Expanding Learning Opportunities with Transmedia Practices (part 1) — from worlds-of-learning.com by Laura Fleming

 

Transmedia-LauraFleming-Part1-MarApr2014

Excerpt:

The proliferation of digital and networking technologies enables us to rethink,  restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students’ real emotional engagement with the process of learning. Transmedia learning applies storytelling techniques across multiple platforms to create immersive educational experiences that enable multiple entry and exit points for learning and teaching. By utilizing constructivist and connectivist precepts in the application of these techniques, we can create pedagogies that are transformative on many levels. Encapsulating these notions in the concept of the Transmedia LearningWorld (TLW) allows educators to combine the exciting affordances of the digital technologies with real-life experiences and truly learner-focused pedagogies to produce profoundly productive and powerful learning experiences.

Expanding Learning Opportunities with Transmedia Practices (part 2) — from worlds-of-learning.com by Laura Fleming

Excerpt:

Transmedia storytelling exemplifies learning in the twenty-first century by merging the concept of storytelling with that of the listener-learner and the resulting emotional engagement with the pervasiveness of media. We might define transmedia learning as: the application of storytelling techniques combined with the use of multiple platforms to create an immersive learning landscape which enables multivarious entry and exit points for learning and teaching.

Expanding Learning Opportunities with Transmedia Practices (part 3) — from worlds-of-learning.com by Laura Fleming

Excerpt:

None of this is easy though. Teachers must be given the support they will need to prepare for the concomitant shift in instruction; they will need help to make sense of the new kinds of content that will make their way into the classroom; they will need encouragement to change their approach to teaching and to learning accordingly; and they will need support in how to effectively weave and integrate technology into their practice. The effective use of digital learning can help school districts meet these educational challenges, including, as we have noted, implementing college and career-ready standards for all students, as outlined in the Common Core. Educators need to come to see technology as intrinsic to their instructional practices. Rather than envisaging a process in which technology is merely embedded into the curriculum, an attitude that so often relegates the technology to an afterthought or just one amongst a range of motivating techniques, it should be about the seamless integration of technology into every aspect of teaching and learning through transmedia practices. Technology tools should be so much a part of learning that the friction is removed because of educators and learners do not waste energy thinking about how it works, instead becoming an essential component of all that goes on in the classroom.

Expanding Learning Opportunities with Transmedia Practices (part 4) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The paradox lies in the fact that, at the same time that political and economic forces are pushing the agenda of standardization with some determination, the social-technological environment that we now inhabit is pushing education in the opposite direction. In a real sense, learning is breaking free from the tradition model of education—with school as the central paradigm in that model—simply because the walls of the school can no longer contain all the knowledge and content and desire to learn that is now flowing freely across the ether and intermingling across borders without constraint.

Expanding Learning Opportunities with Transmedia Practices (part 5) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The power of Inanimate Alice lies in the organic connection that is made between the story and the medium along with the innovative use of design and structure. The story unfolds in a game-like world that makes readers direct participants in helping the story to unfold across multiple platforms. With hours of interactive audio-visual experience built in, a gripping mesh of games, puzzles, sights, and sounds embellish and enhance the storyline. The interactivity and narrative are not distinct from one another. In the case of Inanimate Alice, the interactive elements simply cannot be separated from the story. Whether it is controlling Alice’s Baxi (her handheld gaming device) or communicating with Brad (her virtual friend on the Baxi), the embedded technology enhances the narrative and helps it to unfold in manifold directions under the reader’s impulse. It is this that makes Alice a truly unique digital reading experience.

Expanding Learning Opportunities with Transmedia Practices (part 6) — from worlds-of-learning.com by Laura Fleming

Excerpt:

As co-creators of content, our students actively participate in and take control of their own learning. As echoed by the United States Department of Education, the rich, fictional worlds of transmedia tend to create a greater level of social interaction that can inspire children to create their own stories and media products and to share them with each other. The experience of reading is changing. In a transmedia learning experience, reading is now simultaneously an individual act and a social act. Similarly, students can be individual producers but are also able to engage on collaborative sharing, joint creativity, and proliferation of knowledge across the globe.

 

 

Bringing the Wonder of the Web to Video (emphasis DSC)
Our mission is to usher in a new age of expression.

Anyone can easily create professional-quality videos combined with all the interactivity you expect to find inside a browser. We call these TouchCasts, a new medium that looks like video, but feels like the web.

