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

 

Interlude CEO Yoni Bloch to showcase the power of interactive video at the Future of Kids’ TV Summit at MIPTV 2014 — from businesswire.com

Excerpt:

“Interactive videos that respond to children’s preferences can transform TV and educational programming from a passive experience to an active one that is fun and engaging. With kids today growing up with interactive devices, they have an appetite to do more with content than sit back and have it delivered to them in a one-way stream,” Bloch said. “With the potential to create wonderful learning experiences for children, The Summit provides a global stage for attendees to make meaningful changes in the technologies used for entertainment and education.”

 

Also see:

MIPTV: “Future of Kids TV Summit” announced — from
80 senior programming execs to map out digital strategies for kids entertainment.

Excerpt:

“I’m thrilled to be present at the Future of Kids’ TV Summit to discuss how content creators can create a digital playground for children,” said Bloch. “Interactive videos invite kids to continually engage and shape the story differently each time. I look forward to exploring new ways for the entertainment industry to help kids become active participants instead of passive viewers.”

The Future of Kids’ TV Summit is the latest in MIPTV’s established line-up of forward-looking events, following on the heels of the International Drama Coproduction Summit and the Digital Minds Summit. These forums are now recognised by key industry executives as must-attend events in their business agenda.

 

Expanding Learning Opportunities with Transmedia Practices (part 1) — from worlds-of-learning.com by Laura Fleming

 

Transmedia-LauraFleming-Part1-MarApr2014

Excerpt:

The proliferation of digital and networking technologies enables us to rethink,  restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students’ real emotional engagement with the process of learning. Transmedia learning applies storytelling techniques across multiple platforms to create immersive educational experiences that enable multiple entry and exit points for learning and teaching. By utilizing constructivist and connectivist precepts in the application of these techniques, we can create pedagogies that are transformative on many levels. Encapsulating these notions in the concept of the Transmedia LearningWorld (TLW) allows educators to combine the exciting affordances of the digital technologies with real-life experiences and truly learner-focused pedagogies to produce profoundly productive and powerful learning experiences.

Expanding Learning Opportunities with Transmedia Practices (part 2) — from worlds-of-learning.com by Laura Fleming

Excerpt:

Transmedia storytelling exemplifies learning in the twenty-first century by merging the concept of storytelling with that of the listener-learner and the resulting emotional engagement with the pervasiveness of media. We might define transmedia learning as: the application of storytelling techniques combined with the use of multiple platforms to create an immersive learning landscape which enables multivarious entry and exit points for learning and teaching.

Expanding Learning Opportunities with Transmedia Practices (part 3) — from worlds-of-learning.com by Laura Fleming

Excerpt:

None of this is easy though. Teachers must be given the support they will need to prepare for the concomitant shift in instruction; they will need help to make sense of the new kinds of content that will make their way into the classroom; they will need encouragement to change their approach to teaching and to learning accordingly; and they will need support in how to effectively weave and integrate technology into their practice. The effective use of digital learning can help school districts meet these educational challenges, including, as we have noted, implementing college and career-ready standards for all students, as outlined in the Common Core. Educators need to come to see technology as intrinsic to their instructional practices. Rather than envisaging a process in which technology is merely embedded into the curriculum, an attitude that so often relegates the technology to an afterthought or just one amongst a range of motivating techniques, it should be about the seamless integration of technology into every aspect of teaching and learning through transmedia practices. Technology tools should be so much a part of learning that the friction is removed because of educators and learners do not waste energy thinking about how it works, instead becoming an essential component of all that goes on in the classroom.

Expanding Learning Opportunities with Transmedia Practices (part 4) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The paradox lies in the fact that, at the same time that political and economic forces are pushing the agenda of standardization with some determination, the social-technological environment that we now inhabit is pushing education in the opposite direction. In a real sense, learning is breaking free from the tradition model of education—with school as the central paradigm in that model—simply because the walls of the school can no longer contain all the knowledge and content and desire to learn that is now flowing freely across the ether and intermingling across borders without constraint.

