Month 10 AR Blog Post

Tuesday, July 3rd, 2012

Is there a connection between the data produced from your Cycles and the research reported in your Literature Review?

The Action Research demonstrated a connection between Cycle 1 and 2 data and the Literature Review. Based off the data, online group accountability and interaction can illicit self motivation to work out during a busy 9-5 work schedule. The Research also supported and confirmed the Literature Review findings that alternative teaching methods based on the theory of Multiple Intelligences improved learning on different levels (Schrand, 2008); activities and environments conducive to professional development influenced personal development (Koster, Dengerink, Korthagen & Lunenberg, 2008); and social acts that bring out self-awareness and interpersonal understanding were achieved using Web 2.0 technologies (Chih-Hsiung, Blocher & Roberts, 2008).

How did your AR project turn out for you? Describe as a practitioner, how did this project improve your practice.

The research involved in the Literature Review really offered some valuable resources that teachers and professors should consider incorporating into their current teaching methodologies. In this particular Action Research, I can walk away knowing that going out of my comfort zone to try new things is very rewarding. The journey began with self-discovery, which then lent itself to discovering new technologies that were conducive to this project. In this case, I can conclude that Google+ Hangouts is an amazing group video chat service and social network that can be utilized in many ways in the realm of academics. When used properly, it pushes the envelope beyond traditional teaching methods to offer something fresh and innovating that benefit both students and teachers alike.

Is a personal learning environment or an LMO something that could be part of your AR project in the future? Why or why not.

The Action Research project could benefit from a structured learning management environment. Currently, assets are kept on the Exercise From Home website, but they are lost among other blog posts which might make finding the necessary information more difficult. In an age already crowded with data and information, sorting through the clutter to find exactly what is needed has become a challenge in itself. Learning management systems like Schoology offer a way to organize that information and make data more accessible and interactive so that users benefit from the improved structure and interface. It might be exactly what the project needs in order to stand above the rest.

Gaming and Motivation Lesson Plan

Thursday, June 21st, 2012

Weight Wars

Pacing: What is the pace of your lesson or game? Who will go first?

Stages can be played and completed at any time as there is no time limit, and players are aware of how long it has taken them to play through the game. Players can also play with each other and witness the actions and outcomes of others. The pacing of quests and missions will vary depending on the requirements and constraints of each event.

Instructions: How will your learners learn how to play your game?

At the beginning of each mission/quest, the players are primed with exercise movements required to complete it. There is also a tutorial mode where a brief overview of the game and its requirements is given.

Controls: What will the learners manipulate in your game?

Players will manipulate their environment, just like Minecraft. But each game action (like digging, walking, lifting) corresponds to workout movements that must be unlocked as you complete quests and gain experience. Tracking action works just like Dance Central 2, and the overall atmosphere and gameplay is reminiscent of games like World of Warcraft and Guild Wars 2.

Knowledge: What do you expect your learners to know when they enter the game? What do you want them to learn from this game based lesson? What do you expect them to know when they leave?

Learners should be able to configure their Xbox Kinect and realize that this game will be a very kinesthetic one–all of the actions are visually tracked just like in the Xbox game, Dance Central 2. The game will teach learners how to use resistance bands as well as integrate the workouts into the gameplay for an enjoyable and productive experience. Learners will be able to demonstrate these same exercise movements outside of gameplay, perhaps during their own time when they want to be physical and active, away from the Xbox.

Achievements: What are the short term and long term victories for the learner? How do you incorporate operant conditioning in your lesson?

Short term victories include leveling up, defeating enemies and bosses, and collecting new exercise movements and items. Long term victories include building a vast empire, transforming the landscape, and slimming down their character avatars. Operant conditioning will play an important role because certain actions executed on the landscape will alter the course of the story; characters who continue to engage in physical activity will remain at a healthy weight; and playing with others will develop long-lasting friendships.

Story: What is the immersive story or background information that brings the learner deep into your world?

Your spaceship has crash-landed  on a so-called deserted planet, and you find that you have gained an incredible amount of weight during hypersleep, so you venture off to start a new life whilst looking and feeling better in the process. Little do you know that there are other lifeforms on the planet competing for the same resources to sustain their own existence…

Endgame: Who is the evil boss character they have to fight at the end? What is the final outcome? Is there an ending to your game?

Some big missions and quests will have a boss character that the player has to defeat. There really is no final outcome or ending as in the case of notable MMORPGs (Massively multiplayer online role-playing games) like World of Warcraft or Guild Wars 2, or even in Dance Central 2.

Assessment: What are the built in assessments to your game?

There is a screen in the game that displays all achievements and metrics, and the player can self-assess their own progress. For example, character avatars have muscle imbalances throughout gameplay, so the player can determine what muscle areas need to be worked on, and what exercises through questing are required to improve those areas. As character stats continue to improve and increase, and new items are gathered to make gameplay easier, players are able to venture into new areas requiring more strength to complete missions and fend of powerful enemies at higher levels. Furthermore, the way a player moves while doing an exercise movement is constantly assessed using the motion tracking capabilities of the Xbox Kinect, and more experience points are awarded based on correct execution of those workouts.