— Per TouchCast.com


 

TouchCast in Education

 

TouchCast-in-Education1

 

TouchCast-in-Education2

 

TouchCast-in-Education3

 

 

Also see:

 

Some items/resources regarding gaming/video games as it pertains to education:



Bypassing the Textbook: Video Games Transform Social Studies Curriculcum

Teaching With Digital Games: a Video Case Study and Teacher Q&A with the Joan Ganz Cooney Center and Lisa Parisi

State Senate bill encourages learning via video games — from Murrow News Service by Matt Benoit

Higher Education Is a Massively Multiplayer Game — from educause

BETT 2014: Exploring the classroom of the future
From 3D gesture control to augmented reality textbooks, the classroom of the future will be more connected that ever before

Jane McGonigal.com

Learning Games Network

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Play to Learn: 100- Great sites on gamification — from top5onlinecolleges.org/gamification by Emily Newton

Play to Learn: 100 Great Sites on Gamification

 

Learning at Home: Families’ Educational Media Use in America — from joanganzcooneycenter.org by Victoria Rideout, January 24, 2014

Do Games Have a Future in Education?— from learndash.com by Justin Ferriman

Excerpt:

With the growing popularity in gamification and game-based learning, more and more conversations are being held about the viability of games in the educational sector (particularly K-12). Many are wondering to what extent should K-12 education use gamification in their learning.

The simple answer is that there really isn’t an exact answer. I think that using game theory in learning environments can prove useful (it’s been done in some capacity for years), but relying too much on it to drive home a lesson, or to teach the content, can be a mistake.

6 Lessons from the Trenches of Digital Learning Game Design at #ASTDTK14

 


However, excessive amounts of game playing can lead to addictions.  This is a real concern.  Consider the items below.


Video Game Addiction No Fun– from WebMd.com
Compulsive video gaming is a modern-day psychological disorder that experts tell WebMD is becoming more and more popular.

How to stop video game addiction?

Video game addiction.org

End a Video Game Addiction

Avoid Video Game Addiction 

Online gaming addiction similar to alcoholism, gaming industry should pay for treatment, says new S Korea proposal

How to prevent and deal with video game addiction  — from shelbycounselingassociates.org

 


Bottom line: Balance, boundaries, and limits will likely be needed here — at least in some/certain cases.


 

 

Addendum on 2/3/14:

  • Gamification in the Classroom — from seriousgames.msu.edu by Lissy Torres
    Excerpt:
    MSU’s meaningful play faculty and students came together on Wednesday to listen to Scott Nicholson, a game designer and board game enthusiast, give a talk on gamification. Nicholson currently teaches at Syracuse University, where he employs gamification in big ways through his undergraduate courses. But before we go into that, let’s have some more on the man himself.

 

 

Transmedia Storytelling: Trends for 2014 —  from Robert Pratten, CEO  at Transmedia Storyteller Ltd on Dec 06, 2013

Excerpt:

Pratten-TransmediaStorytellingIn2014

 

Conducttr-Jan2014

 

From DSC:
Something here for education/learning? With the creativity, innovation, interactivity, participation, and opportunities for more choice/more control being offered here, I would say YES!

 

 

Also see:

 

 

 

 

Also see:
  • Clarity Matrix MultiTouch
    Interactive LCD Video WallThe Clarity™ Matrix MultiTouch LCD Video Wall is an ultra-slim profile touch screen video wall ideal for public spaces or collaboration environments. Utilizing the latest touch technology, Clarity Matrix MultiTouch enables up to 32 touch points and allows multiple users to simultaneously interact with video wall without affecting other users.
Clarity-Matrix-MultiTouch-1-13

 

 

From DSC:
In addition to video walls and large multitouch surfaces…we need to start thinking about how we might integrate the Internet of Things (IoT) into the classroom.  For example,  what might occur if technologies like Apple’s iBeacon were in the blended/hybrid classroom?  Tony goes to corner A, and up pops a video re: XYZ for him to check out on the large multitouch display.  Tony then moves across the room, to another corner of the room, and up pops a quiz or an assignment related to what Tony saw in the first corner of the room.  Available on one of the windows on the video wall is of a remote specialist on the subject.  Tony clicks on the “Connect with specialist” button and finds himself in a videoconference with this remote specialist/tutor on a portion of the video wall.

As learning hubs* grow, these technologies might be very useful.

