Everyday Media Literacy — from routledge.com by Sue Ellen Christian
An Analog Guide for Your Digital Life, 1st Edition

Description:

In this graphic guide to media literacy, award-winning educator Sue Ellen Christian offers students an accessible, informed and lively look at how they can consume and create media intentionally and critically.

The straight-talking textbook offers timely examples and relevant activities to equip students with the skills and knowledge they need to assess all media, including news and information. Through discussion prompts, writing exercises, key terms, online links and even origami, readers are provided with a framework from which to critically consume and create media in their everyday lives. Chapters examine news literacy, online activism, digital inequality, privacy, social media and identity, global media corporations and beyond, giving readers a nuanced understanding of the key concepts and concerns at the core of media literacy.

Concise, creative and curated, this book highlights the cultural, political and economic dynamics of media in our contemporary society, and how consumers can mindfully navigate their daily media use. Everyday Media Literacy is perfect for students (and educators) of media literacy, journalism, education and media effects looking to build their understanding in an engaging way.

 

Using technology to inspire creativity boosts student outcomes — from thejournal.com by Sara Friedman

Transformative technology uses include using tablets or computers to create multimedia projects, conduct research and analyze information.

Teachers’ use of creativity in learning was determined how many times students were allowing to:

  • Choose what to learn in class.
  • Try different ways of doing things, even if they might not work.
  • Come up with their own ways to solve a problem
  • Discuss topics with no right or wrong answer.
  • Create a project to express what they’ve learned.
  • Work on a multidisciplinary project.
  • Work on a project with real-world applications.
  • Publish or share projects with people outside the classroom.
 

The importance of presence offline & online in higher education — from forbes.com by Martin Krislov

Excerpt:

But how can we maintain [human interaction] in the era of online instruction?

That question, it turns out, is a pressing one for distance-education professionals. And the answer, they say, is what the digital world calls “presence.”

Presence means, essentially, being there. It’s something that happens naturally in physical classrooms. But in online education, instructors have to work to create it. Poorly constructed online courses can feel cold and impersonal; online faculty can feel distant. But in a well-designed course, where faculty work to be present, students can thrive. Studies have shown that creating strong presence and engagement in an online class—mimicking that personal connection Gabelli and I so value—improves academic outcomes and student experience.

 

 

From DSC:
The other day, I put this post out there.

Now, I’d like to add to that information with information from Mr. Joseph Byerwalter, who pointed me to the following videos re: LEGO BOOST!

 

LEGO® BOOST lets children create models with motors and sensors, and then bring their creations to life through simple, icon-based coding commands. The free LEGO BOOST tablet app includes easy step-by-step building instructions for creating and coding multifunctional models.

P.S. I am not getting paid by LEGO or anyone else here.
I just think learning should be engaging and fun!

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

Addendum on 10/18/19:

 

DC: In the future…will there be a “JustWatch” or a “Suppose” for learning-related content?

DC: In the future...will there be a JustWatch or a Suppose for learning-related content?

 

5 good tools to create whiteboard animations — from educatorstechnology.com

Excerpt:

In short, whiteboard animation (also called video scribing or animated doodling) is a video clip in which the recorder records the process of drawing on a whiteboard while using audio comment. The final result is a beautiful synchronization of the drawings and the audio feedback. In education, whiteboard animation videos  are used in language teaching/learning, in professional development sessions, to create educational tutorials and presentations and many more. In today’s post, we are sharing with you some good web tools you can use to create whiteboard animation videos.

 

 

 

From DSC:
Is this only on Pixel 4? If so, too bad. It has a lot of potential — especially for students and lecture capture!

Speaking of lecture capture…Panopto offers an incredible search feature for searching text, audio, and video!

“With Panopto, you can search through your video library the same way you’d search across the internet, or through your email.

  • By any keyword spoken in your videos
  • By any word that ever appears on-screen or anywhere else in your video
  • By traditional and advanced metadata, including tags and titles, viewer notes and comments, and even speakers notes from your PowerPoint slides.
  • Panopto enables you to search across every video in your library…and get specific results that fast-forward to the exact moment the keyword occurs in your video.”

 

 

Accessibility and Usability Resource site from Quality Matters

 

Meet AURS — Your go-to resource for addressing accessibility challenges — from wcetfrontiers.org and Quality Matters

Excerpt:

Accessibility is not only one of the main areas of focus for WCET, but a consistent issue and opportunity for higher education institutions. In order to support faculty, instructional designers, and others who work in the area, Quality Matters, a WCET member, created a new resource site for educators to get information on how to address key accessibility and usability concerns. Today’s post introduces the new website, AURS, and reviews the development process for the site and the resources.

 

 

Top eLearning Gamification Companies 2019 — from elearningindustry.com by Christopher Pappas

Excerpt:

The Top Performing eLearning Gamification Companies 2019
As community leaders, here at eLearning Industry, we have evaluated hundreds of eLearning content development companies in the past. As we are constantly on the lookout for new advancements and trends in the eLearning field that are relevant to the industry, we decided to take a very close look at outstanding providers of gamification. We have focused on prestige, influence, application of gamification tools, activity in the eLearning field, gamification innovations, and many more subcategories.

