ChatGPT can now see, hear, and speak. Rolling out over next two weeks, Plus users will be able to have voice conversations with ChatGPT (iOS & Android) and to include images in conversations (all platforms). https://t.co/uNZjgbR5Bmpic.twitter.com/paG0hMshXb
For the IBC 2023 conference, Adobe announced new AI and 3D features to Creative Cloud video tools, including Premiere Pro Enhance Speech for faster dialog cleanup, and filler word detection and removal in Text-Based Editing. There’s also new AI-based rotoscoping and a true 3D workspace in the After Effects beta, as well as new camera-to-cloud integrations and advanced storage options in Frame.io.
Though not really about AI, you might also be interested in this posting:
The Airt AI Generator app makes it easy to create art on your iPad. You can pick an art style and a model to make your artwork. It’s simple enough for anyone to use, but it doesn’t have many options for customizing your art.
Even with these limitations, it’s a good starting point for people who want to try making art with AI. Here are the good and bad points we found.
Pros:
User-Friendly: The app is simple and easy to use, making it accessible for users of all skill levels.
Cons:
Limited Advanced Features: The app lacks options for customization, such as altering image ratios, seeds, and other settings.
Post-AI Assessment Design — from drphilippahardman.substack.com by Dr. Philippa Hardman A simple, three-step guide on how to design assessments in a post-AI world
Excerpt:
Step 1: Write Inquiry-Based Objectives
Inquiry-based objectives focus not just on the acquisition of knowledge but also on the development of skills and behaviours, like critical thinking, problem-solving, collaboration and research skills.
They do this by requiring learners not just to recall or “describe back” concepts that are delivered via text, lecture or video. Instead, inquiry-based objectives require learners to construct their own understanding through the process of investigation, analysis and questioning.
Just for a minute, consider how education would change if the following were true –
AIs “hallucinated” less than humans
AIs could write in our own voices
AIs could accurately do math
AIs understood the unique academic (and eventually developmental) needs of each student and adapt instruction to that student
AIs could teach anything any student wanted or need to know any time of day or night
AIs could do this at a fraction of the cost of a human teacher or professor
Fall 2026 is three years away. Do you have a three year plan? Perhaps you should scrap it and write a new one (or at least realize that your current one cannot survive). If you run an academic institution in 2026 the same way you ran it in 2022, you might as well run it like you would have in 1920. If you run an academic institution in 2030 (or any year when AI surpasses human intelligence) the same way you ran it in 2022, you might as well run it like you would have in 1820. AIs will become more intelligent than us, perhaps in 10-20 years (LeCun), though there could be unanticipated breakthroughs that lower the time frame to a few years or less (Benjio); it’s just a question of when, not “if.”
On one creative use of AI — from aiandacademia.substack.com by Bryan Alexander A new practice with pedagogical possibilities
Excerpt:
Look at those material items again. The voiceover? Written by an AI and turned into audio by software. The images? Created by human prompts in Midjourney. The music is, I think, human created. And the idea came from a discussion between a human and an AI?
…
How might this play out in a college or university class?
Imagine assignments which require students to craft such a video. Start from film, media studies, or computer science classes. Students work through a process:
I continue to try to imagine ways generative AI can impact teaching and learning, including learning materials like textbooks. Earlier this week I started wondering – what if, in the future, educators didn’t write textbooks at all? What if, instead, we only wrote structured collections of highly crafted prompts? Instead of reading a static textbook in a linear fashion, the learner would use the prompts to interact with a large language model.These prompts could help learners ask for things like:
overviews and in-depth explanations of specific topics in a specific sequence,
examples that the learner finds personally relevant and interesting,
interactive practice – including open-ended exercises – with immediate, corrective feedback,
the structure of the relationships between ideas and concepts,
Designed for K12 and Higher-Ed Educators & Administrators, this conference aims to provide a platform for educators, administrators, AI experts, students, parents, and EdTech leaders to discuss the impact of AI on education, address current challenges and potentials, share their perspectives and experiences, and explore innovative solutions. A special emphasis will be placed on including students’ voices in the conversation, highlighting their unique experiences and insights as the primary beneficiaries of these educational transformations.