* where some of the content is electronically
delivered 
and where some of the content
is discussed in a face-to-face manner

 

Mesmerizing fairy tale on the power of transmedia storytelling — from frametales.com by DRAFTFCB Madrid and posted by Filip Coertjens; with thanks to the Scoop on this from Laura Fleming (@NMHS_lms)

Cinderella2Dot0-Jan2014

 

BBC iWonder: Introducing Interactive Guides — from bbc.co.uk by Andrew Pipes

See this piece as an example of what they’ve come up with.

 

interactive guides_3_screens.jpg

Interactive guides on three screens

The BBC article also pointed to a bit older,
but very creative piece from the NYT entitled:
Snow Fall

 

Transmedia Story Stream: Don’t just read a book–play it! — from bleedingcool.com by Dan Wickline; with thanks to Digital Rocking Chair for the Scoop on this

Excerpt:

Instead of downloading a static book, Transmedia Story Stream allows readers to log into story worlds filled with fans, activities, and extended narrative that can include video, audio, casual video games or live gatherings. And just like in a video game, the book will award fans for participating in the story. Fans can earn points and badges, collect digital goodies to share, earn money for spreading word of mouth, participate in a live chat with an author or illustrator right in the book or win a phone call with a character in a story.

 

TSS_assured_destruction

 

Transmedia Story Stream

 

TransmediaStoryStream-Jan2014

 

Also see:

 

CleverWayToReopenRennovatedSpace-Amsterdam-April2013

 

Behind the immersiveness trend: Why now? — from deepmediaonline.com by Frank Rose with a thanks to Digital Rocking Chair for the Scoop on this

Excerpt (emphasis DSC):

 When JWT Intelligence announced its “10 Trends for 2014 and Beyond” recently, trend #1 was “immersive experiences.” Certainly you can feel this in New York: From Punchdrunk’s Sleep No More (now running for nearly three years) to MoMA’s Rain Room to Yayoi Kusama’s Infinity Mirrored Room, people are willing to pay top dollar or line up for hours to experience something all-encompassing and beyond the ordinary. But why?

The new report—based on a survey of Internet users in the US and the UK, on as­sessments from JWT planners around the world, and on in­terviews with outside observers (myself includ­ed)—lists six key reasons. Interestingly, only two have anything to do with advances in technology or production techniques. The re­maining four stem from broad societal shifts—shifts that are tied to, but in many cases a re­action against, the always-on nature of the digital world.

 

From DSC:
Notice one of the first slides.

ImmersiveExperiences-Dec182013

It mentions the word attention. I submit to you that these types of immersive experiences will impact how easy it is or hard it is to get our students’ attentions.  If we can’t get our students’ attentions, we have zero (0) chance of getting the information into their short term and/or long term memories. 

This is why I’d like to see more transmedia-based storytelling and digital storytelling occurring within K-20.  We should have students create the experiences using content taken directly from the course’s learning objectives. Such as course could be multidisciplinary in nature, helping students find roles that they enjoy doing while learning the content.

However, on the other side of things…I need to post another slide (below) as well.  Some students might not like this type of learning experience at all.  Thus, we need to offer more choice, more control to our students…letting them pick the assignments/pathways to their learning that work best for them.

 

FrankRoseRagingAgainstMachine-Dec182013

 

 

 

A proposal for Apple, Google, IBM, Microsoft, and any other company who wants to own the future living room [Christian]

DanielChristian-A-proposal-to-Apple-MS-Google-IBM-Nov182013

 

 

 

“The main obstacle to an Apple television set has been content. It has mostly failed to convince cable companies to make their programming available through an Apple device. And cable companies have sought to prevent individual networks from signing distribution deals with Apple.”

Apple, closer to its vision for a TV set, wants
ESPN, HBO, Viacom, and others to come along

qz.com by Seward, Chon, & Delaney, 8/22/13

 

From DSC:
I wonder if this is because of the type of content that Apple is asking for. Instead of entertainment-oriented content, what if the content were more focused on engaging, interactive, learning materials? More on educational streams of content (whether we — as individuals — create and contribute that content or whether businesses do)?

Also see:

 

internet of things

 

Excerpt (emphasis DSC):

The communications landscape has historically taken the form of a tumultuous ocean of opportunities. Like rolling waves on a shore, these opportunities are often strong and powerful – yet ebb and flow with time.

Get ready, because the next great wave is upon us. And, like a tropical storm, it is likely to change the landscape around us.

