How much research has been done on flipped learning? Annual update for 2018 –from rtalbert-org.cdn.ampproject.org by Robert Talbert

Excerpt:

It’s now a tradition here at my blog to do an annual update of my answer to the common question, How much research is out there about flipped learning? I first posted about this two years ago after my book was published, and updated it last June to include info on 2016 and make some predictions about 2017. I’ve gone through and done it again this year, and I’d like to share the results of publication on flipped learning in 2017 and make some more predictions.

 

The amount of research on flipped learning is mainly since 2014

 

Taking the mid-2018 numbers into account, which bring the publication grand total up to 271, this means that over half the research that has ever been published on flipped learning has been published in the last 18 months (i.e. in 2017 and 2018); over two-thirds of it in the last two and a half years; and almost 90% of it in the last three and a half years.

 

 

 

 

Vanguard Projects: Expanding Teaching and Learning Horizons
Authors — from er.educause.edu by Malcolm Brown
Members of the higher education community provided a long list of projects that exemplify the six developments in educational technology from this year’s Horizon Report. A few of the projects are highlighted to convey a sense of the range and direction of current innovations in teaching and learning in higher education.

Excerpt:

This list summarizes the distribution across the six developments (as laid out in the preview):

  • Mixed reality: 31.4%
  • Makerspaces: 28.6%
  • Adaptive learning technology: 16.2%
  • Analytics technologies: 15.2%
  • Artificial intelligence: 4.8%
  • Robotics: 3.8%

 

 

 

8 great iPad audio recording apps for teachers & students — from educatorstechnology.com

Excerpt:

For those of you asking about audio recording apps to use on iPad, here is a list of some of the best options out there. Whether you want to record a lecture, an audio note, a memo, or simply capture ideas and thoughts as they happen, the apps below provide you with the necessary technology to do so, and in the easiest and most effective way.

 

You’re already harnessing the science of learning (you just don’t know it) — from edsurge.com by Pooja Agarwal

Excerpt (emphasis DSC):

Now, a decade later, I see the same clicker-like trend: tools like Kahoot, Quizlet, Quizizz and Plickers are wildly popular due to the increased student engagement and motivation they can provide. Meanwhile, these tech tools continue to incorporate powerful strategies for learning, which are discussed less often. Consider, for example, four of the most robust research-based strategies from the science of learning:

  1. Retrieval practice
  2. Spaced practice
  3. Interleaving
  4. Feedback

Sound familiar? It’s because approaches that encourage students to use what they know, revisit it over time, mix it up and learn about their own learning are core elements in many current edtech tools. Kahoot and Quizlet, for example, provide numerous retrieval formats, reminders, shuffle options and instant feedback. A century of scientific researchdemonstrates that these features don’t simply increase engagement—they also improve learning, higher order thinking and transfer of knowledge.

 

 


From DSC:
Pastors should ask this type of question as well: “What did we talk about the last time we met?” — then give the congregation a minute to write down what they can remember.


 

 

Also from Pooja Agarwal and RetrievalPractice.org

For teachers, here’s what we share in a minute or less about retrieval practice:

And when it comes to students, the first thing we share are Retrieval Warm Ups. These quick, fun questions engage students in class discussion and start a conversation about how retrieval is something we do every day. Try one of these with a teacher to start a conversation about retrieval practice, too!

 

 

50 Twitter accounts lawyers should follow — from postali.com

Excerpt:

Running a successful law practice is about much more than being an excellent attorney. A law firm is a business, and those who stay informed on trends in legal marketing, business development and technology are primed to run their practice more efficiently.

Law firms are a competitive business. In order to stay successful, you need to stay informed. The industry trends can often move at lightning speed, and you want to be ahead of them.

Twitter is a great place for busy attorneys to stay informed. Many thought leaders in the legal industry are eager and willing to share their knowledge in digestible, 280-character tweets that lawyers on-the-go can follow.

We’ve rounded up some of the best Twitter accounts for lawyers (in no particular order.) To save you even more time, we’ve also added all of these account to a Twitter List that you can follow with one click. (You can use some of the time you’ll save to follow Postali on Twitter as well.)

Click here to view the Twitter List of Legal Influencers.

 

 

From DSC:
I find Twitter to be an excellent source of learning, and it is one of the key parts of my own learning ecosystem. I’m not the only one. Check out these areas of Jane Hart’s annual top tools for learning.

