LearningNowTV-Nov2014

 


From their website:
(emphasis DSC)

LEARNING NOW tv is a live-streamed internet tv channel bringing you inspirational interviews, debates and round tables, and advice and guidance on real world issues to keep you up-to date in the world of learning and development.

Membership to the channel is FREE. You will be able to interact with us on our social channel during the live stream as well as having a resource of the recorded programmes to refer to throughout the year.

Learning Now tv is run and produced by some of the L&D world’s leading experts who have many years’ experience of reporting the real-world issues for today’s learning and development professionals.

 

I originally saw this at Clive Sheperd’s posting:
TV very much alive for learning professionals

 

 

Also see:

 

MYOB-July2014

 

 

 

 

This new service makes me think of some related graphics:

 

 

MoreChoiceMoreControl-DSC

 

 

 

 

 

 

 

StreamsOfContent-DSC

 

 

 

 

 

 

 

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

 

 

 

 

 

Addendum on 12/2/14 — from Learning TRENDS by Elliott Masie – December 2, 2014 | #857

Idea – Courses in the Air:
There were representatives from airlines, Aviation Authorities and even Panasonic – which makes the interactive movie and TV systems on long distance airplanes.  So, I rolled out one of my “aha ideas” that I would love to see invented sometime: Courses in the Air.

What if a passenger could choose to take a mini-course on a 4 to 14 hour flight. It would be a MOOC in the Sky – with video, reading and interactive elements – and someday might even include a real time video chat function as well.  The learner could strive to earn a “badge” or roll them up into a certificate or degree program – that they pursued over several years of flights.  It would be an intriguing element to add to international travel.

 

Digital Storytelling Resources from Classroom 2.0 Live (Oct 2014) — from speedofcreativity.org by Wesley Fryer

Excerpt:

…I facilitated a 60 minute webinar on Classroom 2.0 Live about digital storytelling. This was an “open mic” session, which is similar to facilitated conversations at EdCamps. The webinar is archived on YouTube, and referenced links are included in this LiveBinder.

These are some of the links I saved from the webinar, which were shared by participants. This was an excellent session and I learned about several new resources I’m anxious to try with my own students in digital storytelling projects!

  1. Murmur Project – Toronto (place-based digital storytelling using cell phones for playback)
  2. StoryboardThat – Web-based tool for project storyboarding
  3. BitStrips for Schools – comic -based digital storytelling
  4. Bay Farm School Digital Tour (using QR codes)
  5. 6th Grade Roller Coaster Physics Project
  6. Dot Day at Bay Farm Project
  7. Make Beliefs Comix
  8. The Cloud Coaster
  9. City of San Leandro History Walk (A Boy Scout Eagle Project)
  10. Digital Storytelling Pearltrees site by Shelly Terrell
  11. Voki (create speaking avatars)
  12. Morfo (free iOS app to turn a photo into a talking avatar)
  13. Tools for Screen Captures, Digital Storytelling, & Video
  14. Out of Eden Walk

 

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9 Free Tools For Digital Storytelling — from hongkiat.com by Fahad Khan

 

 

 

Excerpt from How Can English Teachers Benefit from Digital Storytelling Tools — from edtechreview.com by Prasanna Bharti

Digital Storytelling Tools for Students

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Creative storytelling with Storehouse — from blogs.elon.edu by Analise Godfrey (Storehouse was created by former Apple User Experience Evangelist, Mark Kawano)

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Over 40 web tools to create quizzes and polls in class — from educatorstechnology.com

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Theia
Introducing a new and exciting world view, Theia smart glasses naturally integrate augmented reality together with your reality using unique technology and seamless design.

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theia-nov2014

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Platform lets users share documents with real-time audio comments — from springwise.com
Blrt is offering both real-time and anytime sharing of documents, with integrated drawing and voice commenting tools.

Excerpt:

The platforms that businesses most commonly use to communicate with both colleagues and clients — phone, email, face-to-face meetings and video chat — are typically only used one at a time. If it’s just a quick chat, you pick up the phone, if you need to send a document you send an email. But is there a way to make multimedia collaboration more seamless through a single platform? We recently wrote about Talko, which aims to make voice calls more like emails. Now a similar service, Blrt, is offering both real-time and anytime sharing of documents, with integrated drawing and voice commenting tools.

