[IAEP] In our spirit if not our tech

2013-09-01 Thread STEPHEN JACOBS
Enjoy 

http://m.theatlantic.com/technology/archive/2013/08/go-ahead-mess-with-texas-instruments/278899/

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Re: [IAEP] Sugar Digest 2013-03-03

2013-03-03 Thread STEPHEN JACOBS
 new round of the RIT HFOSS Class begins tomorrow.  While I'm not teaching it 
Justin Sherrill, included in on it, will be. 
It might be possible to have those students test such a homework service as 
well.
On Mar 3, 2013, at 12:19 PM, Gerald Ardito wrote:

 Walter,
 
 The homework service you described would be incredibly useful.
 I would be happy to help test, I'd needed.
 Gerald
 
 On Mar 3, 2013 12:15 PM, Walter Bender walter.ben...@gmail.com wrote:
 == Sugar Digest ==
 
 1. It has been crazy busy. With the upcoming XO4 launch, Sugar with
 touch support will be making its debut. The developer team has done a
 great job but we are lagging behind a bit on the activity level:
 Activities that use keyboard input need to be modified to use the
 on-screen keyboard; and now that tablet mode will be used more often,
 we need to better attend to the issue of screen rotation.
 
 In order to adapt to the on-screen keyboard, there are two adjustments
 that need to be made: (1) use either a GTK Entry or TextView instead
 of directly querying the keyboard; and (2) make sure that the Entry is
 visible when the keyboard is visible. To address both issues, I have
 been mostly using GTK Fixed in order to re-position the Entry
 appropriately. But also, I have been using a strategy of moving the
 Entry to the top of the activity.
 
 There are two issues with dealing with landscape vs portrait mode. One
 is to make sure that the work area of an activity accommodates the
 change in size and aspect ration. Perhaps the easiest way to do this
 is simply to define a square work are inside of a scrolling window.
 There are times when this strategy won't work, such as with Paint, but
 for the most part, it is a simple solution.
 
 The toolbars are another matter. It is often the case that not all of
 the elements fit when in portrait mode. The default behavior of Sugar,
 to make a list on a palette that displays on the edge of the screen is
 somewhat lacking, both in that many toolbar items are either not shown
 or inoperable in that form. And aesthetically, it is not very
 Sugar-like. I've been experimenting with some different approaches to
 generating palettes, and also moving some toolbar elements around
 (e.g., moving some buttons to secondary toolbars). Alas, none of these
 solutions are idea or completely generalizable. But I think there are
 harbingers of a solution.
 
 Another issue with touch is that Gtk2 ComboBoxes don't work. The
 problem has been fixed in the Gtk3 version of the Sugar tool-kit, but,
 not being a fan of Combo Boxes to begin with, I see it as an
 opportunity to minimize their use. For example, using bigger/smaller
 buttons is arguably an easier way to adjust font size using touch.
 
 Ultimately, we'll want to add more gesture support as well. Many
 activities could readily support panning and zooming. And a long
 press can replace the un-Sugar-like reliance of right-click that some
 activities are using.
 
 I've packaged many of these ideas into some experimental (and
 production) versions of some activities (Please see [1-7]). Feedback
 most welcome.
 
 2. It occurred to me that the Web Services framework that Raul and I
 developed a few weeks ago might make a nice home for a simple
 classroom service: handing in homework assignments and receiving back
 comments from the teacher and fellow students. Such a service could be
 dropped right into the same framework we built for Facebook, so in the
 Journal, there would be a Share with (or Copy to) Teacher and comments
 would appear in the Journal detail view (and be directly integrated in
 the Portfolio). Simple, but potentially quite useful.
 
 === Tech Talk ===
 
 3. Adam Holt reported on the School Server Hack Sprint held in Toronto
 (See [8]).
 
 4. Daniel Narvaez has been making great progress on Agora, his
 attempt to achieve the goals of the Sugar Learning Platform using the
 web technologies (See [9]).
 
 === Sugar Labs ===
 
 Visit our planet [10] for more updates about Sugar and Sugar deployments.
 