Twitter is in the top 10 lists for learning tools no matter whether you are looking at education, workplace learning, and/or for personal and professional learning

 

 

 


Also see/relevant:

  • Prudenti: Law schools facing new demands for innovative education— from libn.com
    Excerpt:
    Law schools have always taught the law and the practice thereof, but in the 21st century that is not nearly enough to provide students with the tools to succeed. Clients, particularly business clients, are not only looking for an “attorney” in the customary sense, but a strategic partner equipped to deal with everything from project management to metrics to process enhancement. Those demands present law schools with both an opportunity for and expectation of innovation in legal education.

 

 

 

Moodle and Blackboard cut ties — from mfeldstein.com by Michael Feldstein

Excerpt:

Moodle just announced that Blackboard “will transition out of Moodle’s Certified Moodle Partner program in the coming months.”

This is consequential for both Moodle and Blackboard. On the Moodle side, we have written about Moodle’s financial dependence on Blackboard as a partner and how that creates some risk for the community. Since those posts, Moodle has received $6 million in outside investment. According to Moodle Pty’s press release, that investment, combined with a decline in Blackboard’s financial contributions to Moodle made it feasible for Moodle to break off from the partnership.

Note that all the information we have right now is Moodle’s press release; we will circle back to this story once we’ve had a chance to talk to folks from both Moodle and Blackboard and have caught up enough on our blogging schedule that we can give this story the attention that it deserves.

 

 

 
 

Where teachers can find free audiobooks for their students — from thetechedvocate.org by Matthew Lynch

Excerpt (emphasis DSC):

Audiobooks are fantastic ways to bring stories to life in your classroom and keep students engaged. Reading Rockets explains, “Audiobooks have traditionally been used in schools by teachers of second-language learners, learning-disabled students, and struggling readers or nonreaders. In many cases, audiobooks have proven successful in providing a way for these students to access literature and enjoy books.” However, educators have found that audiobooks benefit all students!

Unfortunately, audiobooks are pricey, so you should not expect your students to have them at home. You should also not plan on spending large amounts of money to build your audiobook collection for your classroom. For instance, the widely popular Audible site for downloadable audiobooks is a subscription-based service, but it only allows you to choose one book per month. Instead, take advantage of the wealth of free audiobooks available for teachers and students.

 

 

What is a learning ecosystem? And how does it support corporate strategy? — from ej4.com by Ryan Eudy

Excerpt:

learning ecosystem is a system of people, content, technology, culture, and strategy, existing both within and outside of an organization, all of which has an impact on both the formal and informal learning that goes on in that organization.

The word “ecosystem” is worth paying attention to here. It’s not just there to make the term sound fancy or scientific. A learning ecosystem is the L&D equivalent of an ecosystem out in the wild. Just as a living ecosystem has many interacting species, environments, and the complex relationships among them, a learning ecosystem has many people and pieces of content, in different roles and learning contexts, and complex relationships.

Just like a living ecosystem, a learning ecosystem can be healthy or sick, nurtured or threatened, self-sustaining or endangered. Achieving your development goals, then, requires an organization to be aware of its own ecosystem, including its parts and the internal and external forces that shape them.

 

From DSC:
Yes, to me, the concept/idea of a learning ecosystem IS important. Very important. So much so, I named this blog after it.

Each of us as individuals have a learning ecosystem, whether we officially recognize it or not. So do the organizations that we work for. And, like an ecosystem out in nature, a learning ecosystem is constantly morphing, constantly changing.

We each have people in our lives that help us learn and grow, and the people that were in our learning ecosystems 10 years ago may or may not still be in our current learning ecosystems. Many of us use technologies and tools to help us learn and grow. Then there are the spaces where we learn — both physical and virtual spaces. Then there are the processes and procedures we follow, formally and/or informally. Any content that helps us learn and grow is a part of that ecosystem. Where we get that content can change, but obtaining up-to-date content is a part of our learning ecosystems. I really appreciate streams of content in this regard — and tapping into blogs/websites, especially via RSS feeds and Feedly (an RSS aggregator that took off when Google Reader left the scene).

The article brings up a good point when it states that a learning ecosystem can be “healthy or sick, nurtured or threatened, self-sustaining or endangered.” That’s why I urge folks to be intentional about maintaining and, better yet, consistently enhancing their learning ecosystems. In this day and age where lifelong learning is now a requirement to remain in the workforce, each of us needs to be intentional in this regard.

 

 

Canvas catches, & maybe passes, Blackboard — from by Lindsay McKenzie
Blackboard dominated the U.S. learning management system market for 20 years, but new data show its cloud-based competitor edging past it.

Excerpt:

Canvas has unseated Blackboard Learn as the leading LMS at U.S. colleges and universities, according to new data from MindWires Consulting.

