synchronous you want it to be.
  5. Specify how long you want the message to be (for text this step could be automatic, just letting you know when you start to cross boundaries).
  6. From the receiving side, you specify how you want messages to come to you from certain people.

Now, the critical part of this system is that the receiver gets to define how they are notified about your intent to communicate. These can be rules based on your location, your status, the time, what your calendar says, who is trying to contact you. even who you are with. So for instance, all urgent messages from your close contacts are pushed to your phone which beeps or vibrates. If it is not urgent, it is sent to your desktop, where a popup can appear every hour detailing how many new non-urgent messages are waiting (this stops the smartphone syndrome of constantly checking email, facebook etc jsut to see if something important has come up).

//End of stuff I wrote in 2009.

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Some random images from my phone… no uploading required!
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Now for how Google Plus implements so much of this:

Choosing who:

Circles is 95% of the way there. Between Circles, individual people, people with the link, public, they’ve really made that part super easy.


 Choose the urgency:

Not implemented by Google Plus… here’s hoping they do.

Choose how synchronous you want it to be.

The difference between the chat and the sharing pieces.
 Choose the fidelity that you require (text, voice or video)

All in Google Plus.

Fidelity choices on Google PlusFidelity Choices on Google Plus

Specify how long you want the message to be:

Google Plus just does it automatically. I’m not sure if this one is relevant anymore.
From the receiving side, you specify how you want messages to come to you from certain people:

Google has at least made a start on it

Settings for recieving posts on Google Plus

The big thing is that Google Plus does this all in one space. No message box, chat box and email inbox, no separate places to rebuild your community again and again, just all in one application.

I think that’s kind of awesome.

Helping students learn how to learn

nick confused

I am currently working for UBC Student Development / UBC Library as the Student Development Coordinator for the Chapman Learning Commons. My role includes managing the space, the students who work in the space and the learning services that are run out of the space.

What makes this position fascinating for me is the problem that it poses, namely:  how do I manage/create/frame services in a way that actually leads to them helping students be better at school?

This problem is massively difficult, as at a university level, being better at school requires students to break over 12 years of bad habits and replace them with good habits. As anybody who has tried to pick up good habits knows (especially in the time-constrained university environment), changing habits is very, very hard work that takes time to show results. Anything that one creates to help students do this has to be really, really good (if it is possible at all).

So, for this summer, in order to actually achieve this goal I’ve settled on 4 different principles that will hopefully lead to success.

  1. Hire good students. This piece is critical. Having awesome students work on these projects helps keep things in perspective, makes customer development easier and brings a fresh sense of energy and ideas into the field. This piece’s current status is definitely “mission accomplished”.
  2. 1-on-1 peer mentorship is currently the only really feasible solution to this problem. Having a well-trained peer guide you and keep you accountable is a hundred times better than any online resource or workshop that I could create.
  3. Solve the pain. Students experience a lot of pain and the whole point of this is to help reduce that. Wording like “learning services” means absolutely nothing to most students, we need to frame things in a way that shows them how we will help them get rid of their pain.
  4. Be lean and agile. Concepts like “Do More Faster”, “release early, release often” and all the other techniques that I have learnt around successful software development and entrepreneurship apply in this context too. We are here to actually fix the problem, not just follow through on the requirements document.
That’s the plan, 2 months in I hope it’s working. One of the pieces that we’ve made some big strides on is the Learning Commons website. If you’d like to see some of the principles in action compare the current site to my student’s current prototype (principle #1 can be seen in the quality of the work). We still have lots of work left to do on it, but the idea should be clear. If you do take a look, please drop some feedback, they are iterating fast so any feedback helps!
Current Learning Commons site
Current Learning Commons site
New Learning Commons Site
New Learning Commons Site

(if you’re looking for a place to put the feedback, just comment below)

Using Game Design Theory as a Framework for Course Design

Poster on Using Game design to influence course design entered at the UBC Computer Science Undergraduate Poster Competition

A while ago I wrote a post titled “school is just a game, let’s make it a good game“. At the time I thought I was really clever for coming up with it. Unfortunately, the idea was being looked at in other places and this idea now even has a title: “the Gamification of education”.

