New Media Consortium (NMC) 2015 Idea Lab Winners


 

Bring It On – A Formula for Successful BYOD Programming in Museums
Scott Sayre (Corning Museum of Glass)

 

Dickinson Makes – Connecting Campus Makerspaces
Brenda Landis (Dickinson College) | Andrew Petrus (Dickinson College)

 

Don’t Just Upload Your Videos, Annotate Them!
Sharon Hu (University of British Columbia) | Thomas Dang (University of British Columbia)

 

Exploring Visualization: Creating A Cross-Disciplinary Collaborative Course Enhanced By Technology
Dolores Fidishun (Pennsylvania State University) | William Cromar (Penn State Abington)
Jacob Benfield (Pennsylvania State University)

 

Leveraging 3D Technologies For Learning
Kirsten Butcher (University of Utah) | Madlyn Runburg (University of Utah)

 

Making Real from Real: Three “Tangible” Experiments from the Special Collection of the Kelvin Smith Library at Case Western Reserve University
Jared Bendis (Case Western Reserve University) | Melissa Hubbard (Case Western Reserve University)

 

Modding Games: Creating Historical Scenarios in Civilization V
Todd Bryant (Dickinson College)

 

 

 

2015SpeakUp

 

Click here to download the PDF of the report.
Click here to view the report in HTML.

 

Also see:

Key findings from [the April 30th, 2015 Project Tomorrow] briefing include — from projecttomorrowblog.blogspot.com

Excerpt (emphasis DSC):

  • When students have access to technology as part of their learning, especially school-provided or enabled technology, their use of the digital tools and resources is deeper and more sophisticated.
  • The availability of online learning continues to increase with only 27 percent of high school principals reporting that they are not yet offering any online courses for students. Interest among students continues to grow, with 24% of high school students saying they wish they could take all their classes online – a large increase from 8% in 2013.
  • Almost three-quarters of students with school-provided devices as well as students with limited or non-existent technology access at school agreed that every student should be able to use a mobile device during the school day for learning.
  • Students connect the use of technology tools within learning to the development of college, career, and citizenship skills that will empower their future capabilities.
  • Digital experiences for students in a 100 percent virtual environment are much different than those in traditional schools. For instance, 72 percent of high school students in virtual schools take online tests, compared with 58 percent of traditional students.
  • Students see the smartphone as the ideal device for communicating with teachers (46%) and classmates (72%) and for social media (64%).
  • A gender bias exists in STEM interest –middle school girls are 38% less likely and high school girls are 32% less likely than their male peers to say they are very interested in a STEM career.

 

Excerpt from Press Release (emphasis DSC):

Students Report Digital Learning Supports Goals of Self-Directed and Collaborative Education, National Survey Finds
Nearly 60 Percent of High School Students Report Using Their Own Mobile Devices in School for Learning
Report Explores Differences Among Students in Blended Learning, Online Learning, STEM Learning and School-Sponsored Mobile Device Environments

Washington, D.C. – The ultimate learning experience for students is both highly collaborative and extremely personalized, supported by mobile devices and digital content, reports Project Tomorrow in their latest Speak Up report.

Over the last few years of the Speak Up survey, more students and administrators have signaled the importance of being able to access mobile devices in the classroom, whether through Bring Your Own Device policy consideration and implementation or through school-provided technology. This year, nearly half of teachers (47 percent) said their students have regular access to mobile devices in their classrooms. Among high school students, 58 percent said they now use their own mobile device at school to support learning activities.

 

From DSC:
This is a great pulse check on students’ use of ed tech — and on some things that they might be coming to expect.

 

New from Educause:
Higher Ed IT Buyers Guide

 

HEITBuyersGuideEducauseApril2015

 

Excerpt:

Quickly search 50+ product and service categories, access thousands of IT solutions specific to the higher ed community, and send multiple RFPs—all in one place. This new Buyers Guide provides a central, go-to online resource for supporting your key purchasing decisions as they relate to your campus’s strategic IT initiatives.

Find the Right Vendors for Higher Education’s Top Strategic Technologies

Three of the Top 10 Strategic Technologies identified by the higher education community this year are mobile computing, business intelligence, and business performance analytics.* The new Buyers Guide connects you to many of the IT vendors your campus can partner with in the following categories related to these leading technologies, as well as many more.

