There are a growing number of next generation models in K-12 as a result of new thinking about learning design and deeper understandings of college and career readiness, enabled by cheap devices, better tools, and foundation support. They personalize learning in blended and competency-based environments. These models revolve around students and learning, rather than teachers and direct instruction as the primary pedagogy.
We’ve chronicled the development of next-gen schools (here and here) and see hundreds of districts and networks adopting next-gen strategies. We’re optimistic that broader adoption of these strategies will produce better student outcomes. Following are 10 examples of next-gen learning in K-12.
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These examples are not single course innovations, they are engineered solutions. The first half are districts or networks; the other half are schoolwide models. There arehundreds of examplesand they have big implications for HigherEd.
We see 10 implications for HigherEd; some directly as a result of next-gen models, some resulting from next-gen policies, some from EdTech and consumer variables impacting both K-12 and HigherEd.
From DSC: I post this valuable item from Tom Vander Ark because I’m constantly shouting “Heads up!” “Heads-up!” I shout it to those of us working within higher education, and I shout it to those working within the corporate world.
Why?
Because those of us working within higher education operate in a continuum — and so do you working within the corporate world (especially those of you working within corporate training and corporate universities, as well as those of you producing elearning-based materials).
What happens in the prior stages of a student’s/employee’s life directly impacts us/you. Expectations are at play here; which impacts engagement; which impacts learning.
Why there isn’t greater collaboration between these spheres is troublesome to me. So I want to lift up those people — like Tom Vander Ark — who are trying to do something about it.
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Addendum on 11/5/15 that nicely illustrates my point:
While that topic was certainly touched on during Casap’s keynote at Educause, the issue at hand on Thursday was a much more generational one. The discussion was, after all, titled “The Digitally Native Generation Z Is Going to College: Are You Ready?”
“There’s a generation of students coming to college that are a little bit different from the ones that they’re used to, and they’re learning in a different way,” Casap said, adding that a lot of the innovation in education is occurring in K-12 and will likely have some impact on higher ed.
The company put out the call for app submissions on Wednesday for tvOS. The Apple TV App Store will debut as Apple TV units are shipped out next week.
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The main attraction of Apple TV is a remote with a glass touch surface and a Siri button that allows users to search by voice. Apple tvOS is capable of running apps ranging from Airbnb to Zillow and games like Crossy Road. Another major perk of Apple TV will be universal search, which allows users to scan for movies and television shows and see results from multiple sources, instead of having to conduct the same search within multiple apps.
Apple CEO Tim Cook hopes the device will simplify how viewers consume content.
From DSC: The days of developing for a “TV”-based OS are now upon us: tvOS is here. I put “TV” in quotes because what we know of the television in the year 2015 may look entirely different 5-10 years from now.
Once developed, things like lifelong learning, web-based learner profiles, badges and/or certifications, communities of practice, learning hubs, smart classrooms, virtual tutoring, virtual field trips, AI-based digital learning playlists, and more will never be the same again.
Addendum on 10/26/15: The article below discusses one piece of the bundle of technologies that I’m trying to get at via my Learning from the Living [Class] Room Vision:
No More Pencils, No More Books — from by Will Oremus Artificially intelligent software is replacing the textbook—and reshaping American education.
Excerpt: ALEKS starts everyone at the same point. But from the moment students begin to answer the practice questions that it automatically generates for them, ALEKS’ machine-learning algorithms are analyzing their responses to figure out which concepts they understand and which they don’t. A few wrong answers to a given type of question, and the program may prompt them to read some background materials, watch a short video lecture, or view some hints on what they might be doing wrong. But if they’re breezing through a set of questions on, say, linear inequalities, it may whisk them on to polynomials and factoring. Master that, and ALEKS will ask if they’re ready to take a test. Pass, and they’re on to exponents—unless they’d prefer to take a detour into a different topic, like data analysis and probability. So long as they’ve mastered the prerequisites, which topic comes next is up to them.
