Today, John and I moved the eXperiencePlay website from xp.keeganslw.com to experienceplay.education. I was worried this process would be cumbersome but I was pleasantly surprise when we succeeded after a few minutes of research and work.
Next we moved all of the folders and files located in the xp.keeganslw.com directory over to the experienceplay.education directory including all of the .php files.
Notably, we didn’t have to alter the WordPress MySQL database. In fact, we never touched the database! 🙂
Step 3 – Disconnect & Reconnect Jetpack (& Other Cleanup)
To finalize our site transfer, we followed Jeremy Herve’s recommendation from this forum, allowing us to transfer our Jetpack site statistics from xp.keeganslw.com to experienceplay.education. Otherwise, the only remaining cleanup required was updating a few URLs to point to experienceplay.education and establish a redirect from the old domain to the new domain.
To upload additional images to your website, you’ll need to change the Media directory under Settings>Media. The field is titled “Store uploads in this folder” and needs to be replaced with file path for your new domain and directory. Here’s what that setting should look like:
This process was much simpler than I anticipated and I’m excited to maintain the eXperience Play website visitor statistics. Originally, we set out on this process to separate my domain from the eXperience Play program in preparation for OLCInnovate and to encourage other individuals to use our curriculum (similar to GOBLIN). Now, I’m trilled to have learned how effortless it is to change a WordPress website domain!
The featured image is provided CC0 by Денис Евстратов via Unsplash.
Edit: Another paragraph and screenshot were added to step 3 to describe changing the media directory before you can upload additional photos to the website. This issue was discovered after this post was originally published.
Sometimes I have way too much fun. I recently acquired a 1st gen. Apple TV and wanted to breath some new life into it. So, I decided to remove its extremely outdated operating system (version 3.0.2) and replace it with something that actually allows media streaming. I decided to start with OSMC and followed this excellent video guide:
The installation process was smooth for the most part—I only had one snag during setup. The most updated version of OSMC from November was not installing properly, so I repeated the steps outlined in the video using the October build of OSMC and succeed. (I tried to update the October version to the November one later, but that update failed so I’ll stick with the older version for now.)
At this point, most people stop with an awesome Kodi enabled Apple TV but I wanted much more from this Debian 8.6 Linux computer! In accordance with the recommendations from the aforementioned video guide, I installed LXDE as the desktop interface. It was at this point that I started dreaming of all the things I could do with my new linux computer!
Apple TV As A Computer
First, I installed a web browser. Learning to use the “apt-get” command from forums, I installed Firefox ESR and explored my first text-based web browser, Lynx. It was a spectacular experience to see what the web looks like when images, videos, and advertisements are stripped away and words are all that remain.
Next, I built a Twine game from my Apple TV and used the notes from eXperience Play to add some style to my simple game. Once it was built I decided to upload and host the HTML game on my OU Create domain.
Eventually, I decided to load office software onto my Apple TV to create some documents. To install LibreOffice, I had to learn how to setup backports by creating text files in the command line using:
But after some tinkering and patience, I was able to install LibreOffice onto the Apple TV. With this software, I composed my first document from the Apple TV.
After playing around with Debian Linux for a few hours, I started to push my goals even further. I wanted to see what it would take to turn my Apple TV into a web server. 🙂
Apple TV As A Web Server
There was a phenomenal guide on setting up a LAMP environment in Debian that I followed to transform my Apple TV into a server. However, I had trouble getting MariaDB MySQL to install properly. Since I wasn’t determined to install any web apps that used MySQL, I didn’t sweat this problem and turned my attention towards the more crucial Apache2 and PHP5 and started getting more ambitious.
First, I discovered I could host the Apple TV-made Twine game on the Apple TV itself by placing the HTML file in the web root directory that Apache had generated (in my case /var/www/html). THIS WORKED PERFECTLY. In other words, files located in the computer folder “html” (that is located in the folder “www” that is located in the folder “var”) on the Apple TV were now accessible to other computers on my home network. This meant I was able to navigate to the IP address of my Apple TV using my iPad to access the Twine game.
In fact, any device on my home network can navigate to http://10.0.1.30/twine.html and access the html file that was being hosted by my new LAP (Linux, Apache, PHP) server. Yet this game was only simple HTML and I wanted to take the Apple TV even further.
So, I started exploring web apps since some flat-file CMS like Grav don’t require MySQL to operate, I started exploring what it would take to run a Grav website from my Apple TV. I spent a while reading and researching the requirements like editing the apache2.conf file to allow .htaccess to function and installing different PHP components. However, after I looked at my watch and saw 8 hours had past since I started this adventure, I decided it was time to take a break… 🙂
What’s Next For The Apple TV?
I want to finish getting Grav running on my new web server, but I’ll need to do a bit more research before another Apple TV journey. Also, I’m exploring a firewall exception and mapping port 80 in my router to grant users access to my Apple TV web server outside of my home.
Finally, I’m considering installing node.js and trying to get a copy of Ghost running. This may be feasible as opposed to running something like Sandstorm.io or Gitlab, with the measly 256MB of RAM on an Apple TV.
WHY? Why Not?