 

blrt-fall2014

 

 

 

 

10 great iPad apps for teaching and learning piano — from educatorstechnology.com

 

 

 

 

 

Circle of Fifths – music theory reference

 

CircleOf5ths-Fall2014

 

 

 

Osmo

osmo-fall2014

 

 

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30 Ways Google Glass Works in Classrooms [#Infographic] — from edtechmagazine.com by D. Frank Smith
From allowing student to connect virtually with peers and teachers to helping identify learning difficulties, the wearable tech has clear potential as an aid.

 

 

 

An App to Make Career Counseling More Like a Video Game — from chronicle.com by Rebecca Koenig

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Microsoft Research gives us a glimpse of future gaming with RoomAlive — from InterestingEngineering.com

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LinkedIn Introduces New Tools for Students Choosing Universities — from eduniverse.org by Philippe Taza

Excerpt:

Regardless of whether you agree with their criteria or the general practice of creating rankings, their newest initiative is undoubtedly an impressive leveraging of Big Data, applying complex algorithms to LinkedIn’s vast database of 313 million users to derive interesting conclusions for both students and those marketing higher education.

 

 

Lync to Become Skype for Business — from MikeBrandesAV.com

Excerpt:

Microsoft is rebranding it’s unified communication platform Microsoft Lync. Microsoft plans to retool their approach to unified communications, and launch under the name “Skype for Business” in 2015. Microsoft originally acquired Skype for $8.5 billion in 2011.

The Redmond, WA based software giant made significant strides into the Unified Communications space, offering a cost-competitive unified communications platform which included Telephony, Chat, Collaboration and Video Conferencing all from the desktop, laptop or tablet.

 

 

The 10 best creative apps for tablets — from Creative Bloq

 Excerpt:

Over recent years, many great drawing and painting apps have become available for tablets and smart phones. Here’s our pick of the most comprehensive packages on the market.

ArtRage

The 10 best creative apps for tablets 

 

 

This clever app scans and solves maths problems instantly using your phone’s camera — from businessinsider.com.au

Excerpt:

While it seems likely that most will use PhotoMath to sidestep actual learning, PhotoMath includes a “Steps” button that cleverly walks you through the steps from the original equation to the final answer.

 

PhotoMath app

 

 

Addendum on 11/2014 — some music-related apps from the November 2014 edition of The Journal:

 

Oculus Connect Videos and Presentations Online — from oculus.com

 

 

Excerpt:

All the keynotes, panels, and developer sessions from Connect are now available to watch online. The slides from each session are also available for download from the Connect site under the “Schedule” section.  Complete list of the keynotes, panels, and developer sessions from Connect:

Keynotes:

  • Brendan Iribe and Nate Mitchell — Oculus CEO Brendan Iribe and VP of Product Nate Mitchell officially open Connect with their Keynote discussing Oculus, the Gear VR, and the newest prototype: Crescent Bay.
  • Michael Abrash  — Oculus Chief Scientist Michael Abrash discusses perception in virtual reality, the future of VR, and what that means for developers.
  • John Carmack — Oculus CTO John Carmack discusses the Gear VR and shares development stories at Oculus Connect.

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Keynote Panel:

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Developer Sessions:

 

 

 

Related items:

 

 

Last week I attended the 20th Annual Online Learning Consortium International Conference.  While there, I was inspired by an excellent presentation entitled, A Disruptive Innovation: MSU’s Surviving the Coming Zombie Apocalypse – Are You Ready to Survive a New Way of Learning?   The four team members from Michigan State University included:

  • Glenn R. Stutzky | Course Instructor
  • Keesa V. Muhammad | Instructional Designer
  • Christopher Irvin | Instructional Designer
  • Hailey Mooney | Course Librarian

Check out the intro clip on the website about the course:

 

MSUZombie-Oct2014

 

From the description for the presentation:

This session highlights MSU’s award winning, groundbreaking online course that fuses social theory, filmmaking, social media, and viral marketing while students survive an apocalyptic event. http://zombie.msu.edu/

MSU created and used powerful digital storytelling and multimedia to overlay real, experiential, immersive learning. Important content was relayed, but in a way that drew upon your emotions, your ability to solve problems and navigate in a world where you didn’t have all of the information, your ability to work with others, and more.