 -walter
 
 ---
 
 [1] http://people.sugarlabs.org/~walter/Abacus-47.1.xo
 [2] http://people.sugarlabs.org/~walter/Chart-9.1.xo
 [3] http://people.sugarlabs.org/~walter/Chat-78.1.xo
 [4] http://people.sugarlabs.org/~walter/Labyrinth-14.4.xo
 [5] http://people.sugarlabs.org/~walter/Portfolio-41.2.xo
 [6] http://people.sugarlabs.org/~walter/Speak-44.6.xo
 [7] 
 http://activities.sugarlabs.org/en-US/sugar/addons/versions/4027#version-173
 (TurtleBlocks-173.xo)
 [8] http://lists.laptop.org/pipermail/server-devel/2013-February/006258.html
 [9] http://lists.sugarlabs.org/archive/sugar-devel/2013-February/041847.html
 [10] http://planet.sugarlabs.org
 
 
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Re: [IAEP] kids building Re: activities (games) recommended age

2012-11-28 Thread STEPHEN JACOBS
Howdy folks,

just a reminder that to get some other folks involved from outside of the IAEP 
group looking at your educational games questions/comments/research you should 
think about joining the International Game Developers Association Special 
Interest group on Learning, Education and Games

 (https://groups.google.com/forum/?fromgroups#!forum/igdaleg)

We've got 112 members from Industry and Academia and it's a great way to find 
like minded folks
On Nov 28, 2012, at 7:10 PM, Yama Ploskonka wrote:

 James,
 
 impressive work! congrats!
 
 On 11/28/2012 04:19 PM, James Simmons wrote:
 snip
 http://www.flossmanuals.net/e-book-enlightenment/
 eate books too.  Just as we have students writing Sugar Activities and even 
 contributing code to Sugar itself we will also soon have students writing 
 and publishing textbooks and other materials.
 
 in a few words, what do you think is the key elements that are stopping kids 
 from doing that?
 As you present them so well, it is not because of lack of tools and resources.
 I would assume there would be a ramp up, a few at first, then a deluge. So 
 far apparently really not much...
 
 Something must be missing. After 5 years and couple million XO's in the wild, 
 it's not happening (yet?), to the point that maybe it will never happen?
 
 BTW, you know that the kids contributing code, they can be counted with the 
 fingers of one hand... Which makes them all the more important, but, again, 
 why not more? why not teachers, hundreds of them?
 Maybe it's something to do with construct***sm? Evolution?
 
 
 
 
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[IAEP] Sissy's Ponycorn Adventure creators call for constructivism

2012-11-04 Thread STEPHEN JACOBS
Perfect case for Sugar, Scratch, etc

http://kotaku.com/5957329/five-year-old-girl-one+ups-making-her-own-game-by-giving-her-own-tedtalk


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Re: [IAEP] Gamification in Sugar Network

2012-06-08 Thread STEPHEN JACOBS
Cool, thanks for the clarification.

I'm not in anyway, shape or form against ramifying Sugar contributions, 
activities, whatever.  Just wanna make sure that its done thoughtfully if and 
when it happens
On Jun 8, 2012, at 12:12 AM, Aleksey Lim wrote:

 On Thu, Jun 07, 2012 at 07:14:27AM -0400, STEPHEN JACOBS wrote:
 The documentation doesn't really address the context, purpose, goals or 
 implementation of gamification beyond the fact that there should be hooks in 
 the sugar network to support it.
 
 The seemingly arbitrary metaphor (sun, star, moon etc ) and the reference to 
 points suggests that this is abstracted away from what the user actually 
 does in the system as does the reference to points without a discussion of 
 what they are for or how they work.
 
 Research shows that Gamification that is not thoughtfully designed and 
 implemented  may have a bump of interest in the short term but gets ignored, 
 becomes an annoyance, or actually a disincentive to participation in the 
 longer term.
 
 IMO, If the Sugar community wants this network to be gamified it needs more 
 thinking and design work before that functionality is implemented.
 
 Sorry if my original post about gamification was misleading, Sugar
 Network is not designed to implement gamification obligatory. Sugar
 Network is exactly about core functionality I mentioned in my previous
 post.
 