Gamification is one of those words that just sounds dirty. It sounds like (and just could be) a disease that people want to unleash upon school (this could also be due to the fact that “gammy” was a part of my slang vocabulary as a child). To many it is in fact a dirty word, the sentiment of “wait, what, we’re going to use operand conditioning to get students to learn?”… “This is evil and mindless and corporate.” is travelling around.

Of course, if you apply the FourSquare method of just tacking on “achievements” to a course, this sentiment is justified. But what if instead of turning school into a crappy game, we started with the premise that it is already a game and that a way to improve it would be to make it a better game?

In order to test that premise I spent 4 months working with Kimberly Voll to review the current literature around game and course design looking at what good game design was and seeing if we could apply it to course design. The in-depth hectically cited paper and poster are attached below for those who want to read them but here are the cliff notes:

We looked at 7 different elements (these are not the only 7, just the ones we looked at) that designers play with to create good games and looked for places in course design literature where these elements had been looked at. The 7 are:

  • Motivations: Designing in a way that complements the reason for playing
  • Reward: Providing multiple types of satisfying rewards
  • Punishment: Creating punishment that can be enjoyed (games that never punish you suck)
  • Challenge: Keeping the game just hard enough to be engaging
  • Story: Providing a narrative and sense of mystery that pulls the player forward and gives them a sense of purpose
  • Community: Giving players a chance to interact with other people
  • Freedom: Giving players as much agency as possible (or at least the illusions of agency) within the game’s structure

By tweaking these 7 different aspects game designers create incredibly engaging games. If we want to make a more engaging course, all we have to do is tweak those elements as well. Notice, we don’t have to add the elements, they are already a part of the course, they just need to be fixed. A key thing to note is that this is not a one-size-fits-all way of looking at things, each course (just like each game) would need to come up with a unique way of improving on these elements.

Paper is below and I will be writing much more about this as I go on to work on it over the summer and study it as a Master’s thesis.

Paper on using game design to influence course design

Poster on Using Game design to influence course design entered at the UBC Computer Science Undergraduate Poster Competition

Ubuntu 10.10 Maverick Meerkat, giving the big boys a run for their money.

I have installed every new release of Ubuntu for the last 8 versions (my first was 7.04 Feisty Fawn). I would use each release for a few weeks, get frustrated with the amount of effort it took, then return to Windows. Every time I could see the potential, but Windows 7 was always just a better operating system on average. I think that has finally changed.

After getting frustrated with Windows 7 taking a ton of time to do anything I installed Ubuntu’s Maverick Meerkat and I haven’t looked back. I think the 6-month release cycle has really paid off in a huge way for Ubuntu. All the little improvements over the versions have come together into something that now competes.

So why is it so good?

Continue reading “Ubuntu 10.10 Maverick Meerkat, giving the big boys a run for their money.”

Your Personal Learning Environment – Presentation to JumpStart 2010

I just finished presenting a workshop on Personal Learning Environments to around 300 international students for UBC’s JumpStart international orientation. I think it went really well, but for anybody reading this that went to the lecture, don’t hesitate to comment below on how I could improve.

My story arc was as follows:

In order to create and effective personal learning environment you need to recursively go through the following process: Continue reading “Your Personal Learning Environment – Presentation to JumpStart 2010”

Kiva – 11 months later.

I joined kiva.org and gave my first loan 11 months ago. 1 Month later (almost a year ago) I wrote a blog post titled “Kiva: The Cheapest way to help poor people“. It described how Kiva is a great way to get your feet wet with giving, due to the fact that you loan money as opposed to giving it. It also goes into some depth as to the academic arguments surrounding micro-lending.

So after 11 months how do I feel? Continue reading “Kiva – 11 months later.”

Themes – A personal journey

Twenty hand

My site has gone through a lot of them changes over it’s history. Even though one of the bloggers that I admire most (at least before he went off the deep end) disagrees with theme changes, I feel that creating and changing my themes has allowed me to flesh out my ideas around aesthetics as well as my sense of self and personal style. I started university believing that I had no artistic talent whatsoever and have slowly come to realize that I just never spent any time developing it.  I treat my theme as a personal journey, it showcases my knowledge, ability and feelings at a given point in time and allows me to show everyone in a visual way when those things change by updating my theme.

So although I’ve lost a few of the steps along the way, here is a subset of the themes I’ve hacked along the way…