“This innovative course integrates current research and science on catastrophes and human behavior together with the idea of a zombie apocalypse. In doing so, we actively engage with students as they think about the nature, scope, and impact of catastrophic events on individuals, families, societies, civilizations, and the Earth itself.”

“Our innovative approach to teaching and learning features: students as active participants, the instructor becomes the facilitator, storytelling replaces lectures, zombies become the catalyst of teaching, a “zombrarian” (librarian) drives research, and the students emerge as digital storytellers as a way of assessing their own learning.”

Others outside MUS have found out about the course and have requested access to it. As a result of this, they’ve opened it up to non-credit seeking participants and now various people from police forces, Centers for Disease Control, and others are able to take the course. To make this learning experience even more accessible, the cost has been greatly reduced: from $1600+ to just $500. (So this talented team is not only offering powerful pedagogies, but also significant monetary contributions to the university as well.)

For me, the key thing here is that this course represents what I believe is the direction that’s starting to really pull ahead of the pack and, if done well, will likely crush most of the other directions/approaches.  And that is the use of teams to create, deliver, teach, and assess content – i.e., team-based learning approaches.

So many of the sessions involved professional development for professors and teachers – and much of this is appropriate. However, in the majority of cases, individual efforts aren’t enough anymore.  Few people can bring to the table what a talented, experienced group of specialists are able to bring.  Individual efforts aren’t able to compete with team-based content creation and delivery anymore — and this is especially true online, whereby multiple disciplines are immediately invoked once content hits the digital realm.

In this case, the team was composed of:

  • The professor
  • Two Instructional Designers
  • and a librarian

The team:

  • Developed websites
  • Designed their own logo
  • Marketed the course w/ a zombie walking around campus w/ brochures and a walking billboard
  • Used a Twitter stream
  • Used a tool called Pensu for their students’ individual journals
  • Made extensive use of YouTube and digital storytelling
  • Coined a new acronym called MOLIE – multimedia online learning immersive experience
  • Used game-like features, such as the development of a code that was found which revealed key information (which was optional, but was very helpful to those who figured it out).  The team made it so that the course ended differently for each group, depending upon what the teams’ decisions were through the weeks
  • Used some 3D apps to make movies more realistic and to create new environments
  • Continually presented new clues for students to investigate.  Each team had a Team Leader that posted their team’s decisions on YouTube.

They encouraged us to:
THINK BIG!  Get as creative as you can, and only pull back if the “suits” make you!  Step outside the box!  Take risks!  “If an idea has life, water it. Others will check it out and get involved.”

In their case, the idea originated with an innovative, risk-taking professor willing to experiment – and who started the presentation with the following soliloquy:

Syllabi are EVIL

Syllabi are EVIL and they must die!
Listen to me closely and I’ll tell you why.
Just want students to know what is known?
See what’s been seen?
Go – where we’ve been going?
Then the Syllabus is your friend,
cuz you know exactly where you’ll end.
But if you want to go somewhere new,
see colors beyond Red, Green, and Blue.
Then take out your Syllabus and tear-it-in-half,
now uncertainty has become your path.
Be not afraid because you’ll find,
the most amazing things from Creative Minds,
who have been set free to FLY,
once untethered from the Syllabi.

Glenn Stutzky
Premiered at the 2014
Online Learning Consortium International Conference
October 29, 2014

 

 

They started with something that wasn’t polished, but it’s been an iterative approach over the semesters…and they continue to build on it.

I congratulated the team there — and do so again here. Excellent, wonderful work!

 


By the way, what would a creative movie-like trailer look like for your course?


 

 
 

The amazing ways new tech shapes storytelling — from stuff.tv by Stephen Graves

Excerpt:

From the moment some singer-poet livened up his verse performances with a musical instrument, technology has changed entertainment. The printing press, theatrical lighting, the cinema, radio, cinematic sound – they’ve all either impacted on existing storytelling forms, or created whole new ones.

In recent years, the arrival of digital formats and non-linear editing changed TV. Existing TV formats like drama benefited from the same level of technical polish as films; and at the same time, the ability to shoot and edit large amounts of footage quickly and cheaply created a whole new form of storytelling – reality TV.