On their way to this month’s 70th United Nation’s General Assembly, the organization’s annual high-level meeting in New York, diplomats and world leaders will pass by a makeshift glass structure—both a glossy multi-media hub, and a gateway to an entirely different world.
The hub uses virtual reality to allow the UN attendees to see Jordan’s Zaatari camp for Syrian refugees through the eyes of a little girl. And, by using an immersive video portal, which will launch later this week, they will have the opportunity to have face-to-face conversations with residents of the camp.
The effort aims to put a human face on the high-level deliberations about the refugee crisis, which will likely dominate many conversations at the United Nations General Assembly (UNGA). UN Secretary General Ban Ki-Moon has called on the meeting to be “one of compassion, prevention and, above all, action.”
From DSC: VR-based apps have a great deal of potential to develop and practice greater empathy. See these related postings:
When it comes to virtual reality, the University of Maryland, Baltimore County is going for full immersion.
Armed with funding from the National Science Foundation, the university is set to build a virtual reality “environment” that’s designed to help researchers from different fields. It’s called PI2.
In the 15-by-20-foot room, stepping into virtual reality won’t necessarily require goggles.
A visualization wall at the University of Illinois at Chicago’s Electronic Visualization Lab.
UMBC officials say their project will be similar to this.(Photo courtesy of Planar)
Now you’re ready to turn your class into an immersive game, and everything you need is right here. With the help of these resources, you can develop your own gameful class, cook up a transmedia project, design a pervasive game or create your very own [Augmented Reality Game] ARG. Games aside, these links are useful for all types of creative learning projects. In most cases, what is on offer is free and/or web based, so only your imagination will be taxed.
If augmented reality could be a shared experience, it could change the way we will use the technology.
Something along these lines is currently in development at a Microsoft laboratory run by Jaron Lanier, one of the pioneers of VR since the 1980s through his company VPL Research. The project, called Comradre, allows multiple users to share virtual- and augmented-reality experiences, reports MIT Technology Review.
Because virtual reality takes place in a fully digital environment, it is not hugely difficult to put multiple users into the same virtual instance at the same time, wirelessly synced across multiple headsets.
vrfavs.com— some serious VR-related resources for you. Note: There are some NSFW items on there; so this is not for kids.
Together, virtual reality and augmented reality are expected to generate about $150 billion in revenue by the year 2020.
Of that staggering sum, according to data released today by Manatt Digital Media, $120 billion is likely to come from sales of augmented reality—with the lion’s share comprised of hardware, commerce, data, voice services, and film and TV projects—and $30 billion from virtual reality, mainly from games and hardware.
The report suggests that the major VR and AR areas that will be generating revenue fall into one of three categories: Content (gaming, film and TV, health care, education, and social); hardware and distribution (headsets, input devices like handheld controllers, graphics cards, video capture technologies, and online marketplaces); and software platforms and delivery services (content creation tools, capture, production, and delivery software, video game engines, analytics, file hosting and compression tools, and B2B and enterprise uses).
Talking about augmented reality technology in teaching and learning the first thing that comes to mind is this wonderful app called Aurasma. Since its release a few years ago, Aurasma gained so much in popularity and several teachers have already embraced it within their classrooms. For those of you who are not yet familiar with how Aurasma works and how to use in it in your class, this handy guide from Apple in Education is a great resource to start with.
The Oculus Touch virtual reality (VR) controllers finally have their first full videogames. A handful of titles were confirmed to support the kit back at the Oculus Connect 2 developer conference in September. But still one of the most impressive showcases of what these position-tracked devices can do exists in Oculus VR’s original tech demo, Toybox. [On 10/13/15], Oculus VR itself has released a new video that shows off what players are able to do within the software.
Much like sketching the first few lines on a blank canvas, the earliest prototypes of a VR project is an exciting time for fun and experimentation. Concepts evolve, interactions are created and discarded, and the demo begins to take shape.Competing with other 3D Jammers around the globe, Swedish game studio Pancake Storm has shared their #3DJam progress on Twitter, with some interesting twists and turns along the way. Pancake Storm started as a secondary school project for Samuel Andresen and Gabriel Löfqvist, who want to break into the world of VR development with their project, tentatively dubbed Wheel Smith and the Willchair.
