New children’s book combines modern technology and storytelling — from iwantpop.com by

 Excerpt (emphasis DSC):

MONTREAL, April 15, 2014 /IWANTPOP.COM/ — Jonathan Belisle, a Montreal teacher, script writer and web entrepreneur, has developed the ultimate storytelling system. It’s a combination of old and new, traditional mythology and modern technology, a mixture of fantasy and reality.

Wuxia the Fox is a transmedia project that comes as an illustrated book paired with an iPad app. “The app reacts to what it hears and sees,” explained Belisle. “As you read the story, the app adds the music and sound effects, based on where you are in the story and the tone of your voice. It’s the future of children’s books.”

The iPad app triggers new scenes of content using image recognition, and transforms into a musical instrument when interacting with small wooden blocks provided with the book.

 

Also see:
https://www.kickstarter.com/projects/jonathanbelisle/wuxia-the-fox-augmented-book-and-ipad-app

 

 

 

Also, another interesting item:

Predicting the future of cinema: No limits — and the web wins — from variety.com by David Cohen

Excerpt:

He said today’s tech already offers hints of what the future will bring: screens large and small that can duplicate nearly anything the eye can perceive; cameras that let filmmakers choose framing, depth of field, focus and brightness in post, rather than on the day of shooting; fast networks that permit “collaboration at the speed of thought” and allow people to work together regardless of how far apart they are.

 

 

oculus rift Facebook

 

 

 

New iBeacon App Stations of the Cross at St. Thomas — from mrspepe.com by Courtney Pepe

Excerpt:

This app was developed by a fellow ADE Jay Anderson. It uses iBeacon technology to sense how close you are to different pieces of art related to the 14 Stations of the Cross in a church in Lancaster, Pennsylvania. The app has three different settings: meditation for children, meditation for adults, and the comments of the artists. Great use of the iBeacon technology.

Addendum on 4/19:

 


The National Slate Museum in Llanberis which is operating an iBeacon smartphone information point.

 

From DSC:
As I was watching “The Future of Higher Education: MOOCs and Disruptive Innovation,” a video recorded last August, (GW’s School of Business) Dean Doug Guthrie mentioned a company named In the Telling.  The name of that company piqued my curiosity, so I went to look at that company, and what instantly struck me about their offerings were the use of:

  • A team-based approach to education
  • The use of digital storytelling
  • Software as a Service

 


 

InTheTelling-TeamBasedEducation-April2014

 


 

Dean Guthrie’s comments on interaction, community building, and customization rang true for me, but it was the customization part that really grabbed me.  And there too, most likely it will take a team of people to understand and use the data, to build the algorithms that Doug was talking about to deliver the  learning trees of the future (and I would add the phrases/terms learning paths and learning playlists).

I have it that as MOOCs continue to morph and as the perfect storm in higher education continues to amass, those institutions who implement a team-based approach to content creation, delivery, and assessment will be the ones who thrive in the future.

This thought was further brought home when I viewed Phil Hill and Michael Feldstein discussing “Online Learning – What Is It Good For?”  Consider the appearance of the word TEAM in the following graphics:

 

Team-basedEducation-DSC

 

Team-basedEducation2-DSC

 

 

 

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

 

TheNewDigital-PlayBook-April2014

Excerpts:

On April 8, 2014, Project Tomorrow released the report “The New Digital Learning Playbook: Understanding the Spectrum of Students’ Activities and Aspirations” at a Congressional Briefing held in Washington, DC and for the first time, online in a special live stream of the event. Julie Evans, Project Tomorrow CEO, discussed selected student national findings from the Speak Up 2013 report and moderated a panel discussion with students who shared their insights and experiences with digital learning.

 

SpeakUp2013Slides

 

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

 

8 surprising facts about undergrads and ed-tech — from eCampusNews.com by Meris Stansbury

Excerpt:

It’s not every day, after scouring headlines from dozens of news sources, that news—especially education technology news—can surprise a seasoned education writer; but in recent research provided by EDUCAUSE, as well as a spiffy new infographic, many details on how undergraduate students are using ed-tech are fascinating…in that they’re not always as ‘cutting-edge’ as some may think.

 

 

Undergraduate Students & Technology
Infographic from BachelorsDegreeOnline.com

 

Mark Zuckerberg talks about the purchase of Oculus VR

Excerpt (emphasis DSC):

But this is just the start. After games, we’re going to make Oculus a platform for many other experiences. Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face — just by putting on goggles in your home.

This is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.