 For sure, gamification requires more thinking and system approach. And
 for me it is absolutely clear, it should be pluggable feature in Sugar
 Network (in some cases it will work as supposed, in others it will only
 an obstacle to do regular daily work).
 
 -- 
 Aleksey

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Re: [IAEP] Gamification in Sugar Network

2012-06-07 Thread STEPHEN JACOBS
The documentation doesn't really address the context, purpose, goals or 
implementation of gamification beyond the fact that there should be hooks in 
the sugar network to support it.

The seemingly arbitrary metaphor (sun, star, moon etc ) and the reference to 
points suggests that this is abstracted away from what the user actually does 
in the system as does the reference to points without a discussion of what they 
are for or how they work.

Research shows that Gamification that is not thoughtfully designed and 
implemented  may have a bump of interest in the short term but gets ignored, 
becomes an annoyance, or actually a disincentive to participation in the longer 
term.

IMO, If the Sugar community wants this network to be gamified it needs more 
thinking and design work before that functionality is implemented.

Sent from my iPhone

On Jun 7, 2012, at 5:26 AM, Aleksey Lim alsr...@sugarlabs.org wrote:

 On Wed, Jun 06, 2012 at 12:04:36PM -0500, Sebastian Silva wrote:
 /* en español abajo */
 Hi,
 One proposal to evidence the value of interactions within the Sugar Network
 user interface is to count, for each context, and to show them in the 
 interface
 as such:
 
 1 interaction = 1 Sun badge
 
 This is to continue with the icons Star - Moon - Sun.
 
 To better understand this in reference to Sugar Network, with interactions 
 we
 mean contributions of feedback or support resources users provide within the
 network.
 
 Not every interaction has been implemented graphically yet but for reference 
 here are the high level conceptual documentation:
 http://wiki.sugarlabs.org/go/Sugar_Network/Concept
 
 And the low level Objects Model that sustains it at this time:
 http://wiki.sugarlabs.org/go/Platform_Team/Sugar_Network/Objects_model
 
 Feedback at this point is appreciated as we prepare to launch at scale.
 
 Regards,
 Sebastian
 
 In fact, regarding Sugar Network, my original post was rather about
 popping up this subject (and it seems I missed the fast that it is
 already was well discussed) and less about doing something particular.
 
 But for Sugar Network in particular. I'm sure the core functionality
 that SN is assumed to provide (content/social/support network to connect
 offline and online people) is much more important than any [current]
 trend. And before trying to implement such high level features like
 gamification moments, SN should be mature enough to do its core
 functionality on reliable basis.
 
 The problem with gammification (as was already mentioned), it is just
 one of possible ways and have its own props and contras. And it will be
 more useful to design SN in the way that there is core functionality
 and a bunch of high level solutions that implement one of education
 metaphor.
 
 In fact, there is already such model when there is a SN server and
 it is possible to implement any client application. But I think it will
 be more useful to have default client application that provides only
 core functionality (i.e., pure technical possibility without forcing
 particular model). As a useful addition, such default client application
 might support applying a kind of skins on top of it to implement
 particular education metaphor (I guess it will be useful during the
 educational process to switch between several models).
 
 -- 
 Aleksey
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Re: [IAEP] Gamification in Sugar Network

2012-05-30 Thread STEPHEN JACOBS
1. As regards tech, I'd suggest Open Badges as a good way to go here.  Being 
implemented for the Fedora team by folks local to RIT, so we could probably 
help there.
2.  As regards Gamification, especially for education, there's a lot more there 
than just issuing points and badges.  It requires a deep dive into 
intrinsic/extrinsic motivation, goals for what Sugar Labs wants out of it, a 
look at the cultural impacts within the varied locals in which its being 
implemented yadda yadda yadda.  Bad ramification boomerangs back and leaves you 
worse off than you were before.
On May 30, 2012, at 11:47 AM, Walter Bender wrote:

 On Wed, May 30, 2012 at 11:30 AM, David Van Assche dvanass...@gmail.com 
 wrote:
 Sure thing, we spoke about this at length and I think there were even
 screenshots made regarding gamifying sugar. I know we spoke about it with
 quite some enthusiasm during the Paris Sugar Convention, and then after that
 on the mailing lists. I think we might even have written something online
 about it. I, for one, think it would be almost an essential next step in the
 Sugar UI. But it would require getting all activity creators on board, as it
 probably can´t be done just on a centralised level.
 
 kind regards
 
 On Wed, May 30, 2012 at 11:40 AM, Aleksey Lim alsr...@sugarlabs.org wrote:
 
 Hi all!
 