Recently I learned about a new feature called Virtual Field Trips. In a partnership with 360 Cities, NearPod now gives teachers and students the opportunity to view pristine locations like the Taj Mahal, the Golden Gate Bridge, and The Great Wall of China. You can view famous architecture, famous artifacts, and even different planets! Virtual Field Trips are a great addition to any classroom.
Western University of Health Sciences in Pomona, Calif., has opened a first-of-its-kind virtual reality learning center that’s been designed to allow students from every program—dentistry, osteopathic medicine, veterinary medicine, physical therapy, and nursing—to learn through VR.
The Virtual Reality Learning Center currently houses four different VR technologies: the two zSpace displays, the Anatomage Virtual Dissection Table, the Oculus Rift, and Stanford anatomical models on iPad.
Robert W. Hasel, D.D.S., associate dean of simulation, immersion & digital learning at Western, says VR gives anatomical science teachers the ability to view and interact with anatomy in a way never before experienced. The virtual dissection table allows students to rotate the human body in 360 degrees, take it apart, identify specific structures, study individual systems, look at multiple views at the same time, take a trip inside the body, and look at holograms.
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Addendum on 10/20/15:
Can Virtual Reality Replace the Cadaver Lab?— from centerdigitaled.com by Justine Brown Colleges are starting to use virtual reality platforms to augment or replace cadaver labs, saving universities hundreds of thousands of dollars.
“Here’s looking at you, Kid” – Presentation From BSD Future Ready Summit
Getting students started creating videos can seem like a daunting task. There isn’t enough time in the day to get your regular subjects done, how are you supposed to give students time to create videos? I am here to tell you it can be done. I hope that this post/presentation will provide what you need to get started.
Students can create videos on a variety within the context of what they are learning right now. Video story problem for math, a how to science experiment, or a book trailer that covers important story traits are all good ideas. Here is a list of apps, PDF Templates, and equipment that can be helpful when creating movies.
Switcher Studio is a mobile video app that lets you sync up to four iPhones and iPads to record and stream LIVE video to services like YouTube and Ustream. Insert photos and graphic overlays, manage multi-view effects, and more.
From DSC: Now let’s take this one step further.
If REMOTE learners could switch between cameras at any point, NOW we’re talking! That is, it would be great if we could set up 3-4 cameras in a face-to-face classroom, and let the remote learners switch between whichever viewing angle/feed that they want to see at any given point in time (i.e., the professor, the whiteboard, the computer, other).
Addendum on 10/15/15: also see:
Touchcast Studio in a Box: Excerpt:
TouchCast Studio in a Box allows you to transform your iPad into a full, interactive video studio. The TouchCast Studio includes a green screen, lapel mic, mini-tripods, iPad and iPhone holders. Paired with the TouchCast App, you will be able to use the green screen to transport yourself.
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And don’t forget to add video apps (vApps) to make your video interactive. Your audience can tap these to dive deeper into other videos, web pages and more.
Colleges and universities have spent hundreds of millions of dollars on technology they believe will improve student outcomes and simplify administrative tasks. Educational technology companies continue to demolish investment records on a quarterly basis. With all this money raised and spent under the guise of improving postsecondary education, the 2015 Inside Higher Ed Survey of Faculty Attitudes on Technology suggests that many instructors believe the gains in student learning justify the costs — even if the results are perhaps less significant than desired.
Inside Higher Ed partnered with Gallup to ask faculty members and academic technology administrators to share their thoughts on this and other ed-tech issues in the news. A copy of the survey results, based on responses from 2,175 faculty members and 105 administrators, can be downloaded here.
3D printing is becoming more common at schools across the world, but there’s still a skills gap in using this new technology.
To help overcome that gap, Thingiverse, an online repository of 3D printing designs hosted by the 3D printer manufacturer MakerBot, recently launched JumpStart — an online resource for newcomers to the 3D design discipline. JumpStart is geared specifically with early learners in mind, says Laura Taalman, MakerBot’s senior product manager for education.