Expanding Learning Opportunities with Transmedia Practices (part 5) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The power of Inanimate Alice lies in the organic connection that is made between the story and the medium along with the innovative use of design and structure. The story unfolds in a game-like world that makes readers direct participants in helping the story to unfold across multiple platforms. With hours of interactive audio-visual experience built in, a gripping mesh of games, puzzles, sights, and sounds embellish and enhance the storyline. The interactivity and narrative are not distinct from one another. In the case of Inanimate Alice, the interactive elements simply cannot be separated from the story. Whether it is controlling Alice’s Baxi (her handheld gaming device) or communicating with Brad (her virtual friend on the Baxi), the embedded technology enhances the narrative and helps it to unfold in manifold directions under the reader’s impulse. It is this that makes Alice a truly unique digital reading experience.

Expanding Learning Opportunities with Transmedia Practices (part 6) — from worlds-of-learning.com by Laura Fleming

Excerpt:

As co-creators of content, our students actively participate in and take control of their own learning. As echoed by the United States Department of Education, the rich, fictional worlds of transmedia tend to create a greater level of social interaction that can inspire children to create their own stories and media products and to share them with each other. The experience of reading is changing. In a transmedia learning experience, reading is now simultaneously an individual act and a social act. Similarly, students can be individual producers but are also able to engage on collaborative sharing, joint creativity, and proliferation of knowledge across the globe.

 

 
 

The complete guide to Transmedia Storytelling — from stateofdigital.com by Gianluca Fiorelli

Excerpt:

Storytelling matters because great stories are:

  • Authentic;
  • Human;
  • Evoke emotions;
  • Are interesting (to me).

Stories, nowadays, must develop themselves in different platforms. For instance, I hear first a news in the radio in the morning, go reading about it on mobile app, and dig into it on desktop.

This is the basic representation of Crossmedia Marketing.

But Crossmedia Marketing, albeit being wonderful and at least how every marketers should conceive his marketing strategy, has the defect that it is usually just thought as a multi-device version of the disjointed content marketing campaigns.

What if I tell you that exists another form of doing Storytelling, which combines the multi-device advantages of Crossmedia but add the essential role of the end users to the mix? Transmedia Storytelling.

Be aware though that Transmedia is nothing really new. In fact, even if as a term was presented my Henry Jenkins in 2003, we could find a first idea of Transmedia in Walt Disney, and how he created a multi-platform narrative universe.

 

A TV app from Disney lets travelers browse its vacation offerings — from nytimes.com by Jane Levere

Excerpts (emphasis DSC):

A SMART TV app being introduced by Walt Disney Parks and Resorts on Thursday will let potential travelers use their remote controls to research vacations at theme parks and hotels and on cruise ships and packaged tours.

Brad Baker, director of digital marketing for Walt Disney Parks and Resorts, said the advent of smart, or Internet-connected, TVs had created “a really interesting space for us, since there is now a new way for us to be able to tell our story.”

 

Some mentioned functionality:

  • Aggregates videos, photographs, interactive theme park maps and other information from the websites of Walt Disney Parks and Resorts businesses and from their social media channels.
  • Has a trivia quiz
  • Some videos
  • Lets viewers request additional information by submitting their email address

 

 

24h Jerusalem: A new transmedia project by ARTE and BR — from vast-media.com

Excerpt:

On the web, 24hjerusalem.tv will enrich the users’ TV experience before and during the broadcast with synchronized extra content such as texts, interviews, Vine videos and more. Users will be able to explore information, share content and discuss about the program. The platform can also be accessed on mobile devices.

 

24h Jerusalem: a new transmedia project by ARTE and BR

 

Also see:

 

24hJerusalem-March2014

 

Also see:

 

Layar’s industry leading Augmented Reality app now available on Google Glass — from layar.com

Excerp:

AMSTERDAM, NEW YORK, TORONTO – March 19th, 2014 – Layar, the world’s number one provider of Augmented Reality (AR) and Interactive Print products and services, today announced the availability of its industry leading mobile app on Google Glass. Glass users can go to Layar.com/Glass to download the app and see instructions for how to install it. By just saying “Ok Glass, scan this,” users can easily experience any of the platform’s over 200,000 Interactive Print pages and 6,000 location-based Geo Layers.

With Interactive Print, static print content comes alive with videos, photo slideshows, links to buy and share and immersive 3D experiences. Glass users can now access Layar’s rapidly growing platform of Interactive Print campaigns, including magazines like Men’s Health, Inc. and Glamour, as well as newspapers, advertising, art and more. Geo Layers allow users to see location-based information – including points-of-interest like local real restate listings, geotagged media like nearby photos and tweets, 3D art and more – in an augmented, “heads up” view using the camera on the Glass device.

