6 things you can learn from LeWeb Day One — from nextberlin.eu by Adam Tinworth

Excerpt:

1. The sharing economy is bigger than you think
2. The secret of wearable will be simplicity
3. We all wear clothes, but we don’t all wear jewellery or watches
4. Yandex started life searching floppy disks
5. The clock is ticking on the classic office suite of software
6. Games make you a cognitive superhuman

 

What is LeWeb?

Excerpt:

LeWeb in a nutshell
Founded in 2004 by French entrepreneurs Loïc and Geraldine Le Meur, LeWeb is an internationally-renowned conference for digital innovation where visionaries, startups, tech companies, brands and leading media converge to explore today’s hottest trends and define the future of internet-driven business.

 

Mindshift-Games-Learning-Nov2014

 

MindShift Guide to Digital Games and Learning

Excerpt:

How can games unlock a rich world of learning? This is the big question at the heart of the growing games and learning movement that’s gaining momentum in education. The MindShift Guide to Digital Games and Learning [PDF] explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.

The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning. While we had educators in mind when developing this guide, any lifelong learner can use it to develop a sense of how to navigate the games space in an informed and meaningful way.

 

Also see Karl Kapp’s course out on Lynda.com:

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GamificationOfLearning-Kapp-LyndaDotComFall2014

 

Digital Storytelling Resources from Classroom 2.0 Live (Oct 2014) — from speedofcreativity.org by Wesley Fryer

Excerpt:

…I facilitated a 60 minute webinar on Classroom 2.0 Live about digital storytelling. This was an “open mic” session, which is similar to facilitated conversations at EdCamps. The webinar is archived on YouTube, and referenced links are included in this LiveBinder.

These are some of the links I saved from the webinar, which were shared by participants. This was an excellent session and I learned about several new resources I’m anxious to try with my own students in digital storytelling projects!

  1. Murmur Project – Toronto (place-based digital storytelling using cell phones for playback)
  2. StoryboardThat – Web-based tool for project storyboarding
  3. BitStrips for Schools – comic -based digital storytelling
  4. Bay Farm School Digital Tour (using QR codes)
  5. 6th Grade Roller Coaster Physics Project
  6. Dot Day at Bay Farm Project
  7. Make Beliefs Comix
  8. The Cloud Coaster
  9. City of San Leandro History Walk (A Boy Scout Eagle Project)
  10. Digital Storytelling Pearltrees site by Shelly Terrell
  11. Voki (create speaking avatars)
  12. Morfo (free iOS app to turn a photo into a talking avatar)
  13. Tools for Screen Captures, Digital Storytelling, & Video
  14. Out of Eden Walk

 

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9 Free Tools For Digital Storytelling — from hongkiat.com by Fahad Khan

 

 

 

Excerpt from How Can English Teachers Benefit from Digital Storytelling Tools — from edtechreview.com by Prasanna Bharti

Digital Storytelling Tools for Students

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Creative storytelling with Storehouse — from blogs.elon.edu by Analise Godfrey (Storehouse was created by former Apple User Experience Evangelist, Mark Kawano)

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Over 40 web tools to create quizzes and polls in class — from educatorstechnology.com

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Theia
Introducing a new and exciting world view, Theia smart glasses naturally integrate augmented reality together with your reality using unique technology and seamless design.

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theia-nov2014

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Platform lets users share documents with real-time audio comments — from springwise.com
Blrt is offering both real-time and anytime sharing of documents, with integrated drawing and voice commenting tools.

Excerpt:

The platforms that businesses most commonly use to communicate with both colleagues and clients — phone, email, face-to-face meetings and video chat — are typically only used one at a time. If it’s just a quick chat, you pick up the phone, if you need to send a document you send an email. But is there a way to make multimedia collaboration more seamless through a single platform? We recently wrote about Talko, which aims to make voice calls more like emails. Now a similar service, Blrt, is offering both real-time and anytime sharing of documents, with integrated drawing and voice commenting tools.

 

blrt-fall2014

 

 

 

 

10 great iPad apps for teaching and learning piano — from educatorstechnology.com

 

 

 

 

 

Circle of Fifths – music theory reference

 

CircleOf5ths-Fall2014

 

 

 

Osmo

osmo-fall2014

 

 

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30 Ways Google Glass Works in Classrooms [#Infographic] — from edtechmagazine.com by D. Frank Smith
From allowing student to connect virtually with peers and teachers to helping identify learning difficulties, the wearable tech has clear potential as an aid.

 

 

 

An App to Make Career Counseling More Like a Video Game — from chronicle.com by Rebecca Koenig

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Microsoft Research gives us a glimpse of future gaming with RoomAlive — from InterestingEngineering.com

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LinkedIn Introduces New Tools for Students Choosing Universities — from eduniverse.org by Philippe Taza

Excerpt:

Regardless of whether you agree with their criteria or the general practice of creating rankings, their newest initiative is undoubtedly an impressive leveraging of Big Data, applying complex algorithms to LinkedIn’s vast database of 313 million users to derive interesting conclusions for both students and those marketing higher education.

 

 

Lync to Become Skype for Business — from MikeBrandesAV.com

Excerpt:

Microsoft is rebranding it’s unified communication platform Microsoft Lync. Microsoft plans to retool their approach to unified communications, and launch under the name “Skype for Business” in 2015. Microsoft originally acquired Skype for $8.5 billion in 2011.

The Redmond, WA based software giant made significant strides into the Unified Communications space, offering a cost-competitive unified communications platform which included Telephony, Chat, Collaboration and Video Conferencing all from the desktop, laptop or tablet.

 

 

The 10 best creative apps for tablets — from Creative Bloq

 Excerpt:

Over recent years, many great drawing and painting apps have become available for tablets and smart phones. Here’s our pick of the most comprehensive packages on the market.

ArtRage

The 10 best creative apps for tablets 

 

 

This clever app scans and solves maths problems instantly using your phone’s camera — from businessinsider.com.au

Excerpt:

While it seems likely that most will use PhotoMath to sidestep actual learning, PhotoMath includes a “Steps” button that cleverly walks you through the steps from the original equation to the final answer.

 

PhotoMath app

 

 

Addendum on 11/2014 — some music-related apps from the November 2014 edition of The Journal:

 

Last week I attended the 20th Annual Online Learning Consortium International Conference.  While there, I was inspired by an excellent presentation entitled, A Disruptive Innovation: MSU’s Surviving the Coming Zombie Apocalypse – Are You Ready to Survive a New Way of Learning?   The four team members from Michigan State University included:

  • Glenn R. Stutzky | Course Instructor
  • Keesa V. Muhammad | Instructional Designer
  • Christopher Irvin | Instructional Designer
  • Hailey Mooney | Course Librarian

Check out the intro clip on the website about the course:

 

MSUZombie-Oct2014

 

From the description for the presentation:

This session highlights MSU’s award winning, groundbreaking online course that fuses social theory, filmmaking, social media, and viral marketing while students survive an apocalyptic event. http://zombie.msu.edu/

MSU created and used powerful digital storytelling and multimedia to overlay real, experiential, immersive learning. Important content was relayed, but in a way that drew upon your emotions, your ability to solve problems and navigate in a world where you didn’t have all of the information, your ability to work with others, and more.

“This innovative course integrates current research and science on catastrophes and human behavior together with the idea of a zombie apocalypse. In doing so, we actively engage with students as they think about the nature, scope, and impact of catastrophic events on individuals, families, societies, civilizations, and the Earth itself.”

“Our innovative approach to teaching and learning features: students as active participants, the instructor