Chris Ward College of the Atlantic - Fall 2006
Technologias Abiertas
Centro de Educacion para los Videojuegos y Deseno Graphicos 3D
(Open Technologies
Education Center for Video Games and 3D Graphic Design)
Background
For my Final Project Proposal, in order to set the context, I would like to start off by expressing a future interest of mine to setup a business for a very unique non governmental organization called Technologias Abiertas in the Yucatan, Mexico. It would be an Education Center that provides the resources for students to learn to use and put to practical use the commercial quality 3D graphic, animation and game design software called Blender 3D.
One of my first priorities in setting up Technologias Abiertas is to encourage the productive and fulfilling use of time and the potential resources that computers provide alongside its’ general use for entertainment value. I also hope that the users of certain computer technologies in the Yucatan will become also their creators. I hope to provide opportunities for community building through collaborative learning, effective use of space, sharing of information and ideas, and appropriate use of technology. Technologias Abiertas would be a center for digital cultural action education that the community would be able to call their own.
It is a fact that millions of youth and adults worldwide spend hundreds of hours each year playing video games on the PC or some gaming console like Nintendo or Playstation. In Mexico however, this statistic does not describe the current context of today so clearly, but it is coming to quite rapidly. Mexico is still known as a third world country economically and has only very recently dedicated itself to breaking free from this undesirable label. Life has been changing with great velocity for the citizens of Mexico in recent years, and has especially so since Vicente Fox came to office (at least in regards of use of technology). One of the major political goals in Mexico since his inauguration has been to enhance the economy and the quality of life as a whole through the increased dependence and use of modern technologies in everyday life. In the race to keep up with the quick pace of developing technologies, the state of Yucatan has become one of the forerunners in Mexico to effectively integrate themselves into the new digital world.
Having spent some significant time in the Yucatan recently with Karla Pena (www.yucatanlearning.com) and the crew of the Yucatan Spanish Immersion Program from College of the Atlantic (I attended this school program both in winter of 2004/5 and 2005/6 - more information: www.coa.edu/yucatanprog.htm), I was lucky enough to experience firsthand the growth of market demands there for computers and other modern digital technologies the same. One of the first things I noticed was that the markets in the consumer technology industries were growing exceedingly fast. The sale of electronics, like mp3 players, video players, audio equipment, and home televisions, etc. was really beginning to pick up. I noticed significant changes that had occurred even over just one and a half years. The interest in computers, software, and video gaming was no different. If anything can be told by the patterns of growth in this market in other countries like the United States, Japan, China, Germany, Holland, countries of the European Union in general, and the like, it leaves me with only one conclusion: the computer graphics and gaming fever in Mexico has only just begun.
Herein lies my inspiration for setting up a small education center for learners to develop practical skills and knowledge of an industry that is increasing in size everyday. This movement toward digital is also where I derive the direction for the development of my Senior Project. I believe that in order to foster and support the increasing thirst for knowledge Yucatecans are seeking in this digital movement, we must make available educational materials to all interested parties that are accessible to them in many forms. I am proposing to use my Senior Project therefore as an opportunity to begin a pursuit to develop a curriculum that will teach learners how to achieve their goals in a manner that celebrates ones own culture and historical backgrounds, within their own local contexts. As well I will use this opportunity to bolster the creation of a more just and livable world for all through the creative and humbled use of digital technologies, while maintaining a commitment to high quality project results.
Goals
The following are some of the major outlining goals that will guide me in my endeavor.
Design 10 introductory level lessons for the practical and functional use of the professional quality free software 3D creation suite Blender 3D (*See Appendix for more information about this software); keeping a broad focus that covers integration of functional elements from static image design, animation, and interactive media into the learning curriculum.
Have each lesson’s materials develop the learners practical and functional knowledge of the software, and the design and learning processes, their ability to design fulfilling projects for themselves in future independent studies and learning projects, and their ability to development self-satisfying results over the course of the full 10 lessons.
Make the curriculum follow a non-linear style that is project based through mini-projects that incorporate the materials covered per each lesson, and have it be hands on.
Make all lessons complete in their teaching, so that any learner is able to independently start from any lesson and understand all the steps taken in getting to the final product and completing their own final mini-project for that lesson; where each lesson however builds further on new design, development and use issues that will be used in a larger final project at the end of the course.
Incorporate the theme of designing within ones local context to try to meet local needs through projects that integrate and celebrate the learners cultural heritage, history, and self-reflection into their learning experience.
Build a model of learning and project collaboration, community involvement, and reciprocity into the educational approach that exploits the Internet as a tool for mass communication between learners; enabling learners to also become teachers and individuals to become community.
Final Product
The final product of my Senior Project can essentially be divided into three core elements.
First, a written course plan and layout, and a description and evaluation of intention for each of the 10 lessons in the course (in English).
Second, 10 complete lessons (in Spanish), recorded and distributed digitallyk, created in a video tutorial style format; all done using Free / Open formats such as Ogg Vorbis (*See Appendix), Theora (*See Appendix), and Open Document (*See Appendix), released under equally free / open licenses that preserve the freedom to share, learn from, modify and use in what ever way one decides, respective of the content being discussed (*See Appendix).
Third, an evaluation of the effectiveness of one or more courses using my own experimental techniques in both a classroom setting and virtual setting (in English, incorporating Spanish where necessary) from my own perspective, from the perspective of the classroom learners, and from the perspective of the community at large who find an interest in participating in the project as something other than learners (those from both physical and virtual space).