The use of generative AI in K-12 settings is complex and still in its infancy. We need to consider how these tools can enhance student creativity, improve writing skills, and be transparent with students about how generative AI works so they can better understand its limitations. As with any new tech, our students will be exposed to it, and it is our task as educators to help them navigate this new territory as well-informed, curious explorers.
The education ministry has emphasized the need for students to understand artificial intelligence in new guidelines released Tuesday, setting out how generative AI can be integrated into schools and the precautions needed to address associated risks.
Students should comprehend the characteristics of AI, including its advantages and disadvantages, with the latter including personal information leakages and copyright infringement, before they use it, according to the guidelines. They explicitly state that passing off reports, essays or any other works produced by AI as one’s own is inappropriate.
Thanks to the rapid development of artificial intelligence tools like Dall-E and ChatGPT, my brother-in-law has been wrestling with low-level anxiety: Is it a good idea to steer his son down this path when AI threatens to devalue the work of creatives? Will there be a job for someone with that skill set in 10 years? He’s unsure. But instead of burying his head in the sand, he’s doing what any tech-savvy parent would do: He’s teaching his son how to use AI.
In recent months the family has picked up subscriptions to AI services. Now, in addition to drawing and sculpting and making movies and video games, my nephew is creating the monsters of his dreams with Midjourney, a generative AI tool that uses language prompts to produce images.
To bridge this knowledge gap, I decided to make a quick little dictionary of AI terms specifically tailored for educators worldwide. Initially created for my own benefit, I’ve reworked my own AI Dictionary for Educators and expanded it to help my fellow teachers embrace the advancements AI brings to education.
A learning ecosystem is composed of people, tools, technologies, content, processes, culture, strategies, and any other resource that helps one learn. Learning ecosystems can be at an individual level as well as at an organizational level.
Some example components:
Subject Matter Experts (SMEs) such as faculty, staff, teachers, trainers, parents, coaches, directors, and others
Fellow employees
L&D/Training professionals
Managers
Instructional Designers
Librarians
Consultants
Types of learning
Active learning
Adult learning
PreK-12 education
Training/corporate learning
Vocational learning
Experiential learning
Competency-based learning
Self-directed learning (i.e., heutagogy)
Mobile learning
Online learning
Face-to-face-based learning
Hybrid/blended learning
Hyflex-based learning
Game-based learning
XR-based learning (AR, MR, and VR)
Informal learning
Formal learning
Lifelong learning
Microlearning
Personalized/customized learning
Play-based learning
Cloud-based learning apps
Coaching & mentoring
Peer feedback
Job aids/performance tools and other on-demand content
Websites
Conferences
Professional development
Professional organizations
Social networking
Social media – Twitter, LinkedIn, Facebook/Meta, other
Communities of practice
Artificial Intelligence (AI) — including ChatGPT, learning agents, learner profiles,
According to a recent Educause survey, the number of students expressing preferences for courses that are mostly or completely online has increased 220% since the onset of the pandemic, from 9% in 2020 (before March 11) to 29% in 2022. And while many students still prefer learning mostly or completely face-to-face, that share has dropped precipitously from 65% in 2020 to 41% this year.
“These data point to student demand for online instructional elements, even for fully face-to-face courses,” Educause stated.
Also relevant/see:
A Surge in Young Undergrads, Fully Online — from insidehighered.com by Susan D’Agostino Tens of thousands of 18- to 24-year-olds are now enrolling at Western Governors, Southern New Hampshire and other national online institutions. Does this represent a change in student behavior?
We can now type in text to get graphics and artwork.
We can now type in text to get videos.
There are several tools to give us transcripts of what was said during a presentation.