Microsoft [on 10/6/15] announced a grip of new hardware, including Surface products, high-end smartphones, a wearable, Windows 10 for the Xbox One and its first laptop.
The laptop, called the Surface Book, stunned in an event marked largely by products Microsoft watchers were expecting.
Speaking at a Windows 10 briefing [on10/6/15] the company confirmed that applications for a HoloLens development kit are now open. Successful applicants will be able to pick up a kit for some $3,000 USD, and it will be arriving in the first quarter of 2016.
Microsoft’s HoloLens mixed reality (MR) head-mounted display (HMD) is still a relatively new concept, having only been revealed to the public in January 2015. The device has remained shrouded in mystery since that time, making a handful of showings at events such as E3. The company has revealed a lot more about the kit [on 10/6/15], though, confirming that the anticipated Development Edition will be arriving in Q1 2016 for applicants in the USA and Canada at a price of $3,000 USD. Now a new video has been revealed giving a glimpse at the kit’s origins.
Microsoft announced the second generation of the Microsoft Band at its event [on 10/6/15], a small update adding a new, more functional design and two sensors to track elevation and VO2 monitoring.
How are you responding to the changing digital needs and expectations of your students and staff?
Do the experiences and the digital environment you offer to your students adequately prepare them to flourish in a society that relies heavily on digital technologies?
What are you doing to engage students in dialogue about digital issues and to work collaboratively with them to enhance their digital learning experience?
How well is the digital vision for your establishment embedded in institutional policies and strategies?
Contents
Context
Deliver a relevant digital curriculum
Deliver a relevant digital curriculum: make a difference in your organisation
Further resources for delivering a relevant digital curriculum
Deliver an inclusive digital student experience
Inclusive digital experience: make a difference in your organisation
Further resources for inclusive digital experience delivery
Deliver a robust, flexible, digital environment
Robust digital environment: make a difference in your organisation
Further resources for delivering a robust digital environment
Engage in dialogue with students about their digital experience and empower them to develop their digital environment
Students’ digital environment development: make a difference in your organisation
Further resources for students’ digital environment development
Develop coherent ‘bring your own’ policies
‘Bring your own’ policies: make a difference in your organisation
Further resources for ‘bring your own’ policies development
Support students and staff to work successfully with digital technologies
Digital technologies support: make a difference in your organisation
Further resources for supporting staff and students with digital technologies
Take a strategic approach to developing the student digital experience
A strategic approach to student digital experience: make a difference in your organisation
Further resources for taking a strategic approach to student digital experience development
Summary
With so many competing pressures educational leaders do not always recognise the strategic and operational importance of digital technology or realise the potential transformative effect this could have on their institutions, the wider sector, employers and society.
In this first-ever higher education “gear of the year” guide, Campus Technology has turned to hundreds of education professionals to tell us which products in 29 categories are truly the best. We cover the gamut of technology from 3D printers to wireless access points. In almost every category you’ll find the Platinum, Gold and Silver picks to help you short-list your shopping, fuel your decision-making or perhaps start a friendly debate on campus.
From DSC: Imagine what learning could look like w/ the same concepts found in theSkreens kickstarter campaign? Where you can use your mobile device to direct what you are seeing and interacting with on the larger screen? Hmmm… very interesting indeed! With applications not only in the home (and on the road), but also in the active classroom, the boardroom, and the training room.
Packed house at WilmerHale for the Robot Launch 2015 judging – although 2/3rds of the participants were attending and pitching remotely via video and web conferencing.
Recent studies have proven that stories can change perceptions and even make people more tolerant. Rather than wait to be defined by others, it’s important that students learn to create understanding by sharing their story, their worldview, their concerns, and their triumphs with others.
Groups like Youth Radio and Cause Beautiful are empowering teens in poor and minority-majority neighborhoods to become multimedia journalists. Kids in these programs learn how to tell and share their own stories with a local or national audience.
