ISNS students embrace learning in a world of virtual reality — from by

Excerpt (emphasis DSC):

To give students the skills needed to thrive in an ever more tech-centred world, the International School of Nanshan Shenzhen (ISNS) is one of the world’s first educational facilities now making instruction in virtual reality (VR) and related tools a key part of the curriculum.

Building on a successful pilot programme last summer in Virtual Reality, 3D art and animation, the intention is to let students in various age groups experiment with the latest emerging technologies, while at the same time unleashing their creativity, curiosity and passion for learning.

To this end, the school has set up a special VR innovation lab, conceived as a space for exploration, design and interdisciplinary collaboration involving a number of different subject teachers.

Using relevant software and materials, students learn to create high-quality digital content and to design “experiences” for VR platforms. In this “VR Lab makerspace” – a place offering the necessary tools, resources and support – they get to apply concepts and theories learned in the classroom, develop practical skills, document their progress, and share what they have learned with classmates and other members of the tech education community. 



As a next logical step, she is also looking to develop contacts with a number of the commercial makerspaces which have sprung up in Shenzhen. The hope is that students will then be able to meet engineers working on cutting-edge innovations and understand the latest developments in software, manufacturing, and areas such as laser cutting, and 3D printing, and rapid prototyping.  




Top 200 Tools for Learning 2016: Overview — from by Jane Hart

Also see Jane’s:

  1. TOP 100 TOOLS FOR PERSONAL & PROFESSIONAL LEARNING (for formal/informal learning and personal productivity)
  2. TOP 100 TOOLS FOR WORKPLACE LEARNING (for training, e-learning, performance support and social collaboration
  3. TOP 100 TOOLS FOR EDUCATION (for use in primary and secondary (K12) schools, colleges, universities and adult education.)




Also see Jane’s “Best of Breed 2016” where she breaks things down into:

  1. Instructional tools
  2. Content development tools
  3. Social tools
  4. Personal tools





Jane’s Top 10 Tools for Learning 2016 — from by Jane Hart


On Friday 23rd September, voting closes in the 10th Annual Survey of Learning Tool  – so it’s not too late to vote!

You can find out how to do so HERE – essentially it involves sharing your own Top 10 Tools for Learning – privately or publicly.

Anyway, as we reach the final few days of voting in 2016, I thought it was time to share my personal top 10 tools – so here they are:



Also see:




Photos of clouds and storms by Sean R. Heavey — from





Surreal monochromatic GIFs by Carl Burton — from by Christopher Jobson


 > Photomanipulation




Accurate ballpoint pen art — from





A rotating 42-layer sculpture of Franz Kafka’s Head by David Cerny — from by Christopher Jobson









PolyWood: Toy animal concepts rendered in polygons by Mat Szulik — from by Christopher Jobson






New powerful street art by Pejac — from





Google’s Tilt Brush allows you to paint in 3 dimensions — from






Watch the year’s best drone footage — in just 2.5 minutes — from by Hillary Grigonis





Vertiginous Skyscrapers of Hong Kong— from featuring the work of Ekaterina Busygina






Stunning 3D Chalk Art Illusions by Tracy lee Stum — from






I’m convinced this virtual reality short is the future of animation — from by Kirsten Acuna


If there’s one takeaway I’ve gathered from the Tribeca Film Festival, it’s that people are doing some incredible things with VR.

The New York City festival has 18 virtual experiences on display for attendees to check out this year in a Virtual Arcade, and one I kept hearing a lot of chatter about was “Allumette,” a nearly 20-minute animated short from startup Penrose Studios. I heard several people declare it the best VR short of the festival by far.

I agree. It’s excellent.

I checked out “Allumette” (French for Matchstick), which first debuted at the Sundance Film Festival earlier this year, Wednesday evening and was blown away by the experience.



It’s that level of immersion — where you feel like a participant in the actual story — that makes me excited to see what else filmmakers and artists will continue to do in this medium.




From DSC:
Below are 2 articles that I ran across, almost back to back.  Check them out and see if you, too, don’t see a major gap here. Though not really news, it doesn’t seem that we’re making much progress either.