 It seems that the initial idea to have some gaming components in Sugar
 Network (pretty initial like Players instead of Users or Roles, and
 absent in current implementation) is a kind of global trend :)
 
http://en.wikipedia.org/wiki/Gamification#cite_note-60
 
 In any case, if Gamification is good for CRM
 (http://zurmo.org/blog/gamification) it should be even more natural for
 systems like Sugar Network, i.e., that are oriented to students and
 collaborative work on content.
 
 --
 Aleksey
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 As I recall, the design team never settled its differences in terms of
 how this would work, but we could readily build the back end for
 accumulating badges/milestones/... in a standard way and those
 activity developers who chose to use these mechanism can do so. In the
 meantime, it was proposed to have a badges activity.
 
 (I will try to dig up the conversation threads and feature pages so we
 don't have to repeat the same conversations.)
 
 regards.
 
 -walter
 
 -- 
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 Sugar Labs
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[IAEP] April 16th Abstract Submission deadline for IEEE IGIC in Rochester, New York Sept. 7–9, 2012

2012-03-21 Thread STEPHEN JACOBS
The conference theme is Designing for Play and  is hosted by the School of 
Interactive Games and Media at RIT and the International Center for the History 
of Electronic Games at The Strong.  Confirmed speakers are Seamus Blackely, Ian 
Bogost, Vincent John Vincent, Ian Schreiber and others TBA.  Conference 
sessions will take place on the campus of The Strong with a behind the scenes 
tour and an All You Can Play reception on their vintage arcade systems Friday 
Night, a banquet and tour at RIT Saturday night and an optional bus tour to 
Niagara Falls on Sunday afternoon.  

For the full call for papers, read below or visit   IEEE Call for Papers
Conference Theme: Designing for Play

The IEEE Consumer Electronics Society is pleased to announce the Fourth 
International Games Innovation Conference. Continuing the tradition that began 
in London 2009, to Hong Kong in 2010, and extended to Orange, CA, USA in 2011, 
this conference is a platform for disseminating peer-reviewed papers that 
describe innovative research and development of game technologies. 
Participation from academia, industry and government are welcome.We are 
soliciting short papers (4 pages), long papers (5-8 pages), posters and panels.

Abstract Deadline: April 15th, 2012 
Author  Notification: May 14th, 2012 
Final Drafts Due: June 18th, 2012 
Final Acceptance: July 20th, 2012

: https://www.easychair.org/account/signin.cgi?conf=2012igic

Papers reporting innovations and new developments in all areas related to games 
and play are invited, including but not limited to the following:

Multi-player Games: cloud based games, networked games, location awareness, 
infrastructure, performance, latency, architecture, security

Game Platforms: mobile/handheld, computers, consoles, portable consoles, cloud 
servers, network servers, system architecture, network architecture

Beyond Entertainment: health, exercise, education, training, business, 
advertising, social change, usability beyond games

Design, Development and Production: design of games, tools, interdependencies 
of software  hardware, graphics, animation, content generation, artificial 
intelligence, cinematography

Interfaces: interoperability, wearable devices, biometrics, 3D effects, 
haptics, gaze, proximity, audio, gesture

Technology: multi-core processors, mobile SoC, memory, 3D display, 3D graphics, 
augmented reality, virtual reality, storage, vision, imaging, wireless, RF, 
MEMS, nano devices??