As detailed by analyst Chetan Sharma, this particular wave is the one created by the popularity of over-the-top (OTT) solutions – apps that allow access to entertainment, communication and collaboration over the Internet from smartphones, tablets and laptops, rather than traditional telecommunications methods. Sharma has coined this the mobile “fourth wave” – the first three being voice, messaging (SMS) and data access, respectively – and it is rapidly washing over us.

 

Addendum on 11/25:

 

SmartTVFeatures

 

 

 

 

qCraft: A Beginner’s Guide to Quantum Physics in Minecraft — from with thanks to Steve Node for this item

 

Minecraft-being-used-to-teach-about-quantum-physics--11-2013

 

Description of video:

qCraft is a mod that brings principles of quantum physics to Minecraft. Learn more at qCraft.org.  This video is a look at those principles, how you can use them, and how they relate to real quantum physics.

 

From DSC:
Wow! What a great way to grab someone’s attention, keep it, and then use that medium to teach someone something!  This approach made me wonder…

  • In what other ways could we use Minecraft for purposes of teaching and learning?
  • How could we use it in digital storytelling?
  • What sorts of creativity are fostered by using such an environment?
  • What’s a mod and how is one created for Minecraft?

 

 

 

 

 

 

augmented-reality-picture-11-7-13

 

From DSC:
When I woke up last night, an idea surfaced to the forefront of my thinking. It had to do with augmented reality. I wondered (and tried to picture)…

What if augmented reality could help bring something that’s harder to picture/understand/grasp to life? 

What if, for example, you could point your mobile device at an object/piece of paper/”button” on a main screen and have an animation pop up that would explain what’s being discussed…?  I realize this is being done in some areas (even in elementary apps such as ColAR App), but I think we are largely leaving this area untapped and we’re missing out on a powerful, potential way of engaging students and inviting interactivity.

For example, I had a very difficult time grasping organic chemistry — and the “weeding out” method worked on me big time!  That course had a lot to due with me questioning my future as a pre-med student and I ended up dropping out of pre-med (a good decision, but heh, why blow the story now?).   Being a student who prefers visuals, I think that it would have helped me greatly if I could have seen — and ideally manipulated — models and animations in real time.

For example:

  • If I tried to move an atom to an inappropriate ring/connection, the holographic design would show a holographic pop up — with accompany audio — letting me know why that won’t work.  Wow.
  • Then I ran into the article below and the idea came back to me…and again, I wondered…where might augmented reality help us out here? Or holographic displays that can be manipulated?

 

SeeTheBeautyofMath-Nov2013

Which points to:

BEAUTY OF MATHEMATICS — a video on Vimeo from PARACHUTES.TV by Yann Pineill & Nicolas Lefaucheux

“Mathematics, rightly viewed, possesses not only truth, but supreme beauty — a beauty cold and austere, without the gorgeous trappings of painting or music.”

—Bertrand Russell

 

CenterForDigitalEducation-2013Yearbook

 

Description:

The Yearbook is a unique publication produced annually by the Center for Digital Education (CDE) that highlights some of the outstanding trends,

people and events over the past year in education technology. The first part of the Yearbook gives readers market awareness by outlining how much money schools spent on education technology, where the funding came from and what technologies have been garnering the most attention.

The second part features 40 education innovators who are using technology to inspire their students, improve learning and better the K-20 education system. We hope that this 2013 Yearbook issue provides inspiration to our readers to continue on their quests towards innovation in education.

 

From DSC:
My quote in the Center for Digital Education’s 2013 Yearbook reads:

 

“Educational technologists need to be bold, visionary and creative. They need to be in tune with the needs, missions and visions of their organizations. We have the opportunity — and responsibility — to make lasting and significant contributions within our fields and for the organizations that we work for.”

 

 

“Learning in the Living [Class] Room” — as explained by Daniel Christian [Campus Technology]

Learning from the Living [Class] Room  — from Campus Technology by Daniel Christian and Mary Grush; with a huge thanks also going out to Mr. Steven Niedzielski (@Marketing4pt0) and to Mr. Sam Beckett (@SamJohnBeck) for their assistance and some of the graphics used in making these videos.

From DSC:
These 4 short videos explain what I’m trying to relay with a vision I’m entitling, Learning from the Living [Class] Room.  I’ve been pulse checking a variety of areas for years now, and the pieces of this vision continue to come into fruition.  This is what I see Massive Open Online Courses (MOOCs) morphing into (though there may be other directions/offshoots that they go in as well).