In a blog post on [7/8/18], Michael Feldstein, partner at MindWires Consulting and co-publisher of the e-Literate blog, wrote that Canvas now has 1,218 installations at U.S. institutions, compared with Blackboard’s 1,216. Although the two-figure difference may seem insignificant — and Blackboard and some of its allies say the data don’t accurately reflect the two companies’ relative reach — most analysts agree that Canvas’s ascent, largely at Blackboard’s expense, is noteworthy.

“This is a stunning development for a company that seemed to have established an unbreakable market dominance a decade ago,” wrote Feldstein.

At its peak in 2006, Blackboard controlled approximately 70 percent of the U.S. and Canadian market, with its nearest competitors “far, far behind,” said Feldstein. But slowly Canvas, and others such as Moodle and D2L’s Brightspace, have closed the gap.

 

 

The market share for Learning Management Systems

 

 

 



Also, you might want to know about the upcoming FREE opportunity to learn more about Instructure (the maker of Canvas), where Canvas is heading, and some other keynotes re: K-12 and higher education.

Next week, Instructure is hosting a conference that’s focusing on Canvas, and it’s called InstructureCarn. You can register — for free — to watch the live stream of all 5 keynotes at InstructureCarn, and Instructure will send you an email reminder to tune into the following keynote speakers and sessions:

  • Tuesday, July 24 @ 5pm MST Josh Coates, CEO, Instructure
  • Wednesday, July 25 @ 9am MST Adora Svitak, Author, Speaker, Advocate
  • Wednesday, July 25 @ 1:30pm MST Jared Stein, VP of Higher Ed Strategy, Instructure
  • Thursday, July 26 @ 9am MST Michael Bonner, 2nd Grade Teacher, Visionary Leader
  • Thursday, JULY 26 @ 1:30PM MST Mitch Benson, SVP of Product, Instructure

Click here to attend virtually!
The times listed above are in Mountain Standard Time (MST)– so you may need to convert those times to your time zone.

 



 

 

Teaching with Technology in 2018 — from thejournal.com by David Nagel
In our third-annual ed tech survey, teachers reveal an overwhelmingly positive attitude toward tech in the classroom and its impact on teaching, learning and professional development.

Excerpt:

Teachers are growing fonder of technology every year. Even the dreaded mobile phone is gaining acceptance as a classroom tool, at least among those who participated in THE Journal’s third-annual Teaching with Technology Survey.

Teacher Attitudes Toward Tech
While teachers in each of the preceding survey were, for the most part, pumped up about tech for learning, this year’s results reveal an evolving positivism not just about tech, but about the direction tech is heading.

Exactly three-quarters of teachers in the survey indicated tech has had an extremely positive (38.37 percent) or mostly positive (36.63 percent) impact on education. The remaining 25 percent said tech has had both positive and negative effects on education. Zero respondents said tech had a negative or extremely negative impact.

Responses about tech’s impact on student learning were similar, with 84 percent saying it’s had a positive impact, 6 percent saying it’s had a negative impact and 10 percent being neutral.

 

 

 

10 steps to achieving active learning on a budget — from campustechnology.com by Dian Schaffhauser
Active learning often means revamping classrooms to enable more collaborative, hands-on student work — and that can be costly. Here’s how to achieve the pedagogical change without the high expense.

Excerpt:

Active learning is a great way to increase student excitement and participation, facilitate different kinds of learning activities, help people develop skills in small group work, promote discussion, boost attendance and give an outlet for technology usage that stays on track. It also requires remaking classrooms to enable that hands-on, collaborative student work — and that can often mean a six-figure price tag. But at Saint Anselm College in Manchester, NH, a $12,000 experiment proved successful enough that the institution now sports two permanent active learning classrooms as well as a brand-new active learning lab. Here are the 10 steps this school with just under 2,000 students followed on its road to active learning victory.

 

the article being linked here is entitled 10 steps to achieving active learning on a budget

 

 

Also see:

 

 

 

The title of this article being linked to is: Augmented and virtual reality mean business: Everything you need to know

 

Augmented and virtual reality mean business: Everything you need to know — from zdnet by Greg Nichols
An executive guide to the technology and market drivers behind the hype in AR, VR, and MR.

Excerpt:

Overhyped by some, drastically underestimated by others, few emerging technologies have generated the digital ink like virtual reality (VR), augmented reality (AR), and mixed reality (MR).  Still lumbering through the novelty phase and roller coaster-like hype cycles, the technologies are only just beginning to show signs of real world usefulness with a new generation of hardware and software applications aimed at the enterprise and at end users like you. On the line is what could grow to be a $108 billion AR/VR industry as soon as 2021. Here’s what you need to know.

