Introducing Coursera for Apple TV: Bringing Online Learning to Your Living Room — from blog.coursera.org

 

Apple TV

 

Excerpt (emphasis DSC):

We’re thrilled to announce that Coursera content will now be available on Apple TV.

Since our beginning, one of our primary goals has been to make learning more accessible for everyone. Our mobile platform brought an on-demand learning experience to people’s busy, on-the-go lifestyles, and now, we’re extending availability to your home. Regardless of where in the world you are located, you’ll now be able to learn from top university professors and renowned experts without the expense of travel or tuition.

TV availability isn’t only a first for Coursera—it marks Apple TV’s first ever introduction of online learning to its platform. Everything you can do online at Coursera, you’ll now be able to do from the comfort of your own living room: browse our entire catalogue of courses, peruse new topics, and watch videos from some of the top academic and industry experts.

 

From DSC:
Coursera takes us one step closed to a very powerful learning platform — one that in the future will provide a great deal of intelligence behind the scenes.  It’s likely that we will be using personalized, adaptable, digital learning playlists while enjoying some serious levels of interactivity…while also making use of web-based learner profiles (the data from which will either be hosted at places like LinkedIn.com or will be fed into employers’ and universities’ competency-based databases).  The application development for tvOS should pick up greatly, especially if the collaboration capabilities are there.

For example, can you imagine marrying the functionalities that Bluescape provides with the reach, flexibility, convenience, and affordances that are unfolding with the new Apple TV?

Truly, some mind-blowing possibilities are developing.  In the not too distant future, lifelong learning won’t ever be the same again (not to mention project-related work).

This is why I’m big on the development and use of
team of specialists — as an organization may have
a harder time competing in the future without one.

 

 

BlueScape-2015

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

Storytelling app a hit; launches a new chapter in transmedia — from blogs.vancouversun.com by Gillian Shaw

 

Excerpt (emphasis DSC):

Paul Pattison and Luke Minaker knew they were onto something when they got an email from the mother of a nine-year-old who read the first instalment of their interactive story, Weirdwood Manor.

She wrote that she couldn’t get her son to pick up a book,” said Pattison, technical director of All Play No Work, producer of the iPad app. “She got the app for her son and he went through it in two nights. He finished both books.

And then because we don’t have book 3 out yet, unprompted by her he went over to the bookshelf and pulled off a paperback and started reading chapter books again.

While the storytelling app had already shot to ‘Best New App’ in Apple’s app store, chalking up 5,000 downloads in the first two weeks after it was released, the realization that it converted a reluctant nine-year-old to an avid reader confirmed for Pattison and Minaker they were on the right track.

It is a common theme we have been hearing,” said Pattison. “They get to this age range of eight to 12 and they stop being interested in reading. Video games, Snapchat – all these other things dominate.

Although we’re an app in digital, what we really wanted to do is re-engage kids in reading, tap into their imagination, have them rediscover that.

 

 

 

FutureOfTV-Apple-Oct2015

 

The New Apple TV Invigorates the Set-Top Box — from nytimes.com by Brian Chen

Excerpt:

I NEVER imagined I would get hooked on reading comic books on a TV screen. That changed last week after I picked up a new Apple TV.

The new device, which is similar to a set-top box and brings video and music from the Internet to a television, now has an app store. So I downloaded Madefire, one of the first apps available for the new device. Madefire adds a twist to digital comics with sound effects, music and motion, bringing the panels to life on the big screen. Within minutes, I was bingeing on a series about Superman turning into a corrupt dictator.

Playing with apps is just one new feature of the revamped Apple TV, which will ship this week. It’s that plethora of innovations and apps that leads me to conclude that the upgraded $149 box is now the best TV streaming device you can get for your money.

 

 

Apple TV challenges developers to take apps to the big screen — from http://finance.yahoo.com by Julia Love

Excerpt:

(Reuters) – Apple’s loyal army of software developers is joining the tech giant in its bid to conquer the living room with a new version of Apple TV, creating apps for the big screen that they hope will attract users and unlock a rich source of revenue.

A long-awaited update to Apple TV, which launched in 2007, will start shipping in 80 countries on Friday.

Apple views apps as the future of television. An App Store is the centerpiece of the new device, and hundreds of apps will be ready at launch, including gaming, shopping and photography.

Although developers have already been able to make apps for smart TV rivals, Apple’s vast base of developers will set the device apart, analysts say. And developers say they relish the opportunity to reach users in a more intimate setting.