Streaming media’s one thing – but the biggest tech leap in years is, of course, your smartphone. Texting during films may infuriate but whipping your phone out in the cinema may become an integral part of the story: the 2013 film App used a second-screen app to display extra layers of narrative, synced to the film’s soundtrack. There are books that use second-screen apps: last year’s Night Film lets you scan tags in the physical book to unlock extra content, including mocked-up websites and trailers.

 

 

The amazing ways new tech shapes storytelling

 

 

 

Also see:

 

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)?

 

interactivebook-alice-70Kweek-setp2014

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Excerpt:

Alice is presented as a mobile app, but it’s technically a book that can be read on iPads and Android tablets. The story is based on the classic Alice’s Adventures In Wonderland by Lewis Carroll, and it features beautiful illustrations you can interact with by touching the tablet screen, as well as an engaging narrator reading each page.

“Regular e-books have limitations, and I wanted to create a new level of engagement. I wanted to combine interactive experience along with film ‘feel,’” Paletz said in an interview. “The application is an art book, a conceptual book, and an educational book all in one, so it has something for everyone.”

 

 From DSC: With a shout out to
Laura Devaney who posted this on Twitter.

 

 

It’s Not Film. It’s Not TV. It’s Convergence. Here’s What It’s All About.– from indiewire.com by Paula Bernstein
A new wave of creators is blurring the lines of storytelling to span multiple platforms. Here, a handful of those creators from this year’s New York Film Festival Convergence program explain what convergence means to them.

 

NYFFConvergence-Sept2014

 

 

Comment from DSC:
If this trend continues, I would guess that it would affect education as well.  That is, students no longer want to be passive consumers, but active participants.  Hmmm…sounds very familiar to me.  Aren’t we already there (i.e., active learning, project-based learning, makerspaces, and more)?

 

Also see:

 

 

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:

 

 

 

TextingInTV-Film-Romano-Aug2014

 

Excerpt from A Brief Look at Texting and the Internet in Film — by Tony Zhou

Is there a better way of showing a text message in a film? How about the internet? Even though we’re well into the digital age, film is still ineffective at depicting the world we live in. Maybe the solution lies not in content, but in form.

 

 

From DSC:
With a shout out/thanks to Krista Spahr,
Senior Instructional Designer at Calvin College, for this resource

 

Reflections on “C-Suite TV debuts, offers advice for the boardroom” [Dreier]

C-Suite TV debuts, offers advice for the boardroom — from streamingmedia.com by Troy Dreier
Business leaders now have an on-demand video network to call their own, thanks to one Bloomberg host’s online venture.

Excerpt:

Bringing some business acumen to the world of online video, C-Suite TV is launching today. Created by Bloomberg TV host and author Jeffrey Hayzlett, the on-demand video network offers interviews with and shows about business execs. It promises inside information on business trends and the discussions taking place in the biggest boardrooms.

 

MYOB-July2014

 

The Future of TV is here for the C-Suite — from hayzlett.com by Jeffrey Hayzlett

Excerpt:

Rather than wait for networks or try and gain traction through the thousands of cat videos, we went out and built our own network.

 

 

See also:

  • Mind your own business
    From the About page:
    C-Suite TV is a web-based digital on-demand business channel featuring interviews and shows with business executives, thought leaders, authors and celebrities providing news and information for business leaders. C-Suite TV is your go-to resource to find out the inside track on trends and discussions taking place in businesses today. This online channel will be home to such shows as C-Suite with Jeffrey Hayzlett, MYOB – Mind Your Own Business and Bestseller TV with more shows to come.

 

 

From DSC:
The above items took me back to the concept of Learning from the Living [Class] Room.

Many of the following bullet points are already happening — but what I’m trying to influence/suggest is to bring all of them together in a powerful, global, 24 x 7 x 365, learning ecosystem:

  • When our “TVs” become more interactive…
  • When our mobile devices act as second screens and when second screen-based apps are numerous…
  • When discussion boards, forums, social media, assignments, assessments, and videoconferencing capabilities are embedded into our Smart/Connected TVs and are also available via our mobile devices…
  • When education is available 24 x 7 x 365…
  • When even the C-Suite taps into such platforms…
  • When education and entertainment are co-mingled…
  • When team-based educational content creation and delivery are mainstream…
  • When self-selecting Communities of Practice thrive online…
  • When Learning Hubs combine the best of both worlds (online and face-to-face)…
  • When Artificial Intelligence, powerful cognitive computing capabilities (i.e., IBM’s Watson), and robust reporting mechanisms are integrated into the backends…
  • When lifelong learners have their own cloud-based profiles…
  • When learners can use their “TVs” to tap into interactive, multimedia-based streams of content of their choice…
  • When recommendation engines are offered not just at Netflix but also at educationally-oriented sites…
  • When online tutoring and intelligent tutoring really take off…

…then I’d say we’ll have a powerful, engaging, responsive, global education platform.