User Experience: playing experience, behavioral impact, social impact, player 
modeling, learning, cultural impact, lessons from games

Play: Theories of Play, historical evolution of play, relationship between 
electronic andnon-electronic forms of games and toys, psychological dimensions 
of play, play across the lifespan, impact of computers on play, player-audience 
interactions.

Game Design and Development Education: Curriculum Design, Course Design, Survey 
of Existing Programs, Informal Education

Selected papers will be invited to expand to full length for submissions to the 
IEEE Transactions of Consumer Electronics, the American Journal of Play and the 
Journal of Game Design and Development Education after the conference.

These papers must comply with the requirements of their respective journals. 
For more information on paper submission and or for interest in joining the 
review committee, contact Al Biles, j...@it.rit.edu, subject igic


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[IAEP] Introducing the IGDA Learning and Education SIG

2012-02-28 Thread STEPHEN JACOBS
Hi folks,

I'm happy to announce a new Special Interest Group of the International Game 
Developers Association, which will focus on games designed for learning in 
formal and informal contexts and on commercial entertainment titles used for 
learning as well.

The IGDA began, and still primarily is, a professional organization for 
commercial game developers.  That said, over recent years it has been embracing 
the less commercial side as well.  Within the IDGA are a raft of game designers 
who understand how to make games fun and engaging as well as educators 
interested in getting involved with games as a learning tool.  Most of the IGDA 
SIGS, including ours, require registration, but not membership or fees to join.

I invite those of you in San Francisco to join us in the IGDA Booth at GDC on 
Wednesday the 7th at 2:00 pm.  While the conference is a paid conference, the 
IGDA booth is usually in the lobby of one of the Moscone buildings and 
therefore does not require a conference registration badge to access.

I invite all of you interested in games and learning to  join our  Google Group 
at http://groups.google.com/group/igdaleg

Last but not least, PASS IT ON!  :-)

Hope to see you in SF or on-line.

Stephen Jacobs
Associate Professor, Interactive Games and Media
Visiting Scholar,International Center for the History of Electronic Games
Interim Chair, IGDA Learning and Education SIG
Editor-in-Chief, Journal of Game Design and Development Education
Director, Lab for Technological Literacy
Rochester Institute of Technology
152 Lomb Memorial Drive
Bldg 70
Rochester, NY 14623
s...@mail.rit.edu
585-475-780

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Re: [IAEP] Nice tool for learning Python

2012-01-29 Thread STEPHEN JACOBS
If you haven't seen Teagueduino yet, it's worth a look as a system that does a 
good job of making the invisible visible, especially parts of the programming 
interface that show you the signals/voltages in the chip being set high or low 
when things run.  The two pictures of the editor in the article below show some 
of this.


http://www.open-electronics.org/teagueduino-making-things-really-simple/
On Jan 29, 2012, at 8:55 AM, Alan Kay wrote:

 Hi Tabitha
 
 I don't think the premise of this system is for Python programming to be 
 discovered while doing it, and I didn't see any claims for this. 
 
 It simple makes the invisible more visible when manipulating computer 
 entities and invoking processes that are usually shrouded at best.
 
 Systems like Etoys and Scratch need this particular visualization less 
 because they have mostly visible objects that are being given behaviors (and 
 which also in Etoys' case have visible data structures -- e.g. Holders etc 
 -- as well). The programmers can see the changes in the already visible 
 objects. (That is partly the point in how they are designed for beginners.)
 
 But these systems use a lot of parallel invocations, so one could imagine a 
 facility like Bob Balzer's EXDAMS (in the 60s!) that captured all of the 
 behavior for a stretch and allow it to be played forward and backward 
 deterministically to help the programmer understand what was going on and the 
 communications between objects.
 
 I think the main point here is that it really helps any programmer, and 
 especially beginners, when the computer can be used to aid both their short 
 term memories and abilities in visualizing the consequences of their code.
 
 A system like the Python visualizer is especially useful for low-level 
 imperative-type data structure munging programming (and Python is often 
 learned in this way).
 