 

 

tvOS > Developer information

 

AppleTV-tvOS-Oct2015

 

Building Apple TV Apps > Creating a Client-Server App

 

ClientServerApp-tvOS-Oct2015

 

 

Which Apple TV Should You Buy? — from wired.com

Excerpt:

Pre-orders for the new Apple TV have begun. Well, technically, the new Apple TVs; the latest model comes in two sizes. Oh, and the previous version remains available too. For the first time in Apple TV history, you’ve got options. Now it’s time to figure out which one’s right for you.

 

 

‘Aerial’ brings beautiful Apple TV video screensavers to your Mac — from 9to5mac.com

 

screensavers-oct2015

 

Addendum:

 

 

The 50 Most Popular MOOCs of All Time — from onlinecoursereport.com, via Jordan Hall

Excerpt:

MOOCs – or Massive Open Online Courses – are picking up momentum in popularity – at least in terms of initial enrollment.

Unlike regular college/ university courses, MOOCs can attract many thousands of enrollees around the world. They can come in the form of active course sessions with participant interaction, or as archived content for self-paced study. MOOCs can be free, or there can be a charge – either on a subscription basis or a one-time charge. Free MOOCs sometimes have a paid “verified certificate” option. There are now thousands of MOOCs available worldwide from several hundred colleges, universities and other institutions of higher learning. For your convenience, we’ve compiled a list of 50 of the most popular MOOCs, based on enrollment figures for all sessions of a course. The ranking is based on filtering enrollment data for 185 free MOOCs on various elearning platforms.

 

tvOS: The days of developing for a “TV”-based OS are now upon us.

Apple puts out call for Apple TV apps — from bizjournals.com by Gina Hall

Excerpt:

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.

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.

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

MoreChoiceMoreControl-DSC

 

 

Also see:

 

 

 

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.
 

Imagine what learning could look like w/ the same concepts found in Skreens!


From DSC:
Imagine what learning could look like w/ the same concepts found in the
Skreens 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.


See
Skreens.com
&
Learning from the Living [Class] Room


 

DanielChristian-AVariationOnTheSkreensTheme-9-29-15

 

 

Skreens-Sept2015Kickstarter

 

Skreens2-Sept2015Kickstarter

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

From DSC:
Some of the phrases and concepts that come to my mind:

  • tvOS-based apps
  • Virtual field trips while chatting or videoconferencing with fellow learners about that experience
  • Virtual tutoring
  • Global learning for K-12, higher ed, the corporate world
  • Web-based collaborations and communications
  • Ubiquitous learning
  • Transmedia
  • Analytics / data mining / web-based learner profiles
  • Communities of practice
  • Lifelong learning
  • 24×7 access
  • Reinvent
  • Staying relevant
  • More choice. More control.
  • Participation.
  • MOOCs — or what they will continue to morph into
  • Second screens
  • Mobile learning — and the ability to quickly tie into your learning networks
  • Ability to contact teachers, professors, trainers, specialists, librarians, tutors and more
  • Language translation
  • Informal and formal learning, blended learning, active learning, self-directed learning
  • The continued convergence of the telephone, the television, and the computer
  • Cloud-based apps for learning
  • Flipping the classroom
  • Homeschooling
  • Streams of content
  • …and more!

 

 

 

 

Addendum:

Check out this picture from Meet the winners of #RobotLaunch2015

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.

 

From DSC:
The following app looks to be something that the “makers” of the programming world might be interested in. Also, it could be great for those learners interested in engineering, robotics, and/or machine-to-machine communications; using this app could help start them down a very promising path/future.

 

Tickle-Sept2015

From their website:

Programming re-imagined for the connected world.
Learn to program Arduino, drones, robots, connected toys, and smart home devices, all wirelessly. Tickle is easy to learn, fun to use, and 1000x more powerful!

Easy to learn, yet incredibly powerful!
Start learning programming the same way as Computer Science courses at Harvard and UC Berkeley. Tickle is used by makers and designers around the world to create custom robots and interactive projects, including Stanford University computer scientists.

Spark your imagination.
Create stunning games and interactive stories using our library of animated characters and sounds. With the ability to program devices to interact with other devices and virtual characters, the possibilities are limitless.

1000X the super (programming) power.
If you’ve tried Scratch, Hopscotch, Tynker, Blockly, Scratch Jr, Kodable, Pyonkee, mBlock, or Code.org, now you can go beyond the screen and program your own connected future.

