Learn Mobile Application Development Textbook
Texas has recently added Mobile Application Development to the approved curriculum for high school students beginning in the academic year 2012-2013. This is a very exciting development for high school students in Texas and, assuming other states follow suit, across the U.S. and potentially the world (okay, yes, I like to think big!).
After carefully combing through the curriculum I found that my Beginning Mobile App Development with Corona textbook, which was written for the college age, is very close to meeting the majority of requirements set forth by the Texas Education Agency curriculum 126.39 (as approved 9/2011).
By late spring I will have a textbook that meets or exceeds all of the curriculum requirements provided by the T.E.A. The working title for the textbook is Learning Mobile Application Development. The text will introduce programming concepts via making mobile apps (a previous course in programming is not required by T.E.A.), how to identify the needs and create the user interface for apps, provide opportunities for students to collaborate on the projects, conduct research in the mobile industry, provide many opportunities to exercise their critical thinking skills, learn about their responsibilities as digital citizens, and gain additional technology skills.
Of course, the textbook isn’t exclusively intended for Texas high school students. I am writing in a way that will hopefully make the book accessible to anyone who would like to learn how to create mobile applications but has no previous programming experience.
If you have any questions or comments, please, drop me a line!
Mobile App Development with Corona Now on Kindle
After a great deal of demand (and insistence from my wife) and reformatting assistance from my editor/daughter, I’ve been able to make the first 12 chapters of Mobile App Development with Corona available for the Kindle device through Amazon. Due to how Amazon structures it’s pricing, I was forced to break the book into parts. Of course, you can also purchase the full book from my site and directly support the hard-working author!
Part 1 covers chapters 1 – 6, which teaches how to get started, make your first basic app and publish to your test device. Available now for $9.99.
Part 2 covers chapters 7 – 12, which teaches about physics on mobile devices, how to make a top-down game, file input/output, SQLite, media, and using the device camera. Available now for $9.99 USD
Part 3 is forth-coming and will include chapters 13 – 17 and the Lua appendices. These chapters address using tables, widgets (which gives your app an native appearance), how to make a tower defense game, and additional resources.
If you’re not sure about whether this is the book for you, I have also made a sample available for $0.99 USD. The sample is the first chapter plus a little bit of chapter 2, just enough to give you a good taste of my approach to teaching Mobile App Development with Corona.
Major update to Texture Packer
There has been a major update to the Texture Packer software produced by Andreas Löw. You might recall that I have mentioned Andreas’ software previously to simplify making sprites for your mobile apps.
There are 25 new features included in Texture Packer including:
- New layout of the left side panel allowing easier change of exporter
- Auto update sprite sheet when re-entering TexturePacker
- Sprite highlighting
- Reveal in Finder / Explorer
- Preferences to change checkerboard color and hightlight color
- New icons
- Hotkeys
- Backspace / delete to remove sprites
- Dialog to select the Flash Player plugin to use
- Drag your sprites here – to give new users a faster start
- Allowing free choice of texture data file name
- Fit button for zoom
- Folders inside a smart folder are now blue
- Auto populate file names from other names e.g. save blah.tps also sets blah.png and blah.plist
And a few other great features including new exporters and import tools! So if you are using sprites in your games, I highly recommend Texture Packer.
It is available for just $24.95 at http://www.texturepacker.com/
ReLIVE 11: Researching Virtual Worlds
I’ve just returned from the ReLIVE 2011 conference (pronounce RelIve as in “It’s a-live!”, not re-leve, as in “I want to live”). ReLIVE is the Researching Learning In Virtual Environments held in Milton Keynes, England at the Open University. This is the second conference, the first held in 2008. ReLIVE (if you had not guessed from the acronym) is a gathering of academics and industry to discuss and present on current research in virtual worlds.