We can search videos for spoken words and/or for words listed within slides within a presentation.
Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.
This raises some ideas/questions for me:
What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
How might this type of thing impact storytelling?
Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
Will this kind of thing be standard in the next version of the Internet (Web3)?
Will this help people with special needs — and way beyond accessibility-related needs?
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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Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?
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.
From DSC: Seeing the functionality inFreehand— it makes me once again think that we need to use more tools where faculty/staff/students can collaborate with each other REGARDLESS of where they’re coming in to partake in a learning experience (i.e., remotely or physically/locally). This is also true for trainers and employees, teachers and students, as well as in virtual tutoring types of situations. We need tools that offer functionalities that go beyond screen sharing in order to collaborate, design, present, discuss, and create things. (more…)
I’m trying to maintain some separation between my writing on e-Literate and content about Argos (the startup I co-founded with Curtiss Barnes). It won’t be perfect because I write about what I think about and right now I’m thinking about Argos-related stuff a lot. But I’m going to post about Argos-centric topics—the design, the thinking behind the company, etc.—on the new Argos blog. You can read my posts, posts by my colleagues (like the great one by Anita Delahay that’s up now), and news updates.
Retaking textbooks
Several disruptive teams at Carnegie Mellon University and Arizona State University have been designing, building, and distributing next-generation digital textbook replacements.
Their products are provably effective, sell for significantly less than digital products from textbook publishers, and can generate more money for the programs creating them than they cost to create.
Argos believes this model is the future. We exist to bring that future into being.
The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.
…
The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.
With the start of a new year, it is always a great time to explore new ideas or try some new methods that may be a bit different from what we have traditionally done. I always think it is a great opportunity to stretch ourselves professionally, especially after a break or during the spring months.
Finding ways to boost student engagement is important, and what I have found is that by using tools like Augmented Reality (AR) and Virtual Reality (VR), we can immerse students in unique and personalized learning experiences. The use of augmented and virtual reality has increased in K-12 and Higher Ed, especially during the past two years, as educators have sought new ways to facilitate learning and give students the chance to connect more with the content. The use of these technologies is increasing in the workplace, as well.
With all of these technologies, we now have endless opportunities to take learning beyond what has been a confined classroom “space” and access the entire world with the right devices.
University CIOs, deans, provosts, faculty and staff from more than 100 institutions convened online for the Adobe EduMAX 2021 conference, where academic leaders shared how they are transforming teaching and learning practices across their campuses. Key discussion points included:
How digital literacy increases engagement to bring faculty and students together, whether they are in-person, online or in a hybrid environment.
How digital literacy closes the skills gap in higher education and industry by fostering critical essential skills that employers value.
How faculty can integrate digital literacy across the curriculum for all students.
50 Sites & Apps for K-12 Education Games — from techlearning.com by Diana Restifo and David Kapuler Game-based learning is a great way to integrate technology into the classroom while engaging kids with real learning.
Excerpt:
Game-based learning turns potentially tedious study time into an adventurous knowledge quest, complete with catchy soundtracks and digital rewards. It helps keep kids engaged with the subject matter and motivated to pursue greater expertise. Best of all, web- or app-based gameplay integrates easily into both online and in-person classes.
With the demise of Flash at the end of 2020, many favorite educational game sites went under. That’s why we decided to update our popular list below to include the latest and best sites and apps for K-12 education games. Many are free (or offer free basic accounts) and some provide progress tracking and analysis tools for teachers. All will help kids enjoy learning.
Also relevant/see the following resource and excerpt from Goldie Blumenstyk’s The Edge (from the Chronicle of Higher Education)
Greenberg also makes a compelling case for the “playful and joyous” approaches the d.school has been championing, like the secret handshake or building several prototypes of an ideal chair using tools like cardboard, pipe cleaners, and chewing gum and toothpicks. After so many months of loss and social deprivation, she told me last week, “those elements are more important than ever.”