These are just some of the potential uses. By working with developers and partners across the industry, together we can build many more. One day, we believe this kind of immersive, augmented reality will become a part of daily life for billions of people.

Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming and we have a chance to build it together. I can’t wait to start working with the whole team at Oculus to bring this future to the world, and to unlock new worlds for all of us.

 

If you like immersion, you’ll love this reality — from nytimes.com by Farhad Manjoo

Excerpt:

Virtual reality is coming, and you’re going to jump into it.
That’s because virtual reality is the natural extension of every major technology we use today — of movies, TV, videoconferencing, the smartphone and the web. It is the ultra-immersive version of all these things, and we’ll use it exactly the same ways — to communicate, to learn, and to entertain ourselves and escape.
The only question is when.

 

Oculus Rift just put Facebook in the movie business — from variety.com by Andrew Wallenstein

Excerpt:

The surprise $2 billion acquisition of virtual-reality headset maker Oculus Rift by a social network company might seem to have nothing to do with movie theaters or films. But in the long term, this kind of technology is going to have a place in the entertainment business. It’s just a matter of time.

While Cinemacon-ites grapple with how best to keep people coming to movie theaters, Oculus Rift will be part of the first wave of innovation capable of bringing an incredible visual environment to people wherever they choose. But this probably won’t require people congregating in theaters for an optimal experience the way 3D does.

Virtual reality is thought of primarily as a vehicle for gaming, but there are applications in the works that utilize the technology for storytelling. There’s already a production company, Condition One, out with a trailer for a documentary, “Zero Point” (see video above), about VR, told through VR. Media companies are just starting to get their hands on how to use VR, which to date has been for marketing stunts like one HBO did at SXSW for “Game of Thrones.” One developer even recreated the apartment from “Seinfeld.”

 

An Oculus Rift hack that lets you draw in 3-D — from wired.com by Joseph Flaherty

Excerpt:

Facebook’s $2 billion acquisition of Oculus Rift has reopened conversation about the potential of virtual reality, but a key question remains: How will we actually interact with these worlds? Minecraft creator Markus Persson noted that while these tools can enable amazing experiences, moving around and creating in them is far from a solved problem.

A group of Royal College of Art students–Guillaume Couche, Daniela Paredes Fuentes, Pierre Paslier, and Oluwaseyi Sosanya–has developed a tool called GravitySketch that starts tracing an outline of how these systems could work as creative tools.

 

Gravity – 3D Sketching from GravitySketch on Vimeo.

Addendum later on 4/8/14:

 

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.

 

 

Apple iBeacon: signs of new direction — from theage.com.au by Garry Barker]

Excerpt (emphasis DSC):

For local initiatives, I consulted two Australian pioneers of iBeacon technology and related educational app development: Geoff Elwood, chief executive and founder of Melbourne-based Specialist Apps (specialistapps.com); and Paul Hamilton, an Apple distinguished educator, and primary school teacher at Matthew Flinders Anglican College at Buderim, Queensland.

Both are highly respected developers of educational technology and iBeacon is the latest of their passions.

Hamilton says he was the first person in the world to use iBeacon technology in a school. At Matthew Flinders he has installed three iBeacons for interactive technology, library and art learning zones. His website, appsbypaulhamilton.com, includes videos showing them at work.

Elwood’s largest installation so far is at Bryanston, an elite coeducational school based in a country mansion on a 160-hectare estate beside the River Stour in Dorset.

Bryanston employs a student management application that uses an online eLockers information system, distributed by the iBeacon network. ”With iBeacons, a teacher can use an eLocker application to quickly form a proximity group, press a button on the iPad and transmit a notification to students within the proximity to open an eLocker that is blinking on their screens. The app is both transmitter and receiver, but we have taken the technology beyond just transmitting and receiving to establishing direct relationships between teachers and students, individually or in groups,” Elwood says.

 

 

 

Multi-media Workflows — from iPadArtRoom.com by Cathy Hunt

Excerpt:

Let’s get making using some mixed-media workflows that include the iPad.

The following three ‘workflows’ are progressively designed and do increase in complexity, but the midst and learning focus is the same – the creative process is not linear.

Students will have an opportunity to discover that as they construct imagery, ending points can become starting points and ‘finished’ work is a matter of decision making.  I have found that highly original work evolves as students re-evaluate what they see in their work, and are empowered to reconsider what they make.

Deep engagement and understanding of the creative process is often the powerful result of working through rich tasks that challenge students to constantly reimagine and reconstruct work they produce.