 

Now we’re talking! One step closer! “The future of TV is apps.” — per Apple’s CEO, Tim Cook

OneStepCloser-DanielChristian-Sept2015

 

From DSC:
We’ll also be seeing the integration of the areas listed below with this type of “TV”-based OS/platform:

  • Artificial Intelligence (AI)
  • Data mining and analytics
  • Learning recommendation engines
  • Digital learning playlists
  • New forms of Human Computer Interfaces (HCI)
  • Intelligent tutoring
  • Social learning / networks
  • Videoconferencing with numerous other learners from across the globe
  • Virtual tutoring, virtual field trips, and virtual schools
  • Online learning to the Nth degree
  • Web-based learner profiles
  • Multimedia (including animations, simulations, and more)
  • Advanced forms of digital storytelling
  • and, most assuredly, more choice & more control.

Competency-based education and much lower cost alternatives could also be possible with this type of learning environment. The key will be to watch — or better yet, to design and create — what becomes of what we’re currently calling the television, and what new affordances/services the “TV” begins to offer us.

 

MoreChoiceMoreControl-DSC

 

 

 

From Apple’s website:

Apple Brings Innovation Back to Television with The All-New Apple TV
The App Store, Siri Remote & tvOS are Coming to Your Living Room

Excerpt:

SAN FRANCISCO — September 9, 2015 — Apple® today announced the all-new Apple TV®, bringing a revolutionary experience to the living room based on apps built for the television. Apps on Apple TV let you choose what to watch and when you watch it. The new Apple TV’s remote features Siri®, so you can search with your voice for TV shows and movies across multiple content providers simultaneously.

The all-new Apple TV is built from the ground up with a new generation of high-performance hardware and introduces an intuitive and fun user interface using the Siri Remote™. Apple TV runs the all-new tvOS™ operating system, based on Apple’s iOS, enabling millions of iOS developers to create innovative new apps and games specifically for Apple TV and deliver them directly to users through the new Apple TV App Store™.

tvOS is the new operating system for Apple TV, and the tvOS SDK provides tools and APIs for developers to create amazing experiences for the living room the same way they created a global app phenomenon for iPhone® and iPad®. The new, more powerful Apple TV features the Apple-designed A8 chip for even better performance so developers can build engaging games and custom content apps for the TV. tvOS supports key iOS technologies including Metal™, for detailed graphics, complex visual effects and Game Center, to play and share games with friends.

 

Addendum on 9/11/15:

 

The 3 instructional shifts that will redefine the college professor — from edsurge.com by Ryan Craig

Excerpts:

As faculty at colleges and universities are all too aware, it’s hard to do two jobs at the same time. Since the advent of the modern research university over a century ago, faculty have effectively held down two jobs: conducting (and publishing) research and teaching students.

Arguments for the dual-role professor seem logical. Knowledge production should make one a better instructor. Students should benefit from teachers producing the latest knowledge. But there’s precious little data to support that adding the research job to the instruction job improves student outcomes.

The downside is that both jobs require significant expertise and commitment to do well.

There is an emerging consensus as to what works best for onground instruction. It’s called the Dynamic Classroom, and it looks like this:

  • Flip classroom so “transfer of information” occurs ahead of class
  • Incorporate technology in the classroom (handheld clickers or smartphone apps) to quickly ascertain whether students have understood key concepts
  • Integrate active learning techniques to improve understanding of key concepts, including peer learning, group problem solving, project-based learning and experiential learning via studios and workshops
  • Include “perspective transformation” exercises wherein students change their frames of reference by critically reflecting on their assumptions

 

From DSC:
First of all, I second the idea of splitting up the responsibilities of researching and teaching. Both roles are full-time jobs and require different skillsets. With students paying ever higher tuition bills, students deserve to take their courses from professors who know how to teach (not an easy job by the way!). 

But the unbundling doesn’t — and shouldn’t — stop with the splitting up of the teaching and research roles.

Let’s look at another of the instructional shifts that Ryan considers — and that is the move towards the use of smartphones and apps:

In this environment, we can imagine one app for Economics 101 and another for Psychology 110. They are also the ideal platform for simulations and gamified learning and can tailor the user experience further by incorporating real-world inputs (e.g., location of the student) into the material. But, like the dynamic classroom, apps require an unparalleled level of development and instructional expertise—a full-time job for faculty who will be teaching online.

