My green screen setup –from learninginhand.com by Tony Vincent
Excerpt:
I’m often asked about the set up I use to film my videos. Here’s a 360 spherical photo that I’ve annotated. Feel free to scroll and zoom around to check out my setup.
The final report of Massachusetts Institute of Technology’s Online Education Policy Initiative presents findings from discussions among the members of the Institute-wide initiative supported by advice from the advisory group. The report reflects comments and responses received from many sources, including education experts, government education officials, and representatives of university organizations.
Our findings target four areas: interdisciplinary collaboration, online educational technologies, the profession of the learning engineer, and institutional and organizational change. Focused attention in these areas could significantly advance our understanding of the opportunities and challenges in transforming education.
Recommendation 1:
Increase Interdisciplinary Collaboration Across Fields of Research in Higher Education, Using an Integrated Research Agenda
Recommendation 2:
Promote Online as an Important Facilitator in Higher Education
Recommendation 3:
Support the Expanding Profession of the “Learning Engineer”
Recommendation 4:
Foster Institutional and Organizational Change in Higher Education to Implement These Reforms
Also see:
MIT releases online education policy initiative report — from news.mit.edu by Jessica Fujimori, April 1, 2016
New report draws on diverse fields to reflect on digital learning.
Excerpts:
A new MIT report on online education policy draws on diverse fields, from socioeconomics to cognitive science, to analyze the current state of higher education and consider how advances in learning science and online technology might shape its future.
…
Titled “Online Education: A Catalyst for Higher Education Reform,” the report presents four overarching recommendations, stressing the importance of interdisciplinary collaboration, integration between online and traditional learning, a skilled workforce specializing in digital learning design, and high-level institutional and organizational change.
…
“There’s so much going on in online education, and it’s moving so quickly, that it’s important to take time to reflect,” says Eric Klopfer, a key participant in the initiative, who is a professor of education and directs the MIT Scheller Teacher Education Program. “One of the goals of the report is to try to help frame the discussion and to pull together some of the pieces of the conversation that are taking place in different arenas but are not necessarily considered in an integrated way,” Willcox says.
“We believe that there is a new category of professionals emerging from all this,” Sarma says. “We use the term ‘learning engineer,’ but maybe it’s going to be some other term — who knows?”
These “learning engineers” would have expertise in a discipline as well as in learning science and educational technologies, and would integrate knowledge across fields to design and optimize learning experiences.
“It’s important that this cadre of professionals get recognized as a valuable profession and provided with opportunities for advancement,” Willcox says. “Without people like this, we’re not going to make a transformation in education.”
Finally, the report recommends mechanisms to stimulate high-level institutional and organizational change to support the transformation of the industry, such as nurturing change agents and role models, and forming thinking communities to evaluate reform options.
“Policy makers and decision makers at institutions need to be proactive in thinking about this,” says Willcox. “There’s a lot to be learned by looking at industries that have seen this kind of transformation, particularly transformations brought on by digital technologies.”
Holoportation is a new type of 3D capture technology that allows high-quality 3D models of people to be reconstructed, compressed and transmitted anywhere in the world in real time. When combined with mixed reality displays such as HoloLens, this technology allows users to see, hear, and interact with remote participants in 3D as if they are actually present in the same physical space. Communicating and interacting with remote users becomes as natural as face-to-face communication.
Team webpage:
http://research.microsoft.com/en-us/groups/i3d/
Video:
http://youtu.be/7d59O6cfaM0
holoportation is a new type of 3D capture technology that allows high quality 3D models of people to be reconstructed, compressed, and transmitted anywhere in the world in real-time. When combined with mixed reality displays such as HoloLens, this technology allows users to see and interact with remote participants in 3D as if they are actually present in their physical space. Communicating and interacting with remote users becomes as natural as face to face communication.
Some other items on this:
Addendum:
Active Learning: In Need of Deeper Exploration — from facultyfocus.com by Maryellen Weimer
Excerpt (emphasis DSC):
The one proposed by Bonwell and Eison in an early (and now classic) active learning monograph is widely referenced: involving “students in doing things and thinking about the things they are doing.” (p. 2)
Those are fine places to start, but as interest in active learning has grown—and with its value now firmly established empirically—what gets labeled as active learning continues to expand. Carr, Palmer, and Hagel recently wrote, “Active learning is a very broad concept that covers or is associated with a wide variety of learning strategies.” (p. 173) They list some strategies now considered to be active learning. I’ve added a few more: experiential learning; learning by doing (hands-on learning); applied learning; service learning; peer teaching (in various contexts); lab work; role plays; case-based learning; group work of various kinds; technology-based strategies such as simulations, games, clickers, and various smart phone applications; and classroom interaction, with participation and discussion probably being the most widely used of all active learning approaches. Beyond strategies are theories such as constructivism that have spun off collections of student-centered approaches that promote student autonomy, self-direction, and self-regulation of learning.