After watching these videos, I think you will see why I think we must move to a teambased approach.

(It looks like the production folks for Campus Technology had to scale things way back in terms of video quality to insure an overall better performance for the digitally-based magazine.) 


To watch these videos in a higher resolution, please use these links:


  1. What do you mean by “the living [class] room”?
  2. Why consider this now?
  3. What are some examples of apps and tech for “the living [class] room”?
  4. What skill sets will be needed to make “the living [class] room” a reality?

 

 


Alternatively, these videos can be found at:


 

DanielSChristianLearningFromTheLivingClassRoom-CampusTechnologyNovember2013

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Citrix-Mobile-Education-10-31-13

 

 

Citrix-Mobile-Education-TOC-10-31-13

 

Description:

Education is at a tipping point. From the rising cost of a college education and the financial pressures upon local districts and state agencies to fund K-12 schools and programs, to the questions of how to employ mobile technologies and leverage social platforms to support the growing trend toward mobile, collaborative learning models, educators face an almost overwhelming set of challenges. While there are no easy answers to these and other issues, Citrix believes strongly that online learning technologies can help enhance and extend the teaching and learning process and provide greater, more wide-spread access to education to students. We are committed to developing and delivering learning solutions that will meet the evolving needs of teachers and students in this changing landscape. We hope that our sponsorship of this ebook and other projects will help you, the reader, gain a better understanding of the opportunities that online learning technologies provide, increase your mastery of these solutions, and enable you to put them to productive use. We look forward to working with you as we explore new and effective ways to help teachers teach and learners learn.

CaIlin Pitcher
Product Line Director, Collaboration, Citrix

 

Comments/disclosure from DSC:
I do not work for Citrix — I have been at Calvin College since
March 2007.  I was not paid to develop/contribute this piece.

I’d like to thank David Rogelberg for his work on this project.

 

 

 
 

From DSC:
First, take a look at this interactive video from the Wall Street Journal:

.

WSJ-interactive-video-Obamacare-7-9-13

 

For further information on that video, you can also see:

  • ‘Obamacare’ Made Easy to Understand — from /live.wsj.com
    David Wessel discusses a new WSJ.com interactive video that helps viewers better understand the Affordable Health Care Act as well as its slate of rules and penalties.

 

WSJ-interactive-video-Obamacare2-7-9-13

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From DSC:

Excellent, creative use of technology!   Lifelong learners of the world, let me hear some noise!  Your learning futures just got much more interesting, dynamic, and interactive! 

You will be given more choice and more control than you’ve ever had before. You will be able to interact with digital videos, drill down, take some rights turns and come back again, and more.

For example, during the WSJ video, you can click on the radio within the digital video in order to “drill down” and listen to more about a certain topic — while the main presentation “holds on”…

 

WSJ-interactive-video-Obamacare3-7-9-13

 

…you can jump ahead to the next marker…pause…rewind…click to get some further text-based information/details on a topic of interest:

 

WSJ-interactive-video-Obamacare4-7-9-13

 

…and more. In other words, you have more choice, more control in your learning experience. This, at minimum, is a piece of online learning’s — and digital video’s — future.

But I hear you saying, so what? Flash has been doing this for a while now.  And that, my friends, is the only downside I see in this implementation from the WSJ — it was done using Flash. 

As Flash won’t fly on iOS-based devices, an HTML5-based solution needs to come into the picture…and this is where Touchcast shines!

.

 

Touchcast-July2013

 

As Paul Sawers explains, you can add interactive, browsable layers onto your video and deliver it in an HTML5-based format.

 

d11 730x547 TouchCast for iPad brings the future of the Web to video authoring with interactive browsable layers

.

An excerpt from Paul’s article:

Things start to get really interesting with video apps (vApps). TouchCast lets you create videos that are layered with live Web pages, video clips, maps, Twitter streams and other facets of the digital world. “We’re actually claiming that this is the future of the Web,” says Segal, TouchCasts’s CEO.

Indeed, TouchCast’s vApp library is ‘open’, so developers can create and customize their own vApps.

 

Bottom line:
“Digital textbooks” will never be the same again (not to mention learning modules, transmedia, ads, presentations, digital storytelling, and more)!

 

 

Also see:

 
© 2024 | Daniel Christian