 

The reason is that VR environments by nature demand a user’s full attention, which make the technology poorly suited to real-life social interaction outside a digital world. AR, on the other hand, has the potential to act as an on-call co-pilot to everyday life, seamlessly integrating into daily real-world interactions. This will become increasingly true with the development of the AR Cloud.

The AR Cloud
Described by some as the world’s digital twin, the AR Cloud is essentially a digital copy of the real world that can be accessed by any user at any time.

For example, it won’t be long before whatever device I have on me at a given time (a smartphone or wearable, for example) will be equipped to tell me all I need to know about a building just by training a camera at it (GPS is operating as a poor-man’s AR Cloud at the moment).

What the internet is for textual information, the AR Cloud will be for the visible world. Whether it will be open source or controlled by a company like Google is a hotly contested issue.

 

Augmented reality will have a bigger impact on the market and our daily lives than virtual reality — and by a long shot. That’s the consensus of just about every informed commentator on the subject.

 

 

 

Mixed reality will transform learning (and Magic Leap joins act one) — from edsurge.com by Maya Georgieva

Excerpt:

Despite all the hype in recent years about the potential for virtual reality in education, an emerging technology known as mixed reality has far greater promise in and beyond the classroom.

Unlike experiences in virtual reality, mixed reality interacts with the real world that surrounds us. Digital objects become part of the real world. They’re not just digital overlays, but interact with us and the surrounding environment.

If all that sounds like science fiction, a much-hyped device promises some of those features later this year. The device is by a company called Magic Leap, and it uses a pair of goggles to project what the company calls a “lightfield” in front of the user’s face to make it look like digital elements are part of the real world. The expectation is that Magic Leap will bring digital objects in a much more vivid, dynamic and fluid way compared to other mixed-reality devices such as Microsoft’s Hololens.

 

The title of the article being linked to here is Mixed reality will transform learning (and Magic Leap joins act one)

 

Now think about all the other things you wished you had learned this way and imagine a dynamic digital display that transforms your environment and even your living room or classroom into an immersive learning lab. It is learning within a highly dynamic and visual context infused with spatial audio cues reacting to your gaze, gestures, gait, voice and even your heartbeat, all referenced with your geo-location in the world. Unlike what happens with VR, where our brain is tricked into believing the world and the objects in it are real, MR recognizes and builds a map of your actual environment.

 

 

 

Also see:

virtualiteach.com
Exploring The Potential for the Vive Focus in Education

 

virtualiteach.com

 

 

 

Digital Twins Doing Real World Work — from stambol.com

Excerpt:

On the big screen it’s become commonplace to see a 3D rendering or holographic projection of an industrial floor plan or a mechanical schematic. Casual viewers might take for granted that the technology is science fiction and many years away from reality. But today we’re going to outline where these sophisticated virtual replicas – Digital Twins – are found in the real world, here and now. Essentially, we’re talking about a responsive simulated duplicate of a physical object or system. When we first wrote about Digital Twin technology, we mainly covered industrial applications and urban infrastructure like transit and sewers. However, the full scope of their presence is much broader, so now we’re going to break it up into categories.

 

The title of the article being linked to here is Digital twins doing real world work

 

Digital twin — from Wikipedia

Digital twin refers to a digital replica of physical assets (physical twin), processes and systems that can be used for various purposes.[1] The digital representation provides both the elements and the dynamics of how an Internet of Things device operates and lives throughout its life cycle.[2]

Digital twins integrate artificial intelligence, machine learning and software analytics with data to create living digital simulation models that update and change as their physical counterparts change. A digital twin continuously learns and updates itself from multiple sources to represent its near real-time status, working condition or position. This learning system, learns from itself, using sensor data that conveys various aspects of its operating condition; from human experts, such as engineers with deep and relevant industry domain knowledge; from other similar machines; from other similar fleets of machines; and from the larger systems and environment in which it may be a part of. A digital twin also integrates historical data from past machine usage to factor into its digital model.

In various industrial sectors, twins are being used to optimize the operation and maintenance of physical assets, systems and manufacturing processes.[3] They are a formative technology for the Industrial Internet of Things, where physical objects can live and interact with other machines and people virtually.[4]

 

 

Disney to debut its first VR short next month — from techcrunch.com by Sarah Wells

Excerpt:

Walt Disney Animation Studio is set to debut its first VR short film, Cycles, this August in Vancouver, the Association for Computing Machinery announced today. The plan is for it to be a headliner at the ACM’s computer graphics conference (SIGGRAPH), joining other forms of VR, AR and MR entertainment in the conference’s designated Immersive Pavilion.