I think there’s some serious potential with this approach, especially given the trend towards more mobile computing and the affordances that come with using mobile technologies.

However, when we start delivering teaching and learning experiences that involve the digital/virtual realm like this, we’re instantly catapulted into a world that requires additional skills. As such, I highly doubt that the majority of faculty members have the time, interests, passions, or the abilities/gifts to code such apps.  They would have to simultaneously be (or become) a programmer/developer, an instructional designer, a graphic designer, a copyright expert, an expert in accessibility, instantly knowledgeable in user interface and user experience design, as well as continue to serve as the Subject Matter Expert (SME) — and I could list other roles as well. That is why we need TEAMS of specialists. If the trends towards moving more of our teaching and learning experiences online and/or into such digital realms continue, then our current models simply won’t cut it anymore, at least in the majority of cases.

I appreciate Ryan’s article and second the main idea of splitting up the teaching and researching responsibilities. But again, when we’re talking developing apps, we had better be talking employing the use of teams — or the students will likely not be better off.

—–

A related quote from “In Sign of the Times for Teaching, More Colleges Set Up Video-Recording Studios” — from The Chronicle

At some colleges, media teams sit down with professors ahead of time and lay out long-term strategies to determine how video may enhance the learning experience of students in their courses.

The media team offers instructors a number of planning worksheets to encourage them to think more about the purpose of videos in their courses.

 

 —–

 

Augmented Reality Chemistry Experiments with Elements 4D — from whiteboardblog.co.uk

Excerpt:

Elements 4D is a neat Augmented Reality chemistry app for iOS and Android devices which provides a fun way to look at various different chemical reactions.

The app uses blocks that are inscribed with the symbols of 36 elements from the periodic table. The site will eventually sell ready-made cubes, but you can download paper templates for free here.

When viewed through the app, these blocks instantly transform a simple, inanimate object into dynamic, dimensional, 4D representations of each element.

Also see:
Elements4D-July2015

 

 

Toss your manual overboard—augmented reality aims at big industry — from arstechnica.com by Lee Hutchinson
Papers, diagrams, and checklists would be replaced with intuitive visual tools.

Excerpt:

GE is focusing efforts on constructing an extensible “field maintenance manual” intended to be used for industrial equipment. The use case being tested in the labs is with oil and gas; researchers in GE’s Research Center in Brazil are building software that they hope will replace the need to deal with bulky printed maintenance manuals—manuals which have to be kept up to date and which lack any kind of interactivity.

 

 

New Microsoft Tool Takes the Pulse of Higher Education
Bing Pulse in the Classroom, a new student response system designed for higher education, launched this week.

Excerpt:

A new student response tool designed by a team at Microsoft will soon be giving teachers instant feedback on how their lessons are going.

Bing Pulse in the Classroom, a free online tool designed to make higher education lectures more dynamic, was released Thursday. The technology lets teachers ask students questions to get a real-time “pulse” of the lesson to ensure a teacher isn’t getting too far ahead of the class.

A feature not included in Pulse in the Classroom’s first iteration was live video streaming. Nesho says this capability will soon be added, and it could be a game changer for higher education classes that incorporate distance learning. Using a live video stream along with the Pulse feature set, the platform comes closer to an all-inclusive classroom experience.

 

 

Microsoft pioneers new ‘machine teaching’ technology to bring machine learning to the masses — from winbeta.org by Joseph Finney

Excerpt:

Tech companies are constantly building and testing technology which could cause the next paradigm shift in how the world communicates, creates, and consumes. Many big names including Google, IBM and Microsoft are investing in machine intelligence and machine learning. Now Microsoft believes they have created the next generation of machine learning which they call machine teaching. While the name ‘machine teaching’ does not instantly communicate the purpose or intent of the new tech the underlying concept is simple.

Essentially, like Henry Ford brought the automobile to the masses, Microsoft wants to bring machine learning to everyone. Many companies are focused on making their machine learning algorithms more accurate, but Patrice Simard believes more advances can be driven by bringing machine learning to the masses.

 

 Also relevant here/see:
What Every Manager Should Know About Machine Learning — from hbr.org by Mike Yeomans
A primer on machine learning — from loop.ai
A tour of Machine Learning Algorithms #BigData #MachineLearning — from mo-data.com
In this post we take a tour of the most popular machine learning algorithms.