“It’s Not You, It’s the Room”— Are the High-Tech, Active Learning Classrooms Worth It? [2013] – from cvm.umn.edu by Sehoya Cotner, Jessica Loper, J. D. Walker, and D. Christopher Brooks
Excerpt (emphasis DSC):
Several institutions have redesigned traditional learning spaces to better realize the potential of active, experiential learning. We compare student performance in traditional and active learning classrooms in a large, introductory biology course using the same syllabus, course goals, exams, and instructor. Using ACT scores as predictive, we found that students in the active learning classroom outperformed expectations, whereas those in the traditional classroom did not. By replicating initial work, our results provide empirical confirmation that new, technology-enhanced learning environments positively and independently affect student learning. Our data suggest that creating space for active learning can improve student performance in science courses. However, we recognize that such a commitment of resources is impractical for many institutions, and we offer recommendations for applying what we have learned to more traditional spaces.
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We believe that the investment in ALCs at the University of Minnesota was worth it. Documented increases in student engagement and confirmed average gains of nearly 5 percentage points in final grades are improvements in the student academic experience that few educational interventions could aspire to. However, whether these improvements warrant the capital investment in ALCs is a judgment each educational institution must make for itself, drawing on local priorities and resources.
Instructors may need to think seriously and creatively about changing the manner in which they deliver their courses in spaces such as these —not only for the sake of navigating the challenges of teaching in a decentered space, but also to take advantage of the features of the room that allow us to better realize the benefits of active learning. The classroom architecture is bound to frustrate the efforts of faculty who don’t yield to the rooms’ novel demands. There is no well-identified “stage” from which to deliver a traditional lecture. Half of the students in the class may be facing away from the instructor at any given time. Teachers who view silence as engagement will need to adjust their perceptions, as one goal of decentralized classrooms is increased small-group interaction and this activity can be noisy and difficult to monitor. And, in the case of the ALCs at our institution, there is a learning curve with respect to the technological capabilities of the rooms.
Excerpt from the University of Minnesota’s Active Learning Classrooms web page:
What Is an Active Learning Classroom (ALC)?
ALC is the term often used to describe the student-centered, technology-rich learning environments at the University of Minnesota. U of M ALCs feature large round tables with places for nine students. Each table supports three laptops, with switching technology that connects them to a fixed flat-panel display projection system, and three microphones. There is a centered teaching station which allows the instructor to select and display table-specific information. Multiple white boards or glass-surface marker boards are distributed around the perimeter of the classrooms.
Virtual classrooms: A vision of the future of teacher training — from edtechmagazine.com by D. Frank Smith
A classroom simulator platform operating out of UCF is breaking new ground for how teachers hone their craft.
Excerpt:
Stepping in front of a classroom of skeptical students can be nerve-wracking for first-time teachers, but a new teaching platform at the University of Central Florida gives educators-in-training the option of conquering their classroom jitters in a virtual environment.
Educators must navigate social, pedagogical and professional hurdles all at once. And TeachLive is the first of its kind — a classroom simulator that can emulate these challenges and scale its difficulty to the specific needs of the teacher.
TeachLive places a teacher-in-training in a virtual classroom populated by computer-generated students. A Skype conference call and a Microsoft Kinect motion sensor power the high-tech pantomiming behind the platform. It’s currently being used at more than 80 campuses across the U.S. to train some of the next generation of educators, and it appears to be working.
Also see:
Excerpt:
TLE TeachLivE™ is a mixed-reality classroom with simulated students that provides teachers the opportunity to develop their pedagogical practice in a safe environment that doesn’t place real students at risk. This lab is currently the only one in the country using a mixed reality environment to prepare or retrain pre-service and in-service teachers. The use of TLE TeachLivE™ Lab has also been instrumental in developing transition skills for students with significant disabilities, providing immediate feedback through bug-in-ear technology to pre-service teachers, developing discrete trial skills in pre-service and in-service teachers, and preparing teachers in the use of STEM-related instructional strategies.