This film is a first for both Disney and its director, Jeff Gipson, who joined the animation team in 2013 to work as a lighting artist on films like Frozen, Zootopia and Moana. The objective of this film, Gipson said in the statement released by ACM, is to inspire a deep emotional connection with the story.

“We hope more and more people begin to see the emotional weight of VR films, and with Cycles in particular, we hope they will feel the emotions we aimed to convey with our story,” said Gipson.

 

 

 

 

 

Guiding faculty into immersive environments — from campustechnology.com by David Raths
What’s the best way to get faculty to engage with emerging technologies and incorporate new learning spaces into their teaching? Five institutions share their experiences.

Guiding faculty into immersive environments -- by David Raths

Excerpt:

One of the biggest hurdles for universities has been the high cost of VR-enabled computers and headsets, and some executives say prices must continue to drop before we’ll see more widespread usage. But John Bowditch, director of the Game Research and Immersive Design Lab at Ohio University’s Scripps College of Communication, is already seeing promising developments on that front as he prepares to open a new 20-seat VR classroom. “Probably the best thing about VR in 2018 is that it is a lot more affordable now and that democratizes it,” he said. “We purchased a VR helmet 13 years ago, and it was $12,000 just for the headset. The machine that ran it cost about $20,000. That would be a nonstarter beyond purchasing just one or two. Today, you can get a VR-enabled laptop and headset for under $2,000. That makes it much easier to think about integrating it into classes.”

 

 

Colleges and universities face several hurdles in getting faculty to incorporate virtual reality or immersive experiences in their courses. For one, instructional designers, instructional technologists and directors of teaching and learning centers may not have access to these tools yet, and the budgets aren’t always there to get the labs off the ground, noted Daniel Christian, instructional services director at Western Michigan University‘s Cooley Law School. “Many faculty members’ job plates are already jam-packed — allowing little time to even look at emerging technologies,” he said. “Even if they wanted to experiment with such technologies and potential learning experiences, they don’t have the time to do so. Tight budgets are impacting this situation even further.”

 

 

 

 

Computing in the Camera — from blog.torch3d.com by Paul Reynolds
Mobile AR, with its ubiquitous camera, is set to transform what and how human experience designers create.

One of the points Allison [Woods, CEO, Camera IQ] made repeatedly on that call (and in this wonderful blog post of the same time period) was that the camera is going to be at the center of computing going forward, an indispensable element. Spatial computing could not exist without it. Simple, obvious, straightforward, but not earth shaking. We all heard what she had to say, but I don’t think any of us really understood just how profound or prophetic that statement turned out to be.

 

“[T]he camera will bring the internet and the real world into a single time and space.”

— Allison Woods, CEO, Camera IQ

 

 

The Camera As Platform — from shift.newco.co by Allison Wood
When the operating system moves to the viewfinder, the world will literally change

“Every day two billion people carry around an optical data input device — the smartphone Camera — connected to supercomputers and informed by massive amounts of data that can have nearly limitless context, position, recognition and direction to accomplish tasks.”

– Jacob Mullins, Shasta Ventures

 

 

 

The State Of The ARt At AWE 18 — from forbes.com by Charlie Fink

Excerpt:

The bigger story, however, is how fast the enterprise segment is growing as applications as straightforward as schematics on a head-mounted monocular microdisplay are transforming manufacturing, assembly, and warehousing. Use cases abounded.

After traveling the country and most recently to Europe, I’ve now experienced almost every major VR/AR/MR/XR related conference out there. AWE’s exhibit area was by far the largest display of VR and AR companies to date (with the exception of CES).

 

AR is being used to identify features and parts within cars

 

 

 

 

Student Learning and Virtual Reality: The Embodied Experience — from er.educause.edu by Jaime Hannans, Jill Leafstedt and Talya Drescher

Excerpts:

Specifically, we explored the potential for how virtual reality can help create a more empathetic nurse, which, we hypothesize, will lead to increased development of nursing students’ knowledge, skills, and attitudes. We aim to integrate these virtual experiences into early program coursework, with the intent of changing nursing behavior by providing a deeper understanding of the patient’s perspective during clinical interactions.

In addition to these compelling student reflections and the nearly immediate change in reporting practice, survey findings show that students unanimously felt that this type of patient-perspective VR experience should be integrated and become a staple of the nursing curriculum. Seeing, hearing, and feeling these moments results in significant and memorable learning experiences compared to traditional classroom learning alone. The potential that this type of immersive experience can have in the field of nursing and beyond is only limited by the imagination and creation of other virtual experiences to explore. We look forward to continued exploration of the impact of VR on student learning and to establishing ongoing partnerships with developers.

 

Also see:

 

 

 
© 2025 | Daniel Christian