The Metaverse in 2040 — from pewresearch.org by Janna Anderson and Lee Rainie
Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

 

The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside.

Laurence Lannom, vice president at the Corporation for National Research Initiatives

“Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse.

Elizabeth Hyman, CEO for the XR Association

 


 

The table of contents for the Metaverse in 2040 set of articles out at Pew Research dot org -- June 30, 2022

 


 

From DSC:
For those of you college students who are trying to determine what you enjoy doing, I wanted to pass some items along that may be helpful if you are interested in game development, film, and/or TV-related production.

Some friends recommended knowing how to use the following tools, but I realize one could dive very deep with these tools:


Excerpt from Unity.com
.
Unity can be used for games, in architecture, in automotive, and in film

Additional tip:

  • Stay within what your budget can provide. Making a film about five students on campus is doable. Making a Star Wars-type movie isn’t — unless you are making a spoof or presenting a knowingly-bad movie.

I just wanted to pass these items along.


Also relevant/see:


Addendums on 7/3/22:

 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 

From DSC:
This looks like an interesting set of educational resources!

This is a screenshot of the Twinkl Education Blog


From DSC:
One of our daughters — the one who is going to be teaching third graders next year — said that the above siteand resources reminded her of Teachers Pay Teachers. So I thought I’d include that here as well.

This is a screenshot of the Teachers Pay Teachers website

 

 

How an Escape Room Is Building Students’ Digital Skills at Northampton Community College — from campustechnology.com by Rhea Kelly

Excerpt of description of podcast:

We spoke with Beth Ritter-Guth, associate dean of online learning and educational technology at the college, to find out how the Learning Lab is engaging students, building digital literacy and providing valuable training in the job skills of the future.

Also see:

Breakout EDU gamifies learning to create an engaging and empowering experience for students of all grade levels.

Five Concepts You Can Teach Through Geocaching — from freetech4teachers.com by Richard Byrne

Excerpt:

Geocaching is one of the things that I spend a good bit of time talking about in both my workshop and in my webinar about blending technology into outdoor learning. Geocaching is a great activity to do to get kids outside for hands-on learning experiences. Here are five things that you can teach through geocaching activities.

From DSC:
This next one may be useful for educators and/or parents, but it’s useful for pretty much all of us

Tip of the week: A great group packing tool — from Jared newman

Excerpt:

As an alternative to clunky spreadsheets or endless email chains, WhoBrings is a brilliantly simple way to figure out who’s bringing what.

Just type the name of your packing list into this free website, add some items, then share the link with the rest of the group. Anyone who has the link can then claim responsibility for an item or add new items to the list. You can also specify a number of units for any item—12 beach towels, for instance, or three packs of beer—and people can choose how many they’ll bring.


Also see:

Learning, doing, and teaching biology through multimedia — from MIT Open Learning
Producing multimedia for online courses involves lifelong learning


 

Entrepreneur Education Platform GeniusU Raises $1.5M Seed Funding at $250M Valuation — from edtechreview.in ed by Stephen Soulunii

Excerpt (emphasis DSC):

Genius Group has recently announced that its EdTech arm, GeniusU Ltd, has raised $1.5 million in a seed round to support the development of its Genius Metaversity virtual learning plans.

With the fresh funding, GeniusU plans to extend its courses and programs to interactive learning environments in the metaverse, with students and faculty connecting and learning in global classrooms and virtual 3D environments. It also plans to integrate each student’s AI-based virtual assistant ‘Genie’ into the metaverse as 3D virtual assistants that accompany each student on their personalized journey and integrate its GEMs (Genius Education Merits) student credits into the metaverse. GEMs are earned by students as they learn and can be spent on products and services within GeniusU and counting towards their certifications.

 

Best Free Virtual Escape Rooms for Schools — from techlearning.com by Diana Restifo
Virtual escape rooms incorporate riddles, puzzles, math, logic, and literacy skills to create an exciting adventure in education.

Excerpt:

Virtual escape rooms are a form of gamified learning that incorporates riddles, puzzles, math, logic, and literacy skills to create an exciting adventure in education. Students demonstrate their skills and knowledge in order to unlock each level, eventually earning their liberation. Some escape rooms are one-page affairs, while others weave an intricate backstory to enthrall players. Many also offer hints when an incorrect answer is given, thereby encouraging kids to persevere until success is achieved.

There’s no charge for any of these virtual escape rooms, so feel free to free yourself, for free!

Also relevant/see:

Storybird Lesson Plan — from techlearning.com by Stephanie Smith Budhai, Ph.D.
This Storybird Lesson Plan is designed to help educators utilize a digital learning platform to support teaching and learning

Excerpt:

Storybird is an attractive and easy-to-use reading and writing online edtech tool with beautiful images to inspire students as they develop their literacy skills. Storybird goes beyond reading online books, and provides an accessible platform for learners of all ages to engage in a wide variety of reading and writing genres including descriptive, creative, and persuasive writing as well as longform stories, flash fiction, poetry, and comics.