View all 50+ product and service categories.

 

NMC Horizon Report > 2015 Higher Education Edition — from nmc.org

Excerpt:

What is on the five-year horizon for higher education institutions? Which trends and technologies will drive educational change? What are the challenges that we consider as solvable or difficult to overcome, and how can we strategize effective solutions? These questions and similar inquiries regarding technology adoption and educational change steered the collaborative research and discussions of a body of 56 experts to produce the NMC Horizon Report: 2015 Higher Education Edition, in partnership with the EDUCAUSE Learning Initiative (ELI). The NMC Horizon Report series charts the five-year horizon for the impact of emerging technologies in learning communities across the globe. With more than 13 years of research and publications, it can be regarded as the world’s longest-running exploration of emerging technology trends and uptake in education.

 

NMCHorizonReport-2015

 

NMCHorizonReport-2015-toc

 

 

From DSC:
I’m thinking out loud again…

What if were were to be able to take the “If This Then That (IFTTT)” concept/capabilities and combine it with sensor-based technologies?  It seems to me that we’re at the very embryonic stages of some very powerful learning scenarios, scenarios that are packed with learning potential, engagement, intrigue, interactivity, and opportunities for participation.

For example, what would happen if you went to one corner of the room, causing an app on your mobile device to launch and bring up a particular video to review?  Then, after the viewing of the video, a brief quiz appears after that to check your understanding of the video’s main points. Then, once you’ve submitted the quiz — and it’s been received by system ABC — this triggers an unexpected learning event for you.

Combining the physical with the digital…

Establishing IFTTT-based learning playlists…

Building learning channels…learning triggers…learning actions…

Setting a schedule of things to do for a set of iBeacons over a period of time (and being able to save that schedule of events for “next time”).

Hmmm…there’s a lot of potential here!

 

 

IfThisThenThat-Combined-With-iBeacons

 

 

IfThisThenThat

 

 

iBeaconsAndEducation-8-10-14

 

 

Now throw augmented reality, wearables, and intelligent tutoring into the equation! Whew!

We need to be watching out for how machine-to-machine (M2M) communications can be leveraged in the classrooms and training programs across the globe.

One last thought here…
How are we changing our curricula to prepare students to leverage the power of the Internet of Things (IoT)?

 

Beacons at the museum: Pacific Science Center to roll out location-based Mixby app next month — from geekwire.com by Todd Bishop

Excerpt:

Seattle’s Pacific Science Center has scheduled an Oct. 4 public launch for a new system that uses Bluetooth-enabled beacons and the Mixby smartphone app to offer new experiences to museum guests — presenting them with different features and content depending on where they’re standing at any given moment.

 

Also see:

 

From DSC:
The use of location-based apps & associated technologies (machine-to-machine (M2M) communications) should be part of all ed tech planning from here on out — and also applicable to the corporate world and training programs therein. 

Not only applicable to museums, but also to art galleries, classrooms, learning spaces, campus tours, and more.  Such apps could be used on plant floors in training-related programs as well.

Now mix augmented reality in with location-based technology.  Come up to a piece of artwork, and a variety of apps could be launched to really bring that piece to life! Some serious engagement.

Digital storytelling. The connection of the physical world with the digital world. Digital learning. Physical learning. A new form of blended/hybrid learning.  Active learning. Participation.

 

 

 

Addendum on 9/4/14 — also see:

Aerohive Networks Delivers World’s First iBeacon™ and AltBeacon™ – Enabled Enterprise Wi-Fi Access Points
New Partnership with Radius Networks Delivers IoT Solution to Provide Advanced Insights and Mobile Experience Personalization

Excerpt (emphasis DSC):

SUNNYVALE, Calif.–(BUSINESS WIRE)–Aerohive Networks® (NYSE:HIVE), a leader in controller-less Wi-Fi and cloud-managed mobile networking for the enterprise market today announced that it is partnering with Radius Networks, a market leader in proximity services and proximity beacons with iBeacon™ and AltBeacon™ technology, to offer retailers, educators and healthcare providers a cloud-managed Wi-Fi infrastructure enabled with proximity beacons. Together, Aerohive and Radius Networks provide complementary cloud platforms for helping these organizations meet the demands of today’s increasingly connected customers who are seeking more personalized student education, patient care and shopper experiences.