No matter your class demographics or grade level, ELA and social studies teachers should integrate similar projects in their own classrooms, because every student will benefit from learning to craft a compelling visual story backed by persuasive facts and ideas.
What Is Multimedia Storytelling?
Students use video, audio, photography, web, and social media to craft documentaries and nonfiction stories about the world around them. These interdisciplinary projects allow students to focus on creating an authentic product that many people outside the classroom and their neighborhoods will see.
From DSC: I am passionate about multimedia because the components of it — digital audio, digital video, text, graphics, animations, digital photography, and more — can create hugely powerful pieces of communication. Students need to be able to communicate — online. But it’s not just students. Each one of us needs to have an online-based footprint now in order to remain marketable. Multimedia can help relay our stories, our work, our dreams. It unleashes enormous amounts of energy and creativity inside of us.
I wish that more teachers and faculty members would seek to integrate multimedia-based assignments into their courses — or at least encourage the idea that this can be one of the acceptable ways that assignments can be turned in. At the same time, it can be one of the more interesting ways to assess learning and comprehension. Online-based resources like Lynda.com can help get students, teachers, and professors up the learning curves.
– New APIs Broaden Watson’s Language, Vision and Speech Capabilities
– Developer Tools Simplify Combining APIs and Data
– Upcoming Platform Innovations Previewed including Industry Data Sets & Robotics Integration
– New Watson Hub to Open in San Francisco
The announcement was made by IBM during its forum on cognitive computing and Artificial Intelligence, where the company announced a new Watson location in San Francisco. IBM also previewed new platform innovations and research projects that will extend its industry-leading cognitive portfolio.
Student Career Counseling: Carney Labs is an education technology company that provides a platform embedded with Watson language capabilities to help schools learn about a student’s personality characteristics in order to build them a career roadmap. The Commonwealth of Virginia adopted a policy for all high schools in the state to leverage this app to use with students entering their freshman year.
Knowledge Management: Bloomfire is a cloud-based knowledge network platform that helps employees within a company easily find the information they need to do their jobs. By scanning posts within the platform and automatically creating tags via the Watson data insights API, employees at companies including Whole Foods, Dun & Bradstreet and Etsy spend less time searching for information and more time doing meaningful work to improve company performance.
Research & Development: Inno360, an enterprise research and innovation management platform provider, is embedding a powerful combination of 7 Watson APIs for language and data insights into its SaaS platform to transform the way its clients, including Fortune 50 companies, conduct research and process big data. Inno360 is able to provide its clients advanced analysis of their R&D data to resolve product issues quickly and bring new products to market more rapidly.
Talent Sourcing and Matching: UnitesUs is a cloud based hiring & recruitment platform utilizing cognitive computing and big data analysis to match prospective employees to hiring organizations based on personality, company cultural fit, and core qualifications. By analyzing the personalities of job candidates leveraging Watson language capabilities and characterizing a company’s work environment, UnitesUs uses proprietary, automated matching algorithms to help companies, including imaging and electronics company Ricoh USA and fitness gym chain 24 Hour Fitness, make better hiring decisions.
As consumers, we tend to focus on how virtual reality will work in our homes — the new types of games it allows, the insane 360-degree cinematic experiences, etc. Some of VR’s greatest potential, though, lays not at home, but in the classroom.
… Discovr Labs has built an interface and technology to help teachers use VR as a teaching tool. After the student straps on their headset, Discovr allows the teacher to select which module the student is interacting with, and to see exactly what the student sees; everything from the headset is beamed, wirelessly, to an all-seeing interface.
For now, Discovr is focusing on a local experience, with all of the students being in the same room as the teacher. Moving forward, they envision remote experiences where students and their teachers can come together in VR experiences regardless of their physical location.
Digital Elite developed a new line of low-cost head mounted augmented reality paper viewers specifically for the education market. A number of novel applications in the field of robotics, virtual physics and a unique book for autism is already readily supported by the viewer. More Apps in the pipeline are being developed to support other immersive and virtual experiences.