Criteria for Academic Evaluation
A final portfolio should be handed in that holds copies of my course curriculum, 10 complete digital video courses, course content (Blender files, rendered images, student projects, image textures, etc.), and course evaluations, allowing for a cross analysis of the results compared with my intentions and goals.
Action Plan
Firstly, it could be said that I have already begun to work on my Senior Project in many ways. I have been to the Yucatan twice now already, and in my time there I have been researching among many things, the role of technology in the Yucatan and how it is changing over time. In doing this I have been building valuable relationships with various Yucatecans there that are highly involved with the movement in Yucatan toward becoming incorporated into the digital world. I have also been developing the incredibly essential knowledge of the Spanish language in the Yucatan, which without a doubt is essential for further work and incorporation into the Yucatecan community in the future. Additionally, besides my general focus in my studies at College of the Atlantic around using modern digital technologies for social change, developing and putting into action various community development projects, cross-cultural learning, the Spanish language, and general use of digital, performance and traditional art to express oneself for the common unity of the human species and human ecological spirit, I have begun an intense independent study on the use of Blender 3D for modeling 3D objects, animation and interactive media development and how to teach it effectively to others. Finally, I have become a member of the Blender Foundation’s Education Group, and have been communicating with various students and faculty by way of e-mail and list-serves that attend various universities in the Yucatan.
Secondly then, the next steps will be officially embarking on my Senior Project. In order to understand better the context for which I will be developing this experimental 10 lesson graphics course (although the course methods and content should be flexible enough to be transferable to any number of places outside the Yucatan) I will be doing lots of ground work research in the Yucatecan during the months of January and March, 2007. I will continue there to work with various types of people to better understand the context where I am working. I will continue my learning of Blender 3D, while also of course developing my curriculum and teaching it to others in classroom settings every chance I get.
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Appendix
Blender 3D: From the Blender 3D Foundation’s website - www.blender3d.org
“Blender is the open source software for 3D modeling, animation, rendering, post-production, interactive creation and playback. Available for all major [computer] operating systems under the GNU General Public License. “
GNU General Public License is Free Software. From the Free Software Foundation’s website - www.fsf.org
“Free software is a matter of liberty not price. You should think of “free” as in “free speech”.”
“Free software is a matter of freedom: people should be free to use software in all the ways that are socially useful. Software differs from material objects–such as chairs, sandwiches, and gasoline–in that it can be copied and changed much more easily. These possibilities make software as useful as it is; we believe software users should be able to make use of them.”
“The Free Software Foundation (FSF), established in 1985, is dedicated to promoting computer users’ rights to use, study, copy, modify, and redistribute computer programs. The FSF promotes the development and use of free software, particularly the GNU operating system, used widely in its GNU/Linux variant.”
Creative Commons Open Licensing: From their Foundation website - www.creativecommons.org/
“Creative Commons licenses provide a flexible range of protections and freedoms for authors, artists, and educators. We have built upon the “all rights reserved” concept of traditional copyright to offer a voluntary “some rights reserved” approach. We’re a nonprofit organization. All of our tools are free.”
Ogg Vorbis (OGG): From the Vorbis website - www.vorbis.com
“Ogg Vorbis is a completely open, patent-free, professional audio encoding and streaming technology with all the benefits of Open Source.”
Theora: From the official Theora website - www.theora.org
“Theora is an open video codec being developed by the Xiph.org Foundation as part of their Ogg project (It is a project that aims to integrate On2’s VP3 video codec, Ogg Vorbis audio codec and Ogg multimedia container formats into a multimedia solution that can compete with MPEG-4 format).
Theora is derived directly from On2’s VP3 codec; currently the two are nearly identical, varying only in framing headers, but Theora will diverge and improve from the main VP3 development lineage as time progresses.”
Open Document Format (ODF): From http://en.wikipedia.org/wiki/OpenDocument
“[ODF] is an open format for saving and exchanging office documents such as memos, reports, books, spreadsheets, databases, charts, and presentations. This standard was developed by the OASIS industry consortium and based upon the XML format originally created by OpenOffice.org. ODF was approved as an OASIS standard on May 1, 2005, and was approved for release as an ISO and IEC International Standard (ISO/IEC 26300) on May 8, 2006.
The OpenDocument standard has been developed by a variety of organizations and is publicly accessible. This means it can be implemented into any system, be it open source or a closed proprietary product, without royalties. The OpenDocument format is intended to provide an open alternative to proprietary document formats so organizations and individuals can avoid being locked in to a single vendor.”
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Bibliography:
Salen, Katie, Zimmerman, Eric. “The Game Design Reader: A Rules of Play Anthology.” MIT Press. 2005.
Roosendall, Ton, Selleri, Stefano, et al. “Blender 2.3 Guide.” Blender Foundation. 2004.
Laurent, Andrew. “Understanding Open Source and Free Software Licensing” O’Reilly Media. 2004.
Stallman, Richard, et al. “Free Software, Free Society: Selected Essays of Richard M. Stallman.” Free Software Foundation. 2002.
Freire, Paulo. “Pedagogy of the Oppressed” Continuum. New York. 2003.
Patton, Michael. “Qualitative Research & Evaluation Methods, 3rd Ed.” Sage Publications. 2002.
Birn, Jeremy. “[Digital] Lighting & Rendering, 2nd Ed.” New Riders. 2006.
And an innumerable number of authors that have written tutorials, discussion pieces, recommendations, etc, available only online (which in my course work I will give credit too where needed).
Posted by drpoo as General at 9:15 PM PDT