 Cheers,
 
 Alan
 From: Tabitha Roder tabi...@tabitha.net.nz
 To: Steve Thomas sthom...@gosargon.com 
 Cc: iaep iaep@lists.sugarlabs.org 
 Sent: Sunday, January 29, 2012 1:29 AM
 Subject: Re: [IAEP] Nice tool for learning Python
 
 On 28 January 2012 17:28, Steve Thomas sthom...@gosargon.com wrote:
 Just found this: http://people.csail.mit.edu/pgbovine/python/
 
 This tool looks like an amazing tool for someone who already understands 
 programming concepts to teach with but it seems a stretch for someone to 
 learn on their own with this tool by itself. 
 The first example code is aliasing but doesn't explain what a variable is, 
 or a function, or a list. It might be possible to discover these concepts 
 using the simulator but it is probably better explained in words. 
 Does anyone know of a suitable ebook or tutorial which the simulator could be 
 used with? Thinking of the cases where there is no one to guide the student. 
 Thanks
 Tabitha
 
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Re: [IAEP] Call for bids, Educational platform, curricular content for CEIBAL

2011-06-26 Thread Stephen Jacobs
Version in English?  If not, can someone give me the summary?  Time line to 
apply and deliver? Specific deliverables, etc?  Might be able to build an RIT 
team around it. 

Sent from my iPhone

On Jun 25, 2011, at 10:38 PM, moku...@earthtreasury.org wrote:

 On Fri, June 24, 2011 10:03 am, Yamandu Ploskonka wrote:
 $48 G in IADB funds, $114 G total
 
 page 18 has the abstract, and pp. 34-37 details on the actual stuff they
 are looking for.  The rest is lawyerly fluff, so beware...
 
 This is exactly what the Sugar Labs Replacing Textbooks program is about.
 Obviously Sugar Labs cannot do it alone, but if we can find appropriate
 partners, would you two, Yama and Christoph, want to work on it?
 
 Anybody else?
 
 Esto es exactamente lo que el programa de Remplazando los libros de texto
 de Sugar Labs se trata. Obviamente Sugar Labs no puede hacerlo solo, pero
 si podemos encontrar los socios adecuados, lo haría con dos, Yama y
 Christoph, quiere trabajar en él?
 
 ¿Alguien más?
 
 On 06/16/2011 04:53 PM, Christoph Derndorfer wrote:
 2011/6/16 nanon...@mediagala.com mailto:nanon...@mediagala.com
 
/Christoph Derndorfer wrote:
 vi que Plan Ceibal anunció una licitación para Plataforma
Educativa on line...

 -/
 
 
 
Hola, Christoph:
 
No soy experto en Licitaciones, ni tampoco en Plataformas
Educativas, en lo único que te puedo ayudar es en pasarte un
pequeño resumen de lo que pide dicha licitación.
 
De las 59 páginas de la Licitación

 http://ceibal.org.uy/docs/Licitacion-152-2011-Pliego-%20Condiciones-Plataforma.pdf
te lo acorté a 12 páginas (es el pdf que puse como attach a éste
e-mail). Le borré 47 páginas que estaban llenas de bla bla de
agogados.
 
 
 Paolo,
 
 te agradezco mucho para esta version, ahora fue mucho más facil
 encontrar los aspectos relevantes.
 
 Tampoco sé mucho de este tipo de licitaciones pero lo que si me parece
 interesante - en especial en comparación con la licitación de Rwanda
 que parece haber sido parecido en su enfoque - que la describción en
 la sección de los contenidos educativos esta bastante amplio. Si lo
 entiendo bien en Rwanda habían requisitos de certificación segun un
 estandard educativo pero no veo nada de esto en esta licitación
 uruguaya.
 