Timing: What is the overall time you have to play this game and how do you adjust to make the game go faster or slower?

Players can play this game for as long as they want. There are seasons and days in the game, so particular events and people requiring interaction are only available during certain periods of time. The only things that are timed are certain missions and quests, which require players to complete within a given timeframe.

Fun and Motivation: Why is this game fun and why would your learners like this game? What motivation theory does your lesson address? What operant conditions are in place?

It’s not that gamers are lazy–they feel that to a certain level they are being productive by completing video game missions and quests. This game is effective because not a single minute of physical production time is wasted, as it integrates kinesthetic exercises with a popular form of gaming–MMORPGS. Weight Wars takes many of the fun elements from World of Warcraft, Guild Wars 2, Dance Central 2, and Minecraft and includes resistance bands into the mix. Multiple Intelligence theory can be seen at work in this game because solving problems will now require kinesthetic/intrapersonal intelligences instead of just relying on mathematical/verbal/interpersonal intelligences alone. Operant conditions will carry on in the real-world, and perhaps it may cement a more healthy conscience within a player to continue to be active and workout during a their own time.

GSM Blog Post

Saturday, June 2nd, 2012

1. Describe in detail the methods, quantitative, qualitative or a mixed approach, you used for Cycle 1 data collection.

The Action Research project used a mixed approach of quantitative and qualitative methods to collect data. The quantitative method is apparent during the pre and post surveys that participants are urged to take. These types of surveys will measure program effectiveness and participants’ own personal health goals and compare results from before and after the program. The qualitative aspect involve self reflections after each workout session as well as feedback interviews gathered from participants. All Cycle 1 sessions were recorded so that qualitative data can be further investigated, analyzed, and compared to Cycle 2 data.

2. Describe, synthesize, and compare the data found for Cycle 1 and Cycle 2. If Cycle 2 is not complete, please talk about what your predictions will be! 

Cycle 2 will be complete by the end of month 9. Personal predictions of Cycle 2 data will be similar in scope to Cycle 1 data, with some major improvements in interaction and delivery based off of feedback received from Cycle 1. Cycle 2 will be more enjoyable and productive because of such implementations.

3. As a master’s student, you are expected to utilize the tools given in sync sessions, readings, and other source materials and apply them to your Action Research. Describe the ways that GSM contributed to your Action Research. You are expected to find a connection between this class and your Action Research project.

Game Motivation and Strategies (GSM) is crucial to this Action Research project because of the type of deep-seated interactivity and engagement that will be discussed and investigated. With the advent of new gaming technologies such as the Wiimote and the Xbox Kinect, gamers are able to jump out of finger-mashing gameplay and into a more whole-body gaming experience. Game series such as Zumba, Just Dance, and Dance Central are a few examples of how video games have taken working out, dancing, and getting physical to the next level. This type of video game reference and inspiration is the stepping stone that this Action Research project needs to propel interaction into the digital realm, where quality is unmatched and personal needs are fulfilled in a more fun and engaging way.

Program Cycle Thoughts

Wednesday, May 9th, 2012

What changed in your set up from Cycle 1 to Cycle 2?
So far Cycle 1 is going well for my project implementation. All the assets I’ve created have been put to good use. There is already some good feedback that I can implement in Cycle 2, such as new exercises, variations in those exercises, and adding a musical element to keep the sessions interesting.

What’s happening that you did not expect?
I did not expect that participants would come as they were called! There is a lot of enthusiasm for being able to workout when time permits it, especially if the session only lasts ten to fifteen minutes. For all of us, I think the biggest surprise is how much can be accomplished in that little amount of time.

How are you tracking data differently?
Data collection remains the same: I’ve so far recorded each workout session and evaluated the time it takes to complete a full set of exercises. I’ve also written journal entries on each session so that I have a growing archive of data points. The only thing different is how little use MyFitnessPal is proving to be; everyone has signed up for an account but I’m not sure if the program is being used effectively to track personal data. 10-15 minutes is enough time to work out, and I’m unsure if taking more time on MyFitnessPal will actually be motivating for students to use. I will ask about its use during our next feedback session.

How do you foresee FPE contributing to your capstone project?
The stuff we’re learning in FPE gives great insight on how to make sessions more engaging for participants through interactive, visual and video content. The seven elements of visual storytelling is a great tool to measure several aspects of my first cycle through figurative (point of view, emotional content) and literal (pacing, economy) meanings. Honestly though, the sessions are too kinesthetic to be thought of so deeply. Until participants can see and feel a drastic physical and emotional change in themselves, we can analyze the symbolic teachings that FPE teaches us at a later time.

Month 7 MTA: Action Research Progress

Thursday, March 29th, 2012
EMDT Action Research Timeline

Current progress on my Action Research Capstone Project.


