Internet Learning Volume 3, Number 2, Fall 2014 | Page 43

Internet Learning process, something rarely possible when working with a fetal pig in a lab (see Video 2). Note: Video contains graphic material. In 2006, the then Dean of Fine Arts at Miami University, Dr. Jose Bowen (author of Teach Naked) came to me with a request for an activity to support his popular Jazz History course. His class was a face-to-face course, and he was interested in developing a teaching activity that facilitated the “inverted classroom” approach. Prior to this time, I was not familiar with the term, despite the fact that my most effective learning activities also effectively facilitated the process of moving the content delivery out of the classroom, to save time for more meaningful activities during class. The activity, Jazz by Ear, provided the inspiration to SmashFact. This activity was a learning game version of the popular game “Name That Tune” tailored for Dr. Bowen’s Jazz History students. The activity was designed to teach students with no musical ability or training, the skill of analyzing jazz styles and famous pieces. The solution saved both students and Dr. Bowen valuable time. Students could study (play) at their own pace, remediate where necessary, and they knew that they were studying exactly what the Dr. Bowen needed them to study. Jazz by Ear’s level design spelled out what the student needed to know and let them practice as often as needed to prepare them for the exam (see below). Faculty could not possibly repurpose these learning tools unless they had a programmer on staff. Jazz by Ear was developed in Adobe Flash and delivered to students via browsers. Its reuse by other faculty would require two things: 1. In order to use Jazz by Ear in another jazz history class, faculty members would need to align their courses with the way the game levels were laid out according to Dr. Bowen’s semester plan. 2. For faculty in other disciplines wishing to repurpose the Jazz by Ear style game, a Flash Developer would need to sift through the code, make appropriate changes and prepare media to be in the proper format for delivery. With these barriers, I determined that a system was needed that could allow faculty to create an activity that could be customized for their curricula. I determined that the interface needed to be simple enough to be employed on smartphones and to allow different types of content (audio, images and text) to be used. Perhaps most importantly, I decided it needed to offer a method for faculty to get their course content into the game without great effort. In level 1, students learn instrument recognition. Level 2 teaches the student to listen for the most prominent or solo instrument. Each subsequent level became progressively more difficult, and was aligned with Dr. Bowen’s curriculum. In order to advance in the game, the current level had to be mastered. Mastery was achieved by randomizing the sounds in question, as well as the answers on the screen. Each incorrectly answered question was then returned to the queue until it was answered correctly. By level 32, students were asked to determine the jazz style by listening to a particular artist. Since I was the only instructional technologist working for the university at that time, planning for an activity to be reused was critically important. By changing the artwork and swapping the sound files, I was able to reuse Jazz By Ear for another Fine Arts faculty who taught phonetics. This time, I developed a game that associated each sound with the appropriate symbol. The game was called “Phun with Phonetics”. 42