In a scientific study the new viewers have compared favorably against expensive VR headsets, such as the Samsung/Oculus Gear VR and Zeiss VR One. The viewers were also tested in a number of real-life education scenarios and Apps. One example is a virtual robot teaching physics and geography deployed in an Augmented Reality (AR) application to break down the final frontier between physical robots and their virtual counterparts. Results are being published in conferences in Hong Kong today and Korea later this month.
Addendum on 9/25/15:
Five emerging trends for innovative tech in education — from jisc.ac.uk by Matt Ramirez No longer simply future-gazing, technologies like augmented and virtual reality (AR/VR) are becoming firmly accepted by the education sector for adding value to learning experiences.
A typical day at Altschool, the Bay Area-based school system that raised $100 million in venture capital in May, is anything but typical.
Kids take attendance on an iPad, complete a “playlist” of activities, and learn 3D modeling software to design a playhouse for the class pet.
Founder and CEO Max Ventilla previously helmed the personalization team at Google, where he helped build Google+ and other products that make the internet feel more personal.
His latest venture aims to transform the outdated, early-1900s model of elementary education for the digital age.
In May, we spent the day at AltSchool‘s Fort Mason location in San Francisco to see its revolutionary teaching style in action.
From DSC: Is there anything here that public schools would find attractive and/or could implement?
AltSchool divides students between the ages of 4 and 14 into three groups: lower elementary, upper elementary, and middle school. There are no traditional grade levels.
A typical day at AltSchool begins with attendance. As kids arrive, they sign in to the school’s attendance app on a dedicated iPad.
The attendance app is one of a dozen or so tech tools developed by the school’s 50-person product team, which includes former employees of Apple, Uber, Zynga, and Ventilla’s alma mater, Google.
The PLP is the foundation of the AltSchool experience. Teachers collaborate with families and students to design a set of goals for the learner based on the student’s interests, passions, strengths, and weaknesses.
Each child receives a weekly “playlist” of individual and group activities that are aimed at achieving those goals.This student is writing an entry for his blog on coin collecting.
Teachers pick activities for their students by creating items in their playlists or searching the My.AltSchool library to find items that other teachers have made.
This 8-year-old demonstrates a game of Pac-Man using MaKey MaKey — a simple circuit board that transforms everyday objects into touchable user interfaces …he attaches alligator clips to four mounds of clay and tapes one clip to himself. When he taps the clay and completes the circuit, the computer interprets the input as arrow key actions.
This streamlined instruction time frees up the teacher to walk around the classroom and interact face-to-face with students.
The lower elementary students spend the morning knocking a shared item off their playlists: “writing the news.” These guys are chronicling a recent trip to the park.
Many of the younger kids wear headphones during playlist time to drown out distractions.
Technology isn’t necessary to complete all activities, but it is used to document students’ work. This student takes a picture of her news clipping using an iPad and uploads the image to her playlist.
The classroom, like the tech, fosters AltSchool’s individualized learning approach. Students sprawl across the room on carpets, beanbags, and even lofts of their own construction.
Classrooms are treated like stations, rather than designated areas for particular grade levels, and students move from room to room throughout the day. It’s especially important for micro-schools to maximize space so that a four-room schoolhouse doesn’t feel cramped
Craft and cleaning supplies are stored where the smaller kids can reach them, giving them a sense of agency.
After lunch and PE in the nearby park, students put aside their playlists and work on more integrated group projects.
The middle-school students were tasked with a classroom redesign. This 11-year-old, who was wearing an Iron Man T-shirt, built a parkour course. He’s writing a parent permission slip on his Google Chromebook now.
His classmate learned from online tutorials how to use the 3D-modeling software SketchUp, and she designed an urban-garden-inspired seating area for the unused deck on the second floor. There’s an obstacle course inside the benches for a class rabbit to tunnel through.
Another student, who wants to be a veterinarian, lawyer, writer, and manga comic-book writer, grew an indoor tea garden. She says she loves how the assignments “bend to your ability.”
If Silicon Valley’s favorite elementary school has its way, personalization will remain king.