Only five more months to go after our Month 7 Course and then the EMDT programme will be over! All is well with implementation so far. In fact, I had planned on asset creation as early as December 2011, but it looks like majority of that work fell on the month of March. Implementation was pushed back to the first week of April due to arising circumstances outside of the programme. Now that I’m finally back on track, I feel that Cycles 1 and 2 will go well come April and May, and I will have enough data to report on for Stage 3’s Reflection and Presentation portion of the programme. Although Full Sail’s spring break begins on April 9, I foresee no real threat to implementation during that time since workout sessions will only be once or twice a week. My participants so far range from Full Sail peers to family and friends, and they are all really excited to begin. Each implementation cycle will approximately run for 4 weeks; originally I planned for 2 months, but some advisors have suggested that 4 weeks is plenty of data to work with.

Capstone Project Progress

Tuesday, March 13th, 2012

How is your AR project unfolding for you? When will you begin Cycle implementation in your environment?

The project is going quite well. I am in the process of developing more workout assets to aid in the exercise regimes. Because of this, I have had to push back the cycle 1 implementation date a few weeks since I initially scheduled to start at the beginning of March 2012.

How are you planning to track your data?

Quantitative data will be gathered through the use of Web 2.0 fitness tools which tracks individual metrics; these numbers will be measured against objectives stated in the initial health survey to see if participants’ health goals are being met.

Qualitative data will be collected using a survey given at the end of each month as well as through analyzing randomly recorded work out sessions where participants will be asked to give program feedback. These open-ended responses will be analyzed using the constant comparison method.

What happened in your research that you didn’t expect? Explain.

My own busy schedule with full-time work and and personal endeavors blindsided some of my initial implementation dates. The beginning of this year has proven to be challenging and rewarding because of transitions in the workplace and at home. I look forward to this month when I can catch up on producing more workout assets to aid in my exercise programme.

How has this month’s course (so far) helping in shaping your ARP?

The events leading up the the first cycle of implementation are noteworthy and will help shape the outcomes of cycle 2 pre-production and implementation. When all is said and done it is important that I lean on accountability partners (such as my friends from team Innovative Minds) to keep me on track while I provide the same support toward their own project endeavors.

I like month 6 so far because we are being continually challenged to push our technical boundaries by continuing to use video authoring software such as iMovie and vector animation software like Adobe Flash. First-hand application through these softwares is crucial to project success both in this month and for the rest of the year when we continue to flesh out the rest of our Capstone Research.

TMD Blog Post and AR Timeline

Friday, December 16th, 2011

Below you’ll find my action research timeline, created in Popplet:

Who are your critical friends? What role do you anticipate your critical friends will play with regard to your AR project? 

Critical friends are those who can contribute feedback to my action research project. Such people are vital to my research due to their areas of expertise and ability to observe, guide and inspire from the sidelines. These friends include Full Sail University professors and teammates within the EMDT programme, as well as industry mentors and teacher-friends who have a passion for education and technology. And last but not least, there are the participants who will give plenty of feedback as the project progresses through the months.


When will you schedule implementation? How do you plan to address the hurdles that you might encounter during this project?

Implementation will commence at the start of the year when everybody begins their New Year’s resolutions and will last for five months. It will continue throughout the rest of Stage 2 and end in month 9 (Game Strategies & Motivation). Since the project is not conducted within a classroom, the perceived hurdles include individual tracking of participants‘ progress. The solution: have a one-on-one meeting or conduct a survey each month to gather feedback and improve the project for future participants. The other major hurdle is individual motivation, but the project remains hopeful and optimistic because the action model is built around a social community in which participation and accountability are inherent and encouraged.


Technology Integration Video

Monday, December 5th, 2011

I think I’ve decided on what topic I want to pursue for my capstone project. Having realised that I’m a health nut and I love to work out, it would be awesome to help other graphic designers achieve a healthy lifestyle, too. All we do is sit anyway, which is really bad for our health. Here is a recent article on the effects of sitting on long-term health. Since we designers lead so busy lives anyway, my capstone project will attempt to solve the dilemma of packing physical exercise into a busy work day without having to go to the gym or spending tons of cash on equipment. With resistance bands, you can easily work out and achieve a healthy lifestyle while at work or at home.

I also talk about multiple intelligences in the video, breaking down how resistance band training is very engaging to more than one intelligence. Note that when I talk about interpersonal intelligence, the “interpersonal not unnecessary” caption could be seen as an error, but it’s not. Interpersonal is not an important intelligence in this case because people won’t need to go to the gym, but if online training requires some kind of accountability and motivation, interacting with me (as an example) would allow interpersonal abilities to be tapped and developed. Also note that there is a photoshopped head of mine on some soccer player’s body, which was created in jest for the project. But the other pictures of me are genuine; I gained a lot of weight when I was in undergraduate school, but I was able to lose it with proper diet and exercise.

A Shiba Inu Interview

Tuesday, November 29th, 2011

Here’s my interview with the Mushisushino family; they’re my dogs in real life, but the purpose of this assignment was to explore my personality on camera. iMovie is interesting to operate; I actually prefer the program in its earlier days. Somehow due to improving user experience it got worse. 😛

Final MLT Reflection

Friday, November 18th, 2011

I used Xtranormal (thanks Steve!) to create this reflection post. I had fun using it and will definitely employ it more often for future projects. The prompt addressed is: Since creativity and taking risks is such a big part of true learning, how do you feel about your willingness this month to take risks/be creative? What encouraged you to do so OR what held you back?