For an overview of Storybird, check out What is Storybird for Education? Best Tips and Tricks. This sample lesson plan is geared toward fiction storytelling writing instruction for elementary students.

 

The amazing opportunities of AI in the future of the educational metaverse [Darbinyan]

The amazing opportunities of AI in the future of the educational metaverse — from forbes.com by Rem Darbinyan

Excerpt:

Looking ahead, let’s go over several potential AI-backed applications of the metaverse that can empower the education industry in many ways.

Multilingual Learning Opportunities
Language differences may be a real challenge for students from different cultures as they may not be able to understand and keep up with the materials and assignments. Artificial intelligence, VR and AR technologies can enhance multilingual accessibility for learners no matter where they are in the world. Speech-to-text, text-to-speech and machine translation technologies enrich the learning process and create more immersive learning environments.

AI can process multiple languages simultaneously and provide real-time translations, enabling learners to engage with the materials in the language of their choice. With the ability to instantly transcribe speech across multiple languages, artificial intelligence removes any language barriers for students, enabling them to be potentially involved, learn and communicate in any language.

Artificial Intelligence (AI) in Education Market size exceeded USD 1 billion in 2020 and is expected to grow at a CAGR of over 40% between 2021 and 2027. (source)

Along the lines of innovation within our educational learning ecosystems, see:

3 Questions for Coursera’s Betty Vandenbosch & U-M’s Lauren Atkins Budde on XR — from insidehighered.com by Joshua Kiim
How might extended reality shape the future of learning?

Excerpts (emphasis DSC):

[Lauren Atkins Budde] “Being able to embed quality, effective extended reality experiences into online courses is exponentially a game-changer. One of the persistent constraints of online learning, especially at scale, is how do learners get hands-on practice? How do they experience specific contexts and situations? How do they learn things that are best experienced? XR provides that opportunity for actively doing different kinds of tasks, in various environments, in ways that would otherwise not be possible. It will open up  Lauren Atkins Buddeboth how we teach online and also what we teach online.”

These courses are really exciting and cover a broad range of disciplines, which is particularly important. To choose the right subjects, we did an extensive review of insights from industry partners, learners and market research on in-demand and emerging future-of-work skills and then paired that with content opportunities where immersive learning is really a value-add and creates what our learning experience designers call “embodied learning.”

Addendum on 5/1/22:
Can the Metaverse Improve Learning? New Research Finds Some Promise — from edsurge.com by Jeffrey R. Young

“The findings support a deeper understanding of how creating unique educational experiences that feel real (i.e., create a high level of presence) through immersive technology can influence learning through different affective and cognitive processes including enjoyment and interest,” Mayer and his colleagues write.

 

Why gamified learning works so well for gifted children — from raisinglifelonglearners.com by Colleen Kessler

Excerpt:

The gamification of learning can be critical for gifted children in particular, who often struggle to stay focused, engaged, and challenged in a traditional educational environment. Gamification can be so effective in gifted education because the learner forgets they are “working” and instead feels they are “playing.” It allows the gifted brain to relax into the “flow” of learning, and more effectively use their intellect for problem solving and creativity.

Also see:

Synthesis dot com


Addendum on 4/27/22:

Homeschooling our gifted children: The power of artful questions — from raisinglifelonglearners.com by Colleen Kessler

Examples of artful questions for learning:

  • Why do you think that might have happened?
  • What would you have done differently?
  • What did you notice about that?
  • What would you suggest we do instead?
  • That’s a good point. How can you reconcile these two things?
  • Do you have an idea for how we could make this better?

From DSC:
Perhaps we should post those types of questions up on the walls of many board rooms and conference rooms around the nation…or have it be a slide in a presentation…or…

 

Fun Math Games For Kids To Play At Home — from edtechreview.in by Saniya Khan

Excerpt:

Games in math learning can encourage students to explore these concepts, from number concepts, such as counting sequence, one-to-one correspondence, and computation strategies to number combinations, patterns, place value and other essential math concepts. They also offer students the opportunity to deepen their understanding of mathematics and reasoning. The teacher should provide repeated opportunities for students to play games and then allow mathematical ideas to emerge as students notice new models, relationships and strategies.

 

Gamifying Workplace Learning the Right Way, with Karl Kapp -- by Amit Garg

Gamifying Workplace Learning the Right Way, with Karl Kapp — from upsidelearning.com by Amit Garg
In this podcast, Amit Garg, a business leader focused on building impactful workplace learning solutions, speaks with L&D experts from across the globe. Together, they explore topics aimed at enabling L&D professionals to stay ahead and go beyond the ordinary. If you are constantly intrigued by how workplace learning can be leveraged to help people develop in an organization, this podcast is for you.

 

Now we just need a “Likewise TV” for learning-related resources! [Christian]

Likewise TV Brings Curation to Streaming — from lifewire.com by Cesar Aroldo-Cadenas
And it’s available on iOS, Android, and some smart TVs

All your streaming services in one place. One search. One watchlist. Socially powered recommendations.