The 25 Skills You Must Master to Land a New Job in 2016 (Infographic) — from by Jacquelyn Smith
If you know how to code or are fluent in another language, you’ll have a leg up on other candidates.


To find out what it takes to successfully land a job, LinkedIn analyzed all of the hiring and recruiting activity that occurred on its site in 2015, and uncovered the 25 hottest skills in 14 different countries.




Now, check this next one out!


When it comes to jobs, Generation Z may not be the ‘tech’ generation after all — from by Conner Forrest
A new study by CompTIA found that many young people are simply uninterested in IT jobs. Here’s how that could impact the workforce.

According to a new study by IT trade association CompTIA, a mere 13% of 13-17 year-olds surveyed said they want to pursue a career in IT. This is despite the fact that 70% of Generation Z respondents reporting that they love technology.

According to the CompTIA report, much of Generation Z’s disinterest in technological professions is mainly due to their lack of understanding about the field. This is especially true in school, with 38% of junior high and high school students saying their schools provide no information on IT jobs. According to, only 10% of high schools in the US offer computer science classes.

Also, the gender gap prevailed among Generation Z respondents with only 10% of girls saying they were interested in IT, compared to 23% of boys.



Houston, we have a problem!*
The demand isn’t being met — nor does it look like it will be met — with the appropriate supply.

*  Though this is not a new problem,
it doesn’t seem that we’re making
much progress here.




Discover Explain3D — from by Eben Atwater


Long ago, someone coined the adage, ‘a picture is worth a thousand words.’ Illustrators and teachers have grasped that simple truism throughout thousands of years of human history – It’s a fact that many, if not most of us, are visual learners. That’s especially true when it comes to things mechanical. That said, it’s 2015, and certainly time for a twenty first century iteration of this venerable learning principle to manifest. And in fact, it has – Consider Explain 3D – An interactive encyclopedia of 3D simulations and visualizations that helps kids, teachers or parents to explain and understand how things work. Explain 3D is a great tool to help youngsters develop the skills of logical thinking and imagination, while poking around in some very cool modern technologies and technical stuff.





Storytelling app a hit; launches a new chapter in transmedia — from by Gillian Shaw


Excerpt (emphasis DSC):

Paul Pattison and Luke Minaker knew they were onto something when they got an email from the mother of a nine-year-old who read the first instalment of their interactive story, Weirdwood Manor.

She wrote that she couldn’t get her son to pick up a book,” said Pattison, technical director of All Play No Work, producer of the iPad app. “She got the app for her son and he went through it in two nights. He finished both books.

And then because we don’t have book 3 out yet, unprompted by her he went over to the bookshelf and pulled off a paperback and started reading chapter books again.

While the storytelling app had already shot to ‘Best New App’ in Apple’s app store, chalking up 5,000 downloads in the first two weeks after it was released, the realization that it converted a reluctant nine-year-old to an avid reader confirmed for Pattison and Minaker they were on the right track.

It is a common theme we have been hearing,” said Pattison. “They get to this age range of eight to 12 and they stop being interested in reading. Video games, Snapchat – all these other things dominate.

Although we’re an app in digital, what we really wanted to do is re-engage kids in reading, tap into their imagination, have them rediscover that.




My thanks to Mary Grush at Campus Technology for her continued work in bringing relevant topics and discussions to light — so that our institutions of higher education will continue delivering on their missions well into the future. By doing so, learners will be able to continue to partake of the benefits of attending such institutions. But in order to do so, we must adapt, be responsive, and be willing to experiment. Towards that end, this Q&A with Mary relays some of my thoughts on the need to move more towards a team-based approach.

When you think about it, we need teams whether we’re talking about online learning, hybrid learning or face-to-face learning. In fact, I just came back from an excellent Next Generation Learning Space Conference and it was never so evident to me that you need a team of specialists to design the Next Generation Learning Space and to design/implement pedagogies that take advantage of the new affordances being offered by active learning environments.








Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!

© 2019 | Daniel Christian