If you played the Twine game I keep referencing, you’ve already witnessed me questioning my intentions. Why the heck did I spend all day turning a media player into a computer and then into a server? I may sarcastically reply with “why not?” but the real reason is for the fun of learning. Today, I taught myself loads of awesome stuff! From heavy usage of the Debian command line to Apache2 as a web server to how the web works at a file and IP address level—these days of experimentation, building, and re-building help me understand technology and its role in our lives. For me this was more than an exercise in learning, this was an opportunity to discover how and why I’d bring the web into my own classroom.
The featured image is provided CC0 by Ilya Pavlov via Unsplash.
1. Brainstorming topics & questions – After Melissa asked if I wanted to host a night of #games4ed, I started thinking about what subjects I wanted to do. Eventually, I decided on Open Educational Resources (OER) and Game Design. John Stewart and I had just recently finished GOBLIN, which was built as an OER table-top game to teach professors about gamification and game-based learning. All of these ideas were fresh in my mind and I wanted to hear other educators contribute to this conversation. I am glad I selected this topic because #games4ed has not covered OER yet. So, I was excited to be the first!
2. Creating question graphics – #Games4ed uses images to showcase the questions each week. The advantages of this approach means questions can be longer than 140 characters and graphics are easier to see among a sea of tweets. Additionally, I wanted to emphasize the OER theme for the night. So, I ended up using artwork from the public domain game Glitch to build the graphics. Some of the assets were used in GOBLIN, so I was familiar with the resources at my disposal. Finally, to edit the graphics, I used Pixelmator (a streamlined photoshop-like software) and I believe the graphics turned out great!
3. Scheduling Tweets – One of my major concerns for moderating was getting overwhelmed by the number of tweets I felt required to produce. Therefore, I removed all of this stress by using Tweetdeck schedule tweets feature. First, I calculated how to spread seven questions across one hour—I determined to start questions at 8:05PM ET and reoccur every eight minutes. Next, I scheduled other tweets I thought were relevant for the chat including an introduction and links to OER resources. In other words, I intended to limit my focus to the tweets of the participants.
What I Learned from Moderating
Scheduling tweets is the only way to keep up with the conversation. As a moderator, I want to welcome and make as many people feel at home as possible in the Twitter chat. Between being hospitable and attempting to hold a dozen conversations at once, having my own questions and answers running in the background helped me stay on track.
Begin moderating Twitter chats in small circles. The #games4ed live chats are sizable with anywhere from 25-60 participants. (Last night included 37 users.) In contrast, there were nearly 400 participants #oklaed on Sunday evening. If you want to host a Twitter chat for the first time, I recommend starting with a smaller community. A manageable live chat let me practice moderating and I had a positive experience hosting.
Inviting friends makes the event more fun! I gave some of my friends access to the questions for the night and although they couldn’t be present, they scheduled tweets to sync with my questions. This generated more ideas and their support was encouraging during the live chat (shoutouts to John Stewart and Jason FitzSimmons).
I need to practice keeping up with the conversations. During the chat, I fell behind a couple of times as I was attending to earlier tweets. I know this is inevitable in a Twitter chat, but since hosting I want to improve my response time in future sessions.
A core group of participants helped engage more users. Since it can be difficult keeping track of everyone, I am grateful to the regular participants for helping supplement my engagement. Melissa and Steven, were especially helpful during this session as they insured participants didn’t slip through the cracks.
I enjoy live tweeting! This was an awesome experience. From brainstorming questions to connecting with educators, I discovered that I value the process of moderating Twitter chats. I can’t wait to host another!
While the thought of gamifying an entire class or even elements of a class will be daunting for many, GOBLIN also includes more universal and applicable concepts. Well designed games introduce game mechanics and then increase the difficulty of tasks to encourage mastery of those mechanics. They encourage team work, challenging players to combine the strengths and overcome the weaknesses of team members. They allow you to lose and to learn from that failure to improve. By adapting these lessons for the classroom, we seek to improve student engagement and help students master the skills to succeed in college.
We hope that the design of GOBLIN will be more entertaining and provide better transference of skills than traditional lecture- or seminar-based workshops. The whole point of the project is to think about how we can create more active and engaging environments that motivate students to learn.
Open content was key in building this project. The most visible example of open content in GOBLIN is the integration of artwork from Glitch the Game. When the game was discontinued in 2012, the programming team at Tiny Speck (many of whom served as the developmental team for the giant communication app Slack) released both the game code and the creative assets as open content in the public domain. This meant that we could use any assets from Glitch to develop GOBLIN.
The ability to repurpose this artwork from the public domain inspired our storylines and allowed us to focus on developing game mechanics and instructional content. All of this would not have been possible without the availability of high quality open content. For this we are grateful to Glitch creators.
We also drew on other open content resources including pixabay.com, a repository for open source artwork was phenomenal for acquiring content. Unsplash is another fantastic source for high-resolution, breathtaking photographs that can be freely used.
All of these resources hold a special place in our hearts, because they are aligned with personal philosophies on educational materials: open access content is best. While, we intend to run this series as often as we can find interested folks to participate, we hope to reach a far larger audience outside the campus of OU by offering the website as an open educational resource.
We encourage anyone visiting the site to run their own versions of Goblin by using the site or by building and improving their own forked version. To that end, we have used the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license throughout the site to assure users that they are welcome to use and adapt any material presented as long as they attribute it and don’t charge money for it. Let us know if you want help in playing the game, using the resources, or adapting the workshops in whatever way suits you best.
We encourage you to consider sharing your next project as an open piece of content. Together, we can build even greater projects with the option to iterate and grow from other pieces of content.