 

Excerpt of video:

LayarOnGoogleGlass-March2014

 

From DSC:
Using Layar’s Creator  app, there could be numerous and creative applications of these technologies within the realm of education.  For example, in a Chemistry class, one could have printouts of some of the types of equipment one would use in an experiment.

 

TypesOfChemEquipment

 

Looking at a particular piece of paper (and having loaded the app) would trigger a pop-up with that piece of equipment’s name, function, and/or other information as well as which step(s) of the experiment that you will be using that piece of equipment on.

Or, one could see instructions for how to put things together using this combination of tools. A set of printed directions could pop up a quick video for how to execute that step of the directions. (I sure could have used that sort of help in putting together our daughter’s crib I tell ya!)

 

 

 

 

From DSC:
The items below speak to the wonderful, powerful world of storytelling.  I see storytelling becoming more interactive/participatory — offering more choice and more control to the viewers.  There are applications in education, training, marketing, advertising, and more.  Finally, I’ve also included some interesting tools/sites for folks to create their own digitally-based stories. 


 

How storytelling can do wonders in blogging — by Kumail Hemani

Excerpt (emphasis DSC):

Why then was my history class one of the best classes I had? We never had to learn by heart any of the history notes in spite of all the dates, events, places and names. What we heard in that class got imprinted in our mind word by word as soon as they reached my ears.

Reason?

It was in the art of my teacher’s style of speaking and style of lectures. She never took our lessons as lectures, instead she choose to tell them through stories.

My teacher knew the art of true speaking. She spoke in such a style that we students felt everything happening around us. The lectures used to start forming an image in students mind, creating a flow, making everything seem like it is happening in the present. In such style of lectures, it only took us moments before everything made an impact on us and we understood everything word by word.

 

5 apps for making movies on mobile devices — from edutopia.org by Monica Burns

Excerpt:

Every year at Hollywood award shows, we see fantastic movies celebrated for their rich storytelling and dynamic performances. Your students can become moviemakers, too, thanks to some powerful apps for mobile devices. With these tools, your children can take videos and edit their work to make professional quality movies using iOS devices (iPads and iPhones) and Android tablets.

One good thing about this easy-to-use technology is that students can still use important English language arts skills like writing a narrative, planning a sequential story, and including key details when getting ready to make a movie. These apps can enhance the work that you are doing with children in the classroom and give them room to be creative storytellers.

 

Visual storytelling: Why data visualization is a content marketing fairytale — from searchenginejournal.com by Shane Jones

Excerpt (emphasis DSC):

Humans are scientifically designed to love stories.
More of our brain is engaged when we listen to stories. They cause our neurons to act as if we were actually doing the actions we hear in the story. Stories also have that human element we were talking about earlier, which makes them more entertaining and engaging.

If you do it right, you can use your data to tell the human story – and how it can be improved through the use of your product or service. In fact, the best content visuals do just that. They introduce viewers to a concept or situation (the problem you address), walk them through the main information about that concept or situation (how you’ll address it), and then provide a conclusion in the form of CTA (converting).

In summary, people are interested in learning about themselves, but they’re sick of learning through plain copy, and they’re programmed to desire visual content that tells a tale. Visualizing data is an effective strategy for giving them exactly what they want – information that is more visible and less difficult to digest.

 

Crowdsourced storytelling: How can you make the most of user-generated content? — from latd.com by Kim Gaskins

Excerpt:

Connect with people on an emotional level.
This may sound obvious, but there are countless ways to frame a particular project or issue to people you’re hoping to entice—so make sure to think like a good marketer. For example, Israel Mirsky is the founder of Uncoverage, a crowd-funding platform for investigative journalism, who has decided to focus his message on the issues that are most emotionally accessible to his audience. There’s a compelling business case backing Mirsky’s efforts; namely, there’s no longer any business model to support important but resource-intensive journalism that may bring in fewer advertising dollars than simple, click-worthy headlines. It’s a powerful argument, but it’s not the one Mirsky is taking to potential contributors: “I suspect that talking about the problem with investigative journalism isn’t the right value proposition to bring to the table here. The right one is the one that individuals care about: the people and the issues that matter to them.”

 

latitude-March2014

 

 

6 great examples of digital storytelling — from 8ms.com by Simon Heyes

Excerpt:

In the socially connected world, the attention span of an audience becomes shorter as more and more mundane content is thrust in front of their eyes. Digital storytelling allows a brand to evoke emotion, and become more connected with consumers.