 

iPadArtRoom-3-31-14

 

Handy hardware for your iPad Art Room — from iPadArtRoom.com by Cathy Hunt

Excerpt:

tripod-collection

 

Multi-media workflows – Mixing ‘hands-on’ & digital tools — from iPadArtRoom.com by Cathy Hunt

Excerpt:

The concept of mixing media is certainly not a new idea in Visual Arts, however across curriculum areas in schools technology and ‘digital tasks’ are often separated from the ‘hands-on’ learning opportunities. In many classrooms and studio space even mobile devices, perceived as an expensive and fragile commodity, are excluded as a matter of course from ‘making’ tasks, conspicuously absent when the messy business of creation begins.

 

Clay-Mation — from iPadArtRoom.com by Cathy Hunt

Excerpt:

 

claymation5

 

 

Addendums on 4/1/14:

 

 Video Splash

 

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!)

 

 

 

 

Google Glass: Not the only eye candy in town — from huffingtonpost.com by Robin Raskin; with special thanks to Mr. Rob Bobeldyk [Asst. Dir. Teaching & Learning at Calvin College] for this resource

Excerpted applications:

  • Manipulate objects in virtual space with your “real” hands… pulling, tugging, tapping and stretching
  • Creating a solid gamer and entertainment experience
  • A great training app/factory tool
  • Recognize the world in front of you and then overlay information atop of it
  • Play a game just by moving your eyes
  • A mature suite of apps can work with your calendar and make phone calls. A built in HD display camera takes and shares photos and videos.
  • Immersive/ultra-realistic entertainment experiences
  • Wearable headset aimed at the sports/active lifestyle enthusiast
  • Enterprise applications

 

 

 

Also, some excerpted applications from  Google Glass is Transforming Wearable Technology — from Daniel Burrus

  • Access information and a camera to capture activities in front of you
  • Use voice recognition to have it type messages or to send commands, like you do with Apple’s Siri or Google’s version of Siri, called Google Now
  • doctors are using Google Glass during surgery so they don’t have to take their eyes off of the operating table to view things like blood pressure, pulse, and temperature readings
  • Help train future surgeons
  • Google Glass would show not only the stores in your line of sight, but also overlay the types or names of products in each store

 

Also see:

 

 

I failed my online course — but learned a lot about Internet education — from readwrite.com by Selena Larson (by way of eduwire.com)
Massive open online courses, or “MOOCs,” require a lot of motivation—and sometimes, a thick skin.

Excerpts (comments via DSC):

He provided great insight, paired it with interesting required readings, and led Google Hangouts throughout the course, though only a handful of students were able to participate. Time zone differences and limited space ultimately resulted in a select few students receiving the opportunity to participate in this more intimate online setting.

(From DSC:  Last I knew, only 25 students can get into one of these sessions; this seems to be a major mistake to use Google Hangouts if you are talking MOOCs with thousands of students; Coursera should have required that the professor use a different tool.)

I’ll admit it: I had minimal motivation. Sure, I didn’t want to waste $49, but I certainly didn’t stay up all night finishing a 600-word essay—the goal of receiving a course completion certificate just wasn’t appealing enough.

The quizzes were easy—we were given multiple attempts to get a perfect score—but the essays were a different story. Since the professor was unable to grade them himself, each student was subject to peer reviews—five of them. And each review impacted your grade.

I failed my first essay. All but one reviewer gave me a failing grade, for reasons unknown.

In true Internet fashion, these peer reviews were totally anonymous. I couldn’t discuss with my reviewer why he or she thought my essay was lousy, and I couldn’t defend my link to Fox News. I felt uncomfortable and powerless. Stupid.

(From DSC: I don’t have a lot of confidence in asking other students, who aren’t trained in teaching/pedagogy/grading, to effectively use rubrics to grade other students’ papers. Though one could turn right around and say that of many faculty members as well, who often lack training in education-related courses. But in the case of professors, they often build up such expertise over time.)

 

How MOOCs Can Succeed
(from DSC, I’m paraphrasing below)

  • Get rid of  anonymous grading
  • Get the price point right
    (From DSC: This is tough though, as such a figure most likely differs for each student.)

 

From DSC:
The graphic below attempts to relay the potential power of technologies such as IBM’s Watson in auto-curating content for MOOCs.  But there may be other uses for such technologies — such as if these technologies could be used to effectively grade papers, assignments, quizzes, etc. — then today’s MOOCs would be much more effective and would better address one of Selana’s key concerns.

 

Watson-MOOCs-NewTypesCollaboration-DChristian-2-14-13

 

 

WhatsWatson-March2014

 

 
 
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