 

 

 

Microsoft launches site for teachers taking Minecraft into the classroom — from theguardian.com
Minecraft in Education portal aims to get educators sharing tips on how Mojang’s popular game can be used to teach children

 

 

The Scoop on Periscope: Broadcast Live Video to the World — from learninginhand.com by Tony Vincent
[Tony includes a nice infographic in this posting.]

 

 

 

PeriodicTable-WearableTech-July2015

 

 

First Look: Jaunt’s VR Camera Codenamed NEO — from by Jonathan Nafarrete

Excerpt:

Jaunt has announced the launch of a new professional grade VR camera series codenamed “NEO” that will enable the next generation of filmmakers to produce the highest quality VR experiences.

Industrial Design by LUNAR.

 

 

 

 

Leap Motion’s Augmented-Reality Computing Looks Stupid Cool — from wired.com

Excerpt:

This demo, in which a standard desktop computer is reimagined as a three-dimensional workstation of the future, offers a glimpse of what that might look like.

The project came out of a hackathon at Leap Motion, whose nifty gesture-recognizing sensor acts as a sort of finger-scale Kinect for desktop software. Using a prototype Leap sensor, a developer-kit Oculus Rift, a team of engineers built an augmented-reality work environment in which regular desktop applications jump out of the computer and into 3-D space. It’s a new computing interface hovering in front of a traditional personal computer sitting on a wood table—three generations of the “desktop,” one on top of another.

 

 

Apps That Rise to the Top: Tested and Approved By Teachers — from kqed.org b

 

Michelle Luhtala/Edshelf

 

 

 

 

 

 

EdTech 2015: What’s Coming Down the Innovation Pipeline — from medium.com by Daniel Rezac
Brace Yourselves for a New Wave of Classroom Integration

 

 

 

 

Office 365 Open Source plugins for Moodle: getting better all the time — from msopentech.com

Excerpt:

[On June 26th, 2015] we shared the news that the upcoming Cypress release of Open edX, the most popular open source MOOC (massive open online course), will include new features for tighter integration with Office 365. Those features are the result of our open source collaboration with members of the Open edX community.

In addition to the new work we’re doing with Open edX, we continue to work with Remote-Learner (a leading Moodle partner) to make improvements and additions to the open source Office 365 plugins for Moodle. Moodle is the most popular open source learning management system (LMS), and the Office 365 plugins were released in January of this year. In this post, we’d like to share a few details about the great work Remote-Learner is doing to evolve the plugins.

 

 

 

 

New math app turns 2-D problems into 3-D solutions for Nova Scotia students — from trurodaily.com by Zane Woodford, Metro Halifax

Excerpt:

HALIFAX – A new augmented reality application for iPhones, iPads and Android devices brings math problems off the page for Nova Scotia students – illustrating angles, curves and the dreaded Pythagorean theorem in three dimensions.

 

© Metro Halifax/Jeff Harper
Grade 9 student Nathaniel Jarmash uses an augmented reality app
to work on his math problems at Sir Robert Borden Junior High School.

 

Tech Toys (and Tools) for Learning – from edutopia.org by Jayne Clare

Excerpt (emphasis DSC):

A whole new trend is about to explode in the educational app world. You may be familiar with the new tech that allows for apps to interact with tangible objects. This enhanced interactive technology is undoubtedly one that will change educational apps as we know them. Soon, the pairing of augmented reality with extensive curriculum guides will be commonplace in the classroom. Indie developers are producing a wide range of products that focus on spatial awareness, language development, number sense, problem solving, and motor skills, as well as an introduction to literacy, math, and the sciences.

What I find most exciting about this trend is the ability to get manipulatives back in the hands of children while simultaneously allowing them to interact with digital tools. As an educator, I’m relieved to know that learning through virtual technologies is able to occur in conjunction with physical play, all while fostering creativity. Suddenly there has emerged a balance between digital play and physical, imaginative, and cognitively engaging play. Kids have always learned best when they have the ability to engage all of their senses during play. The most powerful learning happens when the integration of body, mind, and brain are incorporated simultaneously. Promoting active learning can teach and model concepts and skills; children can then generalize those skills into real-time experiences and their daily routines off-screen.

 

Surprising insights: How teachers use games in the classroom — from ww2.kqed.org (MindShift) by Holly Korbey

Excerpt:

More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.

The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom.

Almost half the teachers surveyed — 47 percent — said low-performing students who’ve been struggling in traditional school settings benefited the most from using games. Conversely, only 15 percent of teachers said that high-performing students benefited from playing games.