 

 

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

 

 

 

Transmedia and education: How transmedia is changing the way we learn — from thedigitalshift.com by Carolyn Sun

 

From

Transmedia -Illustration By Oanh Le

 

 

Excerpt:

Transmedia, a broad descriptive word that literally translated means “across media” and encompasses many strategies that transverse industries, is generally regarded as the use of multiple media platforms to tell a story or story experience. Though the word “transmedia” is thought to have entertainment franchise origins, its adaptation for education purposes is both valuable and becoming more and more common. While teachers like Sansing are using coding and programming in their language arts instruction, others are taking advantage of increasingly sophisticated apps and interactive media for classroom use.

 

 

Also see:

  • The Science of Storytelling [Infographic] The chemical and psychological makeup of our minds affects how we consume content: Our brains are wired to connect with compelling stories.
 

Hypermedia storytelling — from kirkbowe.com
Museum exhibitions as dynamic storytelling experiences using the latest technology

Excerpt:

The secret of many great storytellers lies in their ability to adapt delivery to their audiences, even as they speak.  Storytelling is at its best when it is not a one-way monologue but rather an experience which is shaped by the teller and the listener together.  Underpinning this is the notion of real-time mutual discovery.

Great museum exhibitions tell great stories.  But for practical reasons they lack a dynamic edge, unable to see the faces and hear the thoughts of the people walking around them.  This is because many exhibitions are, to some extent, static place-holders for the mind and soul of the curator or curation team.

One of my passions is researching into how to use technology to bring a vibrant storytelling relationship to the fore.  Recently, advances in certain areas of mobile technology have begun to show me that the potential is now there for the cultural heritage sector to take advantage of it.

But how about the cultural sector?  Many museums have already experimented with mobile interaction through the use of printed codes, such as QR codes, which visitors must scan with their devices.  Bluetooth Smart removes that cumbersome step: visitors need only be with proximity of a beacon in order for your app to provide them with the contextual information you wish to deliver.  The technology has many different potential applications:

– Place a beacon in each room of the exhibition.  Your app then triggers a screen of scene-setting background information for the room as the visitor enters.  No need to have congestion points around wall-mounted text at the door.

– Place a beacon under selected objects or cases.  As visitors walk up to the object, your app detects the beacon and provides commentary, video, or a three-dimensional representation of the object.  No need for visitors to type in an object number to a traditional electronic guide.

From DSC:
This has major implications — and applications — for teaching and learning spaces! For blended/hybrid learning experiments.  Such technologies can bridge the physical and virtual/digital worlds!

 

 

Another interesting application, providing access to published content from a specific location only:

 

From DSC:
As I was watching “The Future of Higher Education: MOOCs and Disruptive Innovation,” a video recorded last August, (GW’s School of Business) Dean Doug Guthrie mentioned a company named In the Telling.  The name of that company piqued my curiosity, so I went to look at that company, and what instantly struck me about their offerings were the use of:

  • A team-based approach to education
  • The use of digital storytelling
  • Software as a Service

 


 

InTheTelling-TeamBasedEducation-April2014

 


 

Dean Guthrie’s comments on interaction, community building, and customization rang true for me, but it was the customization part that really grabbed me.  And there too, most likely it will take a team of people to understand and use the data, to build the algorithms that Doug was talking about to deliver the  learning trees of the future (and I would add the phrases/terms learning paths and learning playlists).

I have it that as MOOCs continue to morph and as the perfect storm in higher education continues to amass, those institutions who implement a team-based approach to content creation, delivery, and assessment will be the ones who thrive in the future.

This thought was further brought home when I viewed Phil Hill and Michael Feldstein discussing “Online Learning – What Is It Good For?”  Consider the appearance of the word TEAM in the following graphics:

 

Team-basedEducation-DSC

 

Team-basedEducation2-DSC

 

 

 
© 2024 | Daniel Christian