 

Also:

 

 

 

2014 Student and Faculty Technology Research Studies — from  educause.edu / ECAR

From the ECAR RESEARCH HUB
This hub contains the 2014 student and faculty studies from the EDUCAUSE Technology Research in the Academic Community research series. In 2014, ECAR partnered with 151 college/university sites yielding responses from 17,451 faculty respondents across 13 countries. ECAR also collaborated with 213 institutions to collect responses from more than 75,306 undergraduate students about their technology experiences.

Key Findings

  • Faculty recognize that online learning opportunities can promote access to higher education but are more reserved in their expectations for online courses to improve outcomes.
  • Faculty interest in early-alert systems and intervention notifications is strong.
  • The majority of faculty are using basic features and functions of LMSs but recognize that these systems have much more potential to enhance teaching and learning.
  • Faculty think they could be more effective instructors if they were better skilled at integrating various kinds of technology into their courses.
  • Faculty recognize that mobile devices have the potential to enhance learning.

 

Excerpts from infographic:

 

ThirdTaughtOnlineLastYr-EducauseRpt-8-2014

 

 

EducauseRpt-8-2014

 

 
 

App Ed Review

 

APPEdReview-April2014

 

From the About Us page (emphasis DSC):

App Ed Review is a free searchable database of educational app reviews designed to support classroom teachers finding and using apps effectively in their teaching practice. In its database, each app review includes:

  • A brief, original description of the app;
  • A classification of the app based on its purpose;
  • Three or more ideas for how the app could be used in the classroom;
  • A comprehensive app evaluation;
  • The app’s target audience;
  • Subject areas where the app can be used; and,
  • The cost of the app.

 

 

Also see the Global Education Database:

 

GlobalEducationDatabase-Feb2014

 

From the About Us page:

It’s our belief that digital technologies will utterly change the way education is delivered and consumed over the next decade. We also reckon that this large-scale disruption doesn’t come with an instruction manual. And we’d like GEDB to be part of the answer to that.

It’s the pulling together of a number of different ways in which all those involved in education (teachers, parents, administrators, students) can make some sense of the huge changes going on around them. So there’s consumer reviews of technologies, a forum for advice, an aggregation of the most important EdTech news and online courses for users to equip themselves with digital skills. Backed by a growing community on social media (here, here and here for starters).

It’s a fast-track to digital literacy in the education industry.

GEDB has been pulled together by California residents Jeff Dunn, co-founder of Edudemic, and Katie Dunn, the other Edudemic co-founder, and, across the Atlantic in London, Jimmy Leach, a former habitue of digital government and media circles.

 

 

Addendum:

Favorite educational iPad apps that are also on Android — from the Learning in Hand blog by Tony Vincent

 

What educationally-related affordances might we enjoy from these TV-related developments?

MakingTVMorePersonal-V-NetTV-April2014

 

EducationServiceOfTheFutureApril2014

 

CONTENTS

  • Content discovery and synchronization
    With access to rich data about their subscribers and what they do, operators can improve recommendation, encourage social TV and exploit second screen synchronization.
  • Recordings get more personal
    One of the next big steps in multiscreen TV is giving people access to their personal recordings on every screen. This is the moment for nPVR to finally make its entrance.
  • Evolving the User Experience
    As service providers go beyond household level and address individuals, the role of log-ins or context will become important. There is a place for social TV and big data.
  • The role of audio in personalization
    Audio has a huge impact on how much we enjoy video services. Now it can help to personalize them. ‘Allegiance’ based audio choices are one possibility.
  • Making advertising more targeted
    Addressable advertising is in its infancy but has a bright future, helping to fund the growth of on-demand and multiscreen viewing.

 

Some excerpts from this report:

Good content should be matched by good content discovery , including recommendations. The current state-of -the-art is defined by Netflix.