 

 

How digital games can help kids learn — from thedianerehmshow.org

Description:
For as long as there have been schools, teachers have tried to find ways to keep children engaged in the classroom. Today a growing number of schools are using video and other digital games as teaching tools. Many of the games incorporate incentives and rewards to keep students engaged. Experts say the best of them are challenging as well as fun. But critics question whether game designers are promising too much. Some say not enough is known about how these games can affect the learning skills and developing brains of children. A discussion of the role of digital play in schools.

Guests

  • Greg Toppo national education and demographics reporter, USA Today; author of a new book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”
  • Keith Devlin mathematician and co-founder and executive director of Stanford University’s H-STAR institute; he’s the co-founder and president of BrainQuake,an educational technology company. He’s also the “Math Guy” on NPR.
  • Leah Hirsch science teacher and curriculum designer at Quest to Learn, a public middle school in New York City.
  • Robert Pondiscio senior fellow with the Thomas B. Fordham Institute, an education policy think tank.

 

 

Also see:

Games vs Game-based Learning vs Gamification - Key Differences

 

 

Addendum on 6/29/15:

 

Addendum on 6/30/15:

  • Top 6 Benefits Of Gamification In eLearning — from elearningindustry.com by Asha Pandey
    Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification.

 

 

Here’s how you build an augmented reality game for HoloLens — from theverge.com by Adi Robertson

Excerpt:

Programming a hologram sounds like something that should be done with some kind of special cybergloves on a computer the size of a ‘60s IBM mainframe. But at Build 2015, Microsoft has been quietly taking developers through the “Holographic Academy,” a 90-minute training session that teaches them the basics of building projects for its HoloLens augmented reality headset. I’m not a developer, but Microsoft let me and some other journalists go through it as well — and it turns out that basic hologram creation is, if not exactly straightforward, at least pretty understandable.

 

From DSC:
Will designing learning-related games for augmented reality and virtual reality become an area of specialty within Instructional Design? Within Programming/Computer Studies-related programs? Within Human Computer Interface design programs or User Experience Design programs?  Will we need a team-based approach to deliver such products and services?

I wonder how one would go about getting trained in this area in the future if you wanted to create games for education or for the corporate training/L&D world? Will institutions of higher education respond to this sort of emerging opportunity or will we leave it up to the bootcamps/etc. to offer?

 

 

Also see:

 

P90178908_highRes

 

 

Also see:

  • New Demo of Microsoft HoloLens Unveils the Future of Holographic Computing — from seriouswonder.com by B.J. Murphy
    Excerpt:
    What happens when you combine holographic technology with augmented reality and the Internet of Things (IoT)? Well, it would appear that you’ll soon be getting a hands-on experience of just that, all thanks to the Microsoft HoloLens. At the Build Developers Conference, Microsoft had unveiled the HoloLens and shocked the world on just how far we’ve come in developing legitimate, functional augmented reality and holographic computing.

 

future-hololens

 

FutureDigitalLearningDede-Adobe-April2015

 

From DSC:
Chris uses ecoMOBILE and ecoMUVE to highlight the powerful partnerships that can exist between tools and teachers — to the benefits of the students, who can enjoy personalized learning that they can interact with.  Pedagogical approaches such as active learning are discussed and methods of implementing active learning are touched upon.

Chris pointed out the National Research Council’s book from 2012 entitled, “Education for Life and Work: Developing Transferable Knowledge & Skills in the 21st Century” as he spoke about the need for all of us to be engaged in lifelong learning (Chris uses the term “life-wide” learning).

Also, as Chris mentioned, we often teach as we were taught…so we need communities that are able to UNlearn as well as to learn.

 

 

ecomobile-april2015

 

Also see:

 

AdobeCreate-YouTubeChannel

 

 

New from Educause:
Higher Ed IT Buyers Guide

 

HEITBuyersGuideEducauseApril2015

 

Excerpt:

Quickly search 50+ product and service categories, access thousands of IT solutions specific to the higher ed community, and send multiple RFPs—all in one place. This new Buyers Guide provides a central, go-to online resource for supporting your key purchasing decisions as they relate to your campus’s strategic IT initiatives.

Find the Right Vendors for Higher Education’s Top Strategic Technologies

Three of the Top 10 Strategic Technologies identified by the higher education community this year are mobile computing, business intelligence, and business performance analytics.* The new Buyers Guide connects you to many of the IT vendors your campus can partner with in the following categories related to these leading technologies, as well as many more.

View all 50+ product and service categories.

 
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