Entertainment startup Likewise has launched a new recommendations hub that pulls from all the different streaming platforms to give you personalized picks.

Likewise TV is a streaming hub powered by machine learning, people from the Likewise community, and other streaming services. The service aims to do away with mindlessly scrolling through a menu, looking for something to watch, or jumping from one app to another by providing a single location for recommendations.

Note that Likewise TV is purely an aggregator.


Also see:

Likewise TV -- All your streaming services in one place. One search. One watchlist. Socially powered recommendations.

 


From DSC:
Now we need this type of AI-based recommendation engine, aggregator, and service for learning-related resources!

I realize that we have a long ways to go here — as a friend/former colleague of mine just reminded me that these recommendation engines often miss the mark. I’m just hoping that a recommendation engine like this could ingest our cloud-based learner profiles and our current goals and then present some promising learning-related possibilities for us. Especially if the following graphic is or will be the case in the future:


Learning from the living class room


Also relevant/see:

From DSC:
Some interesting/noteworthy features:

  • “The 32- inch display has Wi-Fi capabilities to supports multiple streaming services, can stream smartphone content, and comes with a removable SlimFit Cam.”
  • The M8 has Wi-Fi connectivity for its native streaming apps so you won’t have to connect to a computer to watch something on Netflix. And its Far Field Voice mic can be used w/ the Always On feature to control devices like Amazon Alexa with your voice, even if the monitor is off.
  • “You can also connect devices to the monitor via the SmartThings Hub, which can be tracked with the official SmartThings app.”

I wonder how what we call the TV (or television) will continue to morph in the future.


Addendum on 3/31/22 from DSC:
Perhaps people will co-create their learning playlists…as is now possible with Spotify’s “Blend” feature:

Today’s Blend update allows you to share your personal Spotify playlists with your entire group chat—up to 10 users. You can manually invite these friends and family members to join you from in the app, then Spotify will create a playlist for you all to listen to using a mixture of everyone’s music preferences. Spotify will also create a special share card that everyone in the group can use to save and share the created playlist in the future.


 

How Virtual Reality Can Be More Accessible with WalkinVR — from equalentry.com by Meryl Evans

Excerpt:

In another scenario, you can’t reach up high. Or maybe you can’t hold the virtual reality controllers or press the buttons.

WalkinVR Driver  fills in the gap. It’s a free driver that enhances virtual reality to work with the person’s abilities and preferences. One option is the Xbox Controller Move , which allows you to connect a standard Xbox video game controller to the game.

Also relevant/see:

Which Types of Colleges Have the Most Undergraduates With Disabilities? — from chronicle.com

Excerpt:

Here’s a sector-by-sector look at the percentage of undergraduates who reported a disability to the campus’s office of disability services, or a similar office, in the academic years 2016-17 to 2019-20. Undergraduate students with disabilities are those who reported that they had one or more of the following conditions: a specific learning disability, a visual impairment, a hearing difficulty or deafness, a speech impairment, an orthopedic impairment, or another health impairment. The diversity and related offices provide these students with such services as note-takers and American Sign Language interpreters.

Addendum later on 3/17/22:

Assistive technology personalizes the learning environment — from thetechedvocate.org by Matthew Lynch

Excerpt:

We talk a lot about personalized learning and how it can benefit learners by providing them with more detailed instruction catered to their needs. It helps them overcome learning challenges and achieve their educational goals.

We’ve also discussed assistive technologies – technologies designed to aid students with learning difficulties and other disabilities, understand and retain knowledge to improve their learning outcomes. The two can go hand-in-hand, as assistive technology can help all students receive a more personalized learning experience.

Let’s take a look at some of the ways that AT is used in the classroom and its personalized learning.

 

Tapping the Potential of Learning Through Play in STEAM Programs — from techlearning.com by Ray Bendici
Encouraging purposeful play through tools such as LEGO Education to engage students and improve STEAM learning outcomes

Excerpt:

We know children thrive through play, but did you know that learning through play is a powerful research-backed strategy to boost student engagement in the classroom?

“When students are playing, they’re unlocking their natural curiosity and finding their joy in learning,” said Dr. Jenny Nash, Head of Education Impact, US, for LEGO Education, during a recent virtual Tech & Learning roundtable discussion. “And when students learn in a purposeful, hands-on way it builds their confidence, and lessons can really become more motivating and meaningful. Purposeful play is rooted in pedagogical approaches, such as project-based learning, and it’s really known to increase student learning outcomes.”

 

This Hilarious AR App Teaches Kids Financial Responsibility — from vrscout.com by Bobby Carlton

Excerpts:

Adventures with Zeee Bucks is a mobile AR experience that is designed to help youngsters sharpen their financial skills by earning and saving Zeee bucks, and even help them save real money.

You can download the app today for free on the iOS and Android stores.

 
© 2022 | Daniel Christian