Arts Integration and STEAM Resources for K-12 Educators

Unlock the power of creativity -- arts integration and STEAM resources for K-12 educators

Official Trailer (Art Works for Teachers)

Excerpt:

Introducing the Art Works for Teacher Podcast Trailer! Get a quick sneak peek at what you can expect from this new show, launching September 22, 2022. New episodes will be available each Thursday on your favorite podcast platform, on YouTube, and right here on our site.


From DSC:
Along these lines, also see WEST MICHIGAN CENTER FOR ARTS + TECHNOLOGY. Such a learning environment builds skills and creativity while supercharging participation and engagement!

 

 

To Improve Outcomes for Students, We Must Improve Support for Faculty — from campustechnology.com by Dr. David Wiley
The doctoral programs that prepare faculty for their positions often fail to train them on effective teaching practices. We owe it to our students to provide faculty with the professional development they need to help learners realize their full potential.

Excerpts:

Why do we allow so much student potential to go unrealized? Why are well-researched, highly effective teaching practices not used more widely?

The doctoral programs that are supposed to prepare them to become faculty in physics, philosophy, and other disciplines don’t require them to take a single course in effective teaching practices. 

The entire faculty preparation enterprise seems to be caught in a loop, unintentionally but consistently passing on an unawareness that some teaching practices are significantly more effective than others. How do we break this cycle and help students realize their full potential as learners?

From DSC:
First of all, I greatly appreciate the work of Dr. David Wiley. His career has been dedicated to teaching and learning, open educational resources, and more. I also appreciate and agree with what David is saying here — i.e., that professors need to be taught how to teach as well as what we know about how people learn at this point in time. 

For years now, I’ve been (unpleasantly) amazed that we hire and pay our professors primarily for their research capabilities — vs. their teaching competence. At the same time, we continually increase the cost of tuition, books, and other fees. Students have the right to let their feet do the walking. As the alternatives to traditional institutions of higher education increase, I’m quite sure that we’ll see that happen more and more.

While I think that training faculty members about effective teaching practices is highly beneficial, I also think that TEAM-BASED content creation and delivery will deliver the best learning experiences that we can provide. I say this because multiple disciplines and specialists are involved, such as:

  • Subject Matter Experts (i.e., faculty members)
  • Instructional Designers
  • Graphic Designers
  • Web Designers
  • Learning Scientists; Cognitive Learning Researchers
  • Audio/Video Specialists  and Learning Space Designers/Architects
  • CMS/LMS Administrators
  • Programmers
  • Multimedia Artists who are skilled in working with digital audio and digital video
  • Accessibility Specialists
  • Librarians
  • Illustrators and Animators
  • and more

The point here is that one person can’t do it all — especially now that the expectation is that courses should be offered in a hybrid format or in an online-based format. For a solid example of the power of team-based content creation/delivery, see this posting.

One last thought/question here though. Once a professor is teaching, are they open to working with and learning from the Instructional Designers, Learning Scientists, and/or others from the Teaching & Learning Centers that do exist on their campus? Or do they, like many faculty members, think that such people are irrelevant because they aren’t faculty members themselves? Oftentimes, faculty members look to each other and don’t really care what support is offered (unless they need help with some of the technology.)


Also relevant/see:


 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
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The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

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Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

From DSC:
I wanted to pass this along to the learning space designers out there in case it’s helpful to them.

“The sound absorbing Sola felt is made from 50% post-consumer recycled PET.”

Source


Acoustic Static Links lighting by LightArt — from dezeen.com

 
 

Matthew Ball on the metaverse: We’ve never seen a shift this enormous — protocol.com by Janko Roettgers
The leading metaverse theorist shares his thoughts on the sudden rise of the concept, its utility for the enterprise and what we still get wrong about the metaverse.

Excerpts:

What are the biggest misconceptions about the metaverse?
First, the idea that the metaverse is immersive virtual reality, such as an Oculus or Meta Quest. That’s an access device. It would be akin to saying the mobile internet is a smartphone.

We should think of the metaverse as perhaps changing the devices we use, the experiences, business models, protocols and behaviors that we enjoy online. But we’ll keep using smartphones, keyboards. We don’t need to do all video conferences or all calls in 3D. It’s supplements and complements, doesn’t replace everything.

Also relevant/see:

A former Amazon exec thinks Disney will win the metaverse — from protocol.com by

Excerpt:

This month, Ball is publishing his book, “The Metaverse: And How It Will Revolutionize Everything.” The work explains in detail what the metaverse is all about and which shifts in tech, business and culture need to fall into place for it to come into existence.

How will the metaverse change Hollywood? In his book, Ball argues that people tend to underestimate the changes new technologies will have on media and entertainment.

  • Instead of just seeing a movie play out in 360 degrees around us, we’ll want to be part of the movie and play a more active role.
  • One way to achieve that is through games, which have long blurred the lines between storytelling and interactivity. But Ball also predicts there will be a wide range of adjacent content experiences, from virtual Tinder dates in the “Star Wars” universe to Peloton rides through your favorite movie sets.