For the list of the Top eLearning Gamification Companies 2019, we chose and ranked the best gamification companies based on the following 7 criteria:

  • Gamification eLearning quality
  • Customer reviews
  • eLearning expertise
  • Niche specialization on gamification
  • Gamification industry innovation
  • Company’s social responsibility
  • Gamification features and capabilities
 

How augmented reality will overhaul our most crucial industries — from singularityhub.com by Peter Diamandis

Excerpts:

Healthcare
(1) Surgeons and physicians
(2) Assistance for those with disabilities
(3) Biometric displays

Retail & Advertising
(1) Virtual shopping
(2) Advertising

Education & Travel
(1) Customized, continuous learning

Within the classroom, Magic Leap One’s Lumin operating system allows multiple wearers to share in a digital experience, such as a dissection or historical map. And from a collaborative creation standpoint, students can use Magic Leap’s CAD application to join forces on 3D designs.

In success, AR’s convergence with biometric sensors and AI will give rise to an extraordinarily different education system: one comprised of delocalized, individually customizable, responsive, and accelerated learning environments.

(2) Training
(3) Travel

Manufacturing
(1) Design
(2) Supply chain optimization
(3) Quality assurance & accessible expertise

Transportation & Navigation
(1) Autonomous vehicles
(2) Navigation

Entertainment
(1) Gaming
(2) Art

 

Internet of Things in the World of School— from datafloq.com

Excerpt:

In this blog post, we’ll discuss the benefits of the IoT for education — the sphere that remains farther to the background in terms of the IoT application but can benefit from it at all stages. Besides, schools are meant to prepare students for entry into the adult world. As the IoT changes the landscape of their futures, it is crucial to change the space where students spend their formative years.

 

 

Per Jane Hart on LinkedIn:

Top 200 Tools for Learning 2019 is now published, together with:

PLUS analysis of how these tools are being used in different context, new graphics, and updated comments on the tools’ pages that show how people are using the tools.

 

 

 

Reflections on “DIY Mindset Reshaping Education” [Schaffhauser]

DIY Mindset Reshaping Education — from campustechnology.com by Dian Schaffhauser

Excerpt:

A do-it-yourself mindset is changing the face of education worldwide, according to new survey results. Learners are “patching together” their education from a “menu of options,” including self-teaching, short courses and bootcamps, and they believe that self-service instruction will become even more prevalent for lifelong learning. In the United Sates specifically, 84 percent of people said learning would become even more self-service the older they get.

Among those who have needed to reskill in the last two years to continue doing their jobs, 42 percent found information online and taught themselves and 41 percent took a course or training offered by their employers, a professional association or bootcamp, compared to just 28 percent who pursued a professional certification program, 25 percent who enrolled in a university-level degree program or 12 percent who did nothing.

If people had to learn something new for their career quickly, they said they would be more likely turn to a short training program (47 percent), followed by access to a free resource such as YouTube, Lynda.com or Khan Academy (33 percent). A smaller share (20 percent) would head to an accredited university or college.

 

From DSC:
This is why the prediction from Thomas Frey carries weight and why I’ve been tracking a new learning platform for the 21st century. Given:

  • The exponential pace of technological change occurring in many societies throughout the globe

  • That emerging technologies are game-changers in many industries
  • That people will need to learn about those emerging technologies and how to leverage/use them <– if they want to remain marketable/employed
  • That people need to reinvent themselves quickly, efficiently, and cost-effectively
  • That many people can’t afford the time nor the funding necessary these days to acquire a four-year higher ed degree
  • That running new courses, programs, etc. through committees, faculty senates, etc. takes a great deal of time…and time is something we no longer have (given this new pace of change)

…there needs to be a new, up-to-date, highly responsive, inexpensive learning-related platform for the 21st century. I call this learning platform of the future, “Learning from the Living [Class] Room.” And while it requires subject matter experts / humans in significant ways, AI and other technologies will be embedded throughout such a platform.

 



 

“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.

source

 

Addendum on 9/18/19:

For $400 per course, students will be able to gain access to course videos that are cinematically filmed and taught by “some of the brightest minds in academia.” Outlier.org students will also have access to problem sets, one-on-one tutoring and assessments proctored through artificial intelligence.

 

 

Is virtual reality the future of online learning? — from builtin.com by Stephen Gossett; with thanks to Dane Lancaster for his tweet on this (see below)
Education is driving the future of VR more than any other industry outside of gaming. Here’s why virtual reality gets such high marks for tutoring, STEM development, field trips and distance education.

 

 

 

Screen Mirroring, Screencasting and Screen Sharing in Higher Education — from edtechmagazine.com by Derek Rice
Digital learning platforms let students and professors interact through shared videos and documents.

Excerpt (emphasis DSC):

Active learning, collaboration, personalization, flexibility and two-way communication are the main factors driving today’s modern classroom design.

Among the technologies being brought to bear in academic settings are those that enable screen mirroring, screencasting and screen sharing, often collectively referred to as wireless presentation solutions.

These technologies are often supported by a device and app that allow users, both students and professors, to easily share content on a larger screen in a classroom.

“The next best thing to a one-to-one conversation is to be able to share what the students create, as part of the homework or class activity, or communicate using media to provide video evidence of class activities and enhance and build out reading, writing, speaking, listening, language and other skills,” says Michael Volpe, marketing manager for IOGEAR.

 

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