If content is at the heart of digital marketing, then we believe audiences are at the heart of digital storytelling. By creating a story that is authentic to your brand and to your audience, and then building content around that story, you will connect your brand to the lives of your consumers.

Here are six handpicked examples where we believe great writing is combined with great imagery to create authentic content, and a brilliant digital story.

 

5 steps for successful transmedia storytelling — from 8ms.com by Simon Heyes

 

5tipstransmediastorytelling

 

 


From DSC:
I see storytelling becoming more interactive/participatory — offering more choice and more control to the viewers.  As such, here are some interesting tools/sites:


 

Interlude

interlude-March2014

 

inklewriter

inkle-March2014

 

Padcaster

Padcaster-March2014

 

Voicethread

Voicethread-March2014

 

Racontr.com

racontr-March2014

 

TouchCast

TouchCast-in-Education3

 

Metta

metta-March2014

 

Hapyak

hapyak-March2014

 


Also see:


 

5 reasons why you should be using storytelling in training — from dashe.com by Ben Nesvig

Excerpt:

Storytelling has been a popular tool for learning since the dawn of civilization, but thanks to technology bringing new mediums for storytelling, it has been on the rise in training in the workplace. Despite the fact that storytelling is a powerful vehicle for teaching, some still prefer to do a “data dump” because it’s easier than constructing a narrative, though not more effective. Below I provide 5 reasons why storytelling should be used more frequently in the workplace.

 

Digital storytelling: an efficient and engaging learning activity — from elearningindustry.com

 

 Storehouse
“The easiest way to create, share, and discover beautiful stories.”

 

 

5-Transmedia-Projects-Storyscapes-2014

 

Excerpt:

The Tribeca Film Festival (TFF), presented by AT&T, is pleased to announce its 5 transmedia projects in the Storyscapes program that have been created in collaboration Bombay Sapphire®. Now in its second year, this juried Festival section was fashioned to showcase innovative and interactive transmedia work across genres. This pioneering form of storytelling encourages audience participation and sparks the imagination.

 

Bringing the Wonder of the Web to Video (emphasis DSC)
Our mission is to usher in a new age of expression.

Anyone can easily create professional-quality videos combined with all the interactivity you expect to find inside a browser. We call these TouchCasts, a new medium that looks like video, but feels like the web.

— Per TouchCast.com


 

TouchCast in Education

 

TouchCast-in-Education1

 

TouchCast-in-Education2

 

TouchCast-in-Education3

 

 

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

 

 

 

HarperCollins, Google’s Niantic Labs, 20th Century Fox collaborate w/ bestselling author on next gen cross-media project, Endgame — from corporate.harpercollins.com, w/ thanks to @myweb2learn for the resource

Excerpt of Press Release (emphasis DSC):

ENDGAME is a fully integrated, multimedia experience that will combine a trilogy of young adult novels, fifteen original e-book novellas, YouTube videos, search and image results, mapping coordinates, social media, and interactive gaming in one revolutionary creative project. Each book in the ENDGAME trilogy will feature an interactive puzzle comprised of clues and riddles throughout the text.

“We are excited to work with James Frey and Full Fathom Five on this groundbreaking series,” said Brian Murray, President and CEO, HarperCollins Publishers. “This is a spectacular story that embodies the future of publishing—great content, interactivity and a multimedia experience.”  

Google’s Niantic Labs is developing a location-based augmented reality game that will bring ENDGAME to life in the real world.  The game builds on the success of “Ingress,” which defined a new category of entertainment that marries video games with the physical world.  The mobile experience will allow players around the world to join in the battle to unlock the mysteries and secrets of ENDGAME.  Google Niantic will also be publishing six ENDGAME novellas exclusively at the Google Play store.  The game is expected to launch on Android and iOS devices in late 2014.

“James has a great vision for telling stories in an integrated way across books, film, social media, and mobile games,” John Hanke, VP of Product, Niantic Labs at Google, said. “We are delighted to bring our technology and expertise to bear on a project that is helping to define the future of entertainment.”

 

From DSC:
If successful, I’d love to see some applications of this sort of experiment applied towards education/learning — i.e. towards K-12, higher ed, and the corporate training/L&D departments.  The experiment emphasizes where I think successful learning is also going — towards the use of TEAM-based content creation and delivery.

 

 

 
 
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