Not just Second Life
While much of the research currently centers around Linden Labs Second Life, the topics are not about Second Life, but rather are using Virtual Environments such as Second Life to conduct their research. Many I spoke with expressed concern about changes in Linden Labs policies and about being dependent upon a commercial provider with no real way to get the hours of work exported out of the proprietary environment so that it could be re-used in other products. Many of the researchers are now looking at OpenSIM, an open source project that makes use of the Second Life viewer, and Unity3D (I include myself in this last group) for the next generation of virtual learning environments.
While none of these are perfect solutions, and there are other options available, these were the two most frequently mentioned products for the next generation of development.
The Gathering
The 2011 gathering was a smaller conference than the first conference. There were many reasons for this, the poor economy being a major factor. The expectations of submission was also dramatically raised. While some top researchers were not able to attend for a variety of reasons, the net effect of all these influences was to create a more intimate gathering of professionals that truly care and are committed to the future of using virtual worlds for education. I felt that I had higher quality conversations all around with far more people because the conference was smaller.
This is/was an international gathering. While, again primarily due to the economy, there were fewer international attendees this year (I believe I was the only person from the USA at this years conference), It is well attended by people from the EU and the UK.
Why meet face to face to discuss virtual environments?
A very legitimate question!! The fact is, we DO meet up virtually on a regular basis. Research is discussed, concepts and ideas are tweeted and emailed. But, I believe (I can only speak for myself) that while virtual environments are a great substitute for physical environments in a great many instances, there is also great value in face to face meetings, and we fully recognize that.
Using Virtual Worlds for Learning
One of the big areas that VW are continuing to gain a great deal of usage is in the creation of simulations that are costly, dangerous, or just not practical to provide in a physical setting. We are seeing more and more simulations for training inspectors, miners, medical professionals, conducting physics and chemistry experiments, helping grade school students conceptualize abstract concepts and many many other uses.
Virtual Museums
We are beginning to see VW used by companies and museums. Recently a colleague and friend worked with a group of students to create a virtual museum for a local company. VW allows a company or museum to show their history and engage the viewer, not as a presentation but as an interactive experience. An experience that will allow interested people to move from an audience to a participant.
Current State of Using Virtual Worlds for Learning
According to Gartner Research (as of July 2011), the development of Virtual World usage is currently in the “trough of disillusionment” (sounds like an area in an RPG). And that is actually a really good place to be at this point in time. We, as developers and researchers, need to make vast improvements to virtual worlds before they are used ubiquitously. It is not yet easy to make changes to a VW, record grades, make lessons and keep it all working seamlessly and transparently. There is much work to be done before Virtual Worlds can provide the resources and answers that it can provide in the future.
Future of Virtual Worlds for Education and Work (One Guys Opinion)
I have often and loudly said that I don’t care for Second Life. I have tried it many times over the years, and I have never been happy with it. I do believe that SL has provided a critically important starting point for inquiry and development. I also think SL has been valuable as a centralize place where people can begin to experiment. But I’ve never felt it would be the Facebook of VW. What that means is that the opportunity to create the Facebook of VW still exists for entrepreneurial individuals who have the drive and understanding to create such an environment.
There are two things that VW are still missing (actually there are many more, but at the ReLIVE conference, I kept hearing these two): a killer app that can only be done in a virtual world; and a better, more user friendly interface that allows people to interact with that environment.
While we work out the killer app issue, the User Interface issue is getting better. Already we are seeing regular implementations of virtual worlds in such places as the PlayStation 3 Network. It won’t be long and we will have virtual worlds smoothly implemented on our mobile devices.
Conclusion
The organizers of the conference, led by Anna Peachey, and The Open University did a great job of organizing a very informative conference. You know the conference has been a success when everyone at the end is completely exhausted, brimming with new ideas that they want to research, excited about the future of their research, and armed with new people with which they can collaborate. I look forward to my next VW gathering!
*please realize that I am including many other peoples theories and concepts in this particular blog entry. I do not claim to be the originator of all these ideas (though a couple are mine), but for the sake of providing a reader friendly report with the hope of spawning more interest in virtual world research, I have written this in a less academic fashion that would be permitted elsewhere. If you’re interested in learning more or having some references, let me know. I can give you a reading list that will take years to work through.