Today’s TV experience is worlds apart from the one we were talking about even five years ago. We’ve witnessed exponential growth in services such as HD and have moved from a model in which one screen is watched by many, to many screens (and devices) being available to the individual viewer, what is today called TV Everywhere.  Having multiscreen access to content is driving the demand for a more personalised experience, in which the viewer can expect to see what they want, where, and when. While video on-demand (VOD) has been a great method for delivering compelling content to viewers, it is not always a truly seamless TV-like experience, and traditionally has been limited to the living room. The growing demand for the personalised experience is driving seismic change within the TV industry, and we’ve seen great strides made already, with time-shifted TV and nPVR as just two examples of how we in the industry can deliver content in the ways viewers want to watch. The next step is to move towards more advanced content discovery, effectively creating a personalised channel or playlist for the individual user.

As the tools become available to deliver personalized experiences to consumers, content owners can better create experiences that leverage their content. For example, for sports with multiple points of action, like motor racing, multiple camera angles and audio feeds will allow fans to follow the action that is relevant to their favourite racing team. And for movies, access to additional elements such as director’s commentaries, which have been available on Blu-ray discs for some time, can be made available over broadcast networks.

 

 

From DSC:
Some words and phrases that come to my mind:

  • Personalization.
  • Data driven.
  • Content discovery and recommendation engines (which could easily relate to educational playlists)
  • Training on demand
  • Learning agents
  • Web-based learner profiles
  • Learning hubs
  • What MOOCs morph into
  • More choice. More control.
  • Virtual tutoring
  • Interactivity and participation
  • Learning preferences
  • Lifelong learning
  • Reinventing oneself
  • Streams of content
  • Learning from The Living [Class] Room

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

streams-of-content-blue-overlay

 

iBeacons aren’t just for retail: Placed lets you use them as iPhone quick launchers at home — from techcrunch.com by Darrell Etherington

Excerpt (emphasis and addition by DSC):

There has been a lot of talk about iBeacons since they launched with iOS 7 last fall, but much of the focus has been on how they benefit retailers and add to the in-store shopping experience. They have a much broader range of potential use, however, and part of that is consumer-focused (and education-focused), too. Placed is a new app that shows you how iBeacons might benefit anyone at home, by tying iBeacons to specific apps and offering quick-launch capabilities.

 

Also see:

 

Placed-March2014

 

From DSC:
Thinking out loud…again, we can see applications for this type of technology in the classroom.  Say, for example, the topic you are teaching this week is photosynthesis. You set up your room with some iBeacons and props. One corner has a large plant in it with an iBeacon attached to it; when a student approaches that plant/iBeacon with their iPad or iPhone in hand, a video demonstration of photosynthesis is automatically launched.  The student views the demo then moves over to another corner of the room where another webpage is automatically brought up on their device — perhaps to take a quiz on what they just reviewed.  Another corner has another iBeacon that launches a certain app that provides information for further exploration.  

 

 

 

How do your learning spaces measure up? — from campustechnology.com by David Raths

Excerpt:

Now, however, two separate yet complementary initiatives under development promise to fill that void: 1) FLEXspace, an interactive online database with images and videos of learning spaces, provides a searchable collection of best practices in active learning design, and 2) the Learning Space Rating System (LSRS) seeks to provide a set of measurable criteria to assess how well classroom design supports and enables active learning activities.

 

 

Also see:

FlexSpace-March2014

Excerpt:

The Flexible Learning Environments eXchange – FLEXspace – is a robust, open access repository populated with examples of learning spaces.  It contains high resolution images and related information that describes detailed attributes of these spaces from institutions across the globe.

The incentive for participation is to showcase innovative design solutions open to peer review ranking and comments.  As more contributions are received, the repository will emerge into a very useful planning resource for education and supporting entities at multiple levels.

 

Somewhat related/also see:

 

 

TVs are becoming the next app battleground — from by Emily Adler

Excerpt:

The app store phenomenon, centered on smartphones and tablets, has been the biggest story in software for the past five years.

Its next logical destination: the living room, via smart TVs and set-top boxes connected to the Internet.

  • The smart TV app revolution is inevitable: People spend four hours in front of their TVs in the U.S., and 63% of all global ad spending goes to TVs. The old guard, represented by cable and entertainment conglomerates, will not be able to fend off improvements like those that apps are bringing to mobile phones.
    .
  • The smart TV revolution will not just be led by new TVs with built-in Internet connections, it will also result from consumer adoption of less expensive game consoles or set-top boxes like Roku and Apple TV, which transform traditional TVs into smart TVs with access to app stores. At least 20% of U.S. consumers already have their TVs connected in one of these ways.

 

From DSC:

  1. Keep an eye on the convergence of the telephone, the television, and the computer.
    .
  2. Start thinking of ways that you could provide learning/educationally-based experiences with second screen apps. What would that experience look and act like?
    .
  3. If such “channels” come to fruition — and happen to coincide with MOOCs and advances in cognitive computing (such as IBM’s Watson) — the word disruption comes to mind.
    .
  4. The trick, then, will be to offer streams of content that are relevant, and up-to-date.
    .
  5. Such a platform could be used in learning hubs throughout the world, as well as in hybrid/blended classrooms — while also addressing lifelong learners from their living rooms.
    .
  6. Such a platform could take Communities of Practice to an entirely new level.

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

streams-of-content-blue-overlay

 

 

 

Addendum/also see:

 

IoE-SmartTVs-Feb2014

 

 

 

Apple makes big improvements in iOS management tools for enterprise and education — from by Matthew Panzarino (@panzer)

Excerpt:

Apple has been busy in the IT department. [Yesterday], it released a slew of improvements and alterations to its large-scale deployment tools for education and enterprise customers.

The changes are outlined in a series of documents Apple posted on its IT deployment page today. These include changes to its Device Enrollment Program, Volume Purchase Program and the Apple ID for Students service. A new iOS deployment technical reference guide and Device Enrollment Program guide have been issued, updating its older versions with new options for device management. A new overview document provides a quick cheat sheet for enterprise folks looking to utilize the tools Apple provides to mass purchase apps and roll out huge numbers of iOS devices at a time. And a new iOS Security Document has been posted that provides in-depth details on how Touch ID and the A7’s Secure Enclave work.

 

Addendum later on 3/3/14:

Why Apple’s new Device Enrollment Program is a game changer for IT — from citeworld.com

Excerpt:

What does supervision enable?
Apple has added several powerful management options over the past couple of years that can only be enabled on supervised devices. Here’s a list of those features.

  • Enable and manage Single App Mode (typical for kiosk devices).
  • Configure Accessibility settings.
  • Allow or disable access to iMessage.
  • Allow or disable access to Game Center.
  • Allow or or prevent users from deleting apps.
  • Allow or disable access to iBooks Store.
  • Prevent access to ebooks flagged erotica in the iBooks Store.
  • Enable or disable Siri’s Profanity Filter.
  • Allow or or prevent manual install of configuration profiles (including unauthorized or malicious profiles).
  • Configure a global proxy server for all installed web browsers.
  • Allow or prevent host pairing (iTunes).
  • Allow or or prevent pairing with computers for content sync.
  • Restrict AirPlay connections with a whitelist of acceptable device and enter a passcode for
 

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room — from businessinsider.com.au by Mark Hoelzel

 

In the connected TV world, an app is analogous to a TV channel.

 

Some key points:

  • In total, there will be more than 759 million televisions connected to the Internet worldwide by 2018, more than doubling from 307.4 million at year-end 2013.
  • Globally, shipments of smart TVs will reach a tipping point in 2015, when they will overtake shipments of traditional TVs.
  • Two tendencies dominate the connected TV ecosystem: closed and open approaches.
  • Despite platform fragmentation, HTML5 offers at least a faint hope for increased unification between connected TVs, just as it does on mobile.
  • How will developers and operating system operators monetise smart TV apps? Media downloads, subscriptions and — to a much lesser degree — advertisements will drive the dollars. Smart TV platform operators have begun experimenting with ads.

 

GlobalNumberOfConnectedTVs

 

 

From DSC:
If in a connected TV world, an app is analogous to a TV channel…then I say let’s bring on the educationally-related, interactive, multimedia-based apps!

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 
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