Addendum on 7/24/22:

Neurodiversity, Inclusion And The Metaverse — from workdesign.com by Derek McCallum

Excerpt:

Innovation in virtual and augmented reality platforms and the vast opportunities connected to the metaverse are driving innovation in nearly every industry. In the workplace, future-focused companies are increasingly exploring ways to use this nascent technology to offer workers more choices and better support for neurodiverse employees.

It would be nearly impossible to list all the challenges and opportunities associated with this technology in a single article, so I’ll keep things focused on an area that is top-of-mind right now as many of us start to make our way back into the office—the workplace. The truth is, while we can use our expertise and experience to anticipate outcomes, no one truly knows what the metaverse will become and what the wide-ranging effects will be. At the moment, the possibilities are exciting and bring to mind more questions than answers. As a principal and hands-on designer in a large, diverse practice, my hope is that we will be able to collectively harness the inherent opportunities of the metaverse to support richer, more accessible human experiences across all aspects of the built environment, and that includes the workplace.


 

‘Hologram patients’ and mixed reality headsets help train UK medical students in world first — from uk.news.yahoo.com

Excerpts:

Medical students in Cambridge, England are experiencing a new way of “hands-on learning” – featuring the use of holographic patients.

Through a mixed reality training system called HoloScenarios, students at Addenbrooke’s Hospital, part of the Cambridge University Hospitals NHS Foundation Trust, are now being trained via immersive holographic patient scenarios in a world first.

The new technology is aimed at providing a more affordable alternative to traditional immersive medical simulation training involving patient actors, which can demand a lot of resources.

Developers also hope the technology will help improve access to medical training worldwide.

 
 

17 Best Video Converter Software in 2022 (Free and Paid) — from videoproc.com by Cecilia Hwung

Excerpt:

Looking for the best video converter software? We may need a free or paid video converter for various reasons. For instance,

  • Change videos into different formats for playing on iPhone, TVs, PS4, Xbox, Mac…
  • Convert videos recorded by GoPro, DJI, iPhone, DSLR cameras, or screen captures to editing-friendly format
  • Transcode videos for sending on Discord, Pinterest, Twitter, and other social media without quality loss
  • Share the same video on different platforms with different formats for getting the best outcomes on each platform
  • Convert DVDs (including the new and 99-title DVDs) with favored chapters, subtitles, and languages

Given the fact that hundreds of paid and free video converters out there claim themselves to be powerful, fast, and easy-to-learn while giving no compromise to quality, choosing the best video converter software becomes one of the most frustrating roadblocks you may encounter.

Lucky you are here. We have carefully selected and assembled a list of the best video converter software you can get right now. Most of them are open-source and cross-platform, meaning they are completely free video file converter programs for Windows 11/10/8/7, macOS, Linux, and web.

 
 

Tech & Learning Announces Winners of Best of Show at ISTE 2022 — from techlearning.com

Excerpt:

Tech & Learning’s Best of Show Awards at ISTELive 22(opens in new tab) celebrate the products, and businesses behind each one, who are transforming education in schools around the world. Tech & Learning’s panel of judges awarded the products and solutions to exhibitors at ISTELive 22 Live who show the greatest promise to the industry, according to the U.S.’s most tech-savvy and knowledgeable educators.

“It was great to be back in person at ISTELive22 and see so many examples of innovation on the exhibit hall floor,” says Christine Weiser, content director for Tech & Learning. “Our judges chose the following winners as examples of excellence in terms of value, quality, ease of use, and versatility. Congratulations to our winners!”

 

 

5 creative ways to share your passions (with classroom ideas, too!) — from classtechtips.com by Dr. Monica Burns

Excerpt:

If we’re anything alike, there are topics you just can’t stop talking about. I am definitely guilty of being “that” person who talks about the latest piece of advice they heard on a podcast or a recipe from TikTok that they can’t wait to try out. You might also find me going on and on about how fun it was to visit a new school, a new lesson idea I want to try out, or an EdTech tool that totally changed the way I think about [fill in the blank]. In today’s blog post, I put together a list of five creative ways to share your passions. You’ll also find creative classroom ideas to go along with each one.

Some of these are part of my regular practice of sharing things I’m passionate about. Others I’ve tried a few times and loved, even if they’re not my daily, weekly, or monthly way of sharing.

Best of all… all of these ideas are ones your students can try, too.


Also relevant/see:

Liven up your lesson with a comic strip twist — from classtechtips.com by Dr. Monica Burns

 
 

From DSC:
For those of you college students who are trying to determine what you enjoy doing, I wanted to pass some items along that may be helpful if you are interested in game development, film, and/or TV-related production.

Some friends recommended knowing how to use the following tools, but I realize one could dive very deep with these tools:


Excerpt from Unity.com
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Unity can be used for games, in architecture, in automotive, and in film

Additional tip:

  • Stay within what your budget can provide. Making a film about five students on campus is doable. Making a Star Wars-type movie isn’t — unless you are making a spoof or presenting a knowingly-bad movie.

I just wanted to pass these items along.


Also relevant/see:


Addendums on 7/3/22:

 
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