DC: Precursor to a next gen learning platform…? Another piece is falling into place.

 

The inaugural winners of Training Magazine’s Network Choice Awards — from trainingmag.com
Training magazine reveals the winners of its inaugural crowd-sourced vendor awards program: the 2019 Training Magazine Network Choice Awards.

Categories include:

  • Authoring Tools
  • Custom Content/Program Development
  • Gamification
  • Learning Portal/Learning Management System (LMS)
  • Measurement, Testing, and Assessment

 

 

Making Waves — from provideocoalition.com by Woody Woodhall
Interview with Midge Costin

Excerpt:

Making Waves – The Art of Cinematic Sound, is an outstanding achievement not only as a stand-alone documentary film, but also as one of the only films that is dedicated solely to the art of sound for film. As we all know, when films started, sound was either done live with musical accompaniment or was simply exhibited silently.

It is a huge challenge to tackle such a wide ranging and meaningful advancement for film storytelling and yet undeterred, Midge Costin, herself a working sound professional, took it on. We spoke at length about her work on the film and her work as a filmmaker with sound, and as an educator.

 

Coming down the pike: A next generation, global learning platform [Christian]

From DSC:
Though we aren’t quite there yet, the pieces continue to come together to build a next generation learning platform that will help people reinvent themselves quickly, efficiently, constantly, and cost-effectively.

Learning from the living class room

 

Learning from the living class room

 

Learning from the living class room

 

Evergreen Data Visualization  — from stephanieevergreen.com; with thanks to Mr. Pat Bailey for his post on LinkedIn.com about this resource

From DSC:
If you are using RSS feeds along with a product like Feedly, it might be worth subscribing to the stream of content originating at stephanieevergreen.com/blog/. I appreciated her designs in crafting/relaying narratives via the data that she has worked with.

Here’s an example posting:

 

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.
 

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.

 

 

 

 

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
 

Artificial Intelligence in Future and Present — from datafloq.com
A look at what AI might do and what it can actually do in various industries…

  • Artificial Intelligence and Medicine
  • Artificial Intelligence and Finance
  • Artificial Intelligence and Manufacturing
  • Artificial Intelligence and Media & Entertainment
  • Artificial Intelligence and Education

 

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.

 

 

 

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.

 

Israeli tech co. uses virtual & augmented reality tech to help Christians engage with the Bible — with thanks to Heidi McDow for the resource
Compedia Partners with U.S. Clients to Utilize Company’s Biblical Knowledge and Technological Expertise

TEL AVIV, Israel, Aug. 7, 2019 – Compedia, an Israel-based business-to-business tech company, is using virtual reality technology to service Christian clients with products that help users engage with the Bible in a meaningful way.

Compedia partnered with The Museum of the Bible in Washington, D.C., which attracted more than 1 million visitors during its first year of operation, to help bring the museum’s exhibits to life. With the help of Compedia’s innovation, visitors to the museum can immerse themselves in 34 different biblical sites through augmented reality tours, allowing them to soar across the Sea of Galilee, climb the stairs of the Temple Mount, explore the Holy Sepulchre and so much more. In addition to creating on-site attractions for The Museum of the Bible, Compedia also created a Bible curriculum for high-school students that includes interactive maps, 3-D guides, quizzes, trivia and more.

“Many people are dubious of augmented and virtual reality, but we see how they can be used for God’s glory,” said Illutowich. “When clients recognize how attentive users are to the Bible message when it’s presented through augmented and virtual reality, they see the power of it, too.”

In addition to their passion for furthering Bible education, Compedia is committed to developing products that help educators engage students of all types. The company is currently in partnership with a number of educational institutions and schools around the U.S. to utilize its interactive technology both in the classroom and in the online learning space. Other client collaborations include Siemens, Sony and Intel, to name a few.

About Compedia
Compedia uses cutting-edge technology to help students succeed by making education more fun, engaging, and meaningful. With over 30 years of experience in developing advanced learning solutions for millions of people in 50 countries and 35 languages, Compedia offers expertise in visual computing, augmented reality, virtual reality and advanced systems, as well as instructional design and UX.

 


 

 

 


 

 

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