 En todo caso será interesante ver los resultados de este proceso... :-)
 
 Saludos,
 Christoph
 
 --
 Christoph Derndorfer
 co-editor, olpcnews
 url: www.olpcnews.com http://www.olpcnews.com
 e-mail: christ...@olpcnews.com mailto:christ...@olpcnews.com
 
 
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 -- 
 Edward Mokurai
 (#40664;#38647;/#2343;#2352;#2381;#2350;#2350;#2375;#2328;#2358;#2348;#2381;#2342;#2327;#2352;#2381;#2332;/#1583;#1726;#1585;#1605;#1605;#1740;#1711;#1726;#1588;#1576;#1583;#1711;#1585;
 #1580;) Cherlin
 Silent Thunder is my name, and Children are my nation.
 The Cosmos is my dwelling place, the Truth my destination.
 http://wiki.sugarlabs.org/go/Replacing_Textbooks
 
 
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Re: [IAEP] DesignBlocks

2011-06-05 Thread Stephen Jacobs
Agree that processing makes more sense.  Large established community.  Also 
speaks to the Kinect fairly easily though I don't know if we'll be seeing that 
happen :-)
On Jun 5, 2011, at 8:37 AM, fors...@ozonline.com.au wrote:

 
 It may be a better investment of our resources to port Processing (which is
 Java-based) to Sugar.
 
 which might then make it easy to get the Arduino IDE into Sugar (which I 
 think is Processing)
 
 Tony
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Re: [IAEP] Gnome vs Sugar -- The judgement day

2010-06-26 Thread Stephen Jacobs
For whatever it's worth, I'm always in favor of allowing options, I'd make it 
harder but wouldn't kill it.


Stephen Jacobs
Associate Professor
Interactive Games and Media
Rochester Institute of Technology
102 Lomb Memorial Drive
Bldg 70
Rochester, NY 14618
s...@mail.rit.edu
585-475-7803


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[IAEP] RIT Prof Intro.

2010-06-18 Thread Stephen Jacobs
Howdy folks,

Mel pointed me to this list.  I've been running the efforts at RIT for the past 
18+ months.  Rather than  fill your e-mailboxes up, take a quick peek at this 
blogpost to see what's been going on...


http://gryphonscratches.blogspot.com/2010/06/posse-fossrit-list.html





Stephen Jacobs
Associate Professor
Interactive Games and Media
Rochester Institute of Technology
102 Lomb Memorial Drive
Bldg 70
Rochester, NY 14618
s...@mail.rit.edu
585-475-7803

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Re: [IAEP] NYSCATE - Nov 2009 in Rochester NY

2009-06-04 Thread Stephen Jacobs
last time I talked to the NYSCATE folks I had a booth for the RIT game  
dept again this year.  Last year and this year I will be showcasing  
our OLPC efforts in that booth and am happy to use it to support the  
efforts in any way I can.
Sent from my iPhone

On Jun 1, 2009, at 7:50 AM, Karlie Robinson karlie_robin...@webpath.net 
  wrote:

 Caroline Meeks wrote:
 Hi Karlie,

 Its looking like Rochester is going to be a hotbed of Sugar  
 development.  We are hoping to co-locate a Sugar conference with  
 NYSCATE.

 Given that I think we should really go for it on in terms of  
 presentations.  My thought is lets propose two hands on 3 hour  
 workshops.  Using Sugar in the Elementary School Classroom and  
 another specializing in Using Sugar in Math Instruction. Lets also  
 sign up for a 1 hour lecture format session on Sugar.

 Who else is going to be there? Is there someone from Math4 group  
 who can be Presentor 1 for the Math Class?

 Of course I'll be in town and I've done a 50 minute presentation on  
 Math4 at Ithaca EdTech day and Bar Camp Rochester[1].  I was the one  
 who got everyone going on Math4 in Rochester (Fedora XO donation to  
 RIT and liaison work).
 We also have Steve Jacobs the RIT professor who ran with my  
 suggestion to teach Open Source development.
 And last but not least, Fred Grose who'll be overseeing the RIT Co- 
 ops this summer, Wiki Magician, and the guy who's been beyond  
 helpful filling in our knowledge gaps concerning OLPC and Sugar Labs.
 Steve and Fred were also the driving force behind an OLPC Grass  
 Roots group in Rochester.  I just happened to come to the first  
 meeting as a Fedora-OLPC SIG rep.  The rest is kismet.  (Rochester  
 NY is a hot bed for FOSS to begin with LUG of Rochester is one of  
 the oldest Linux User Groups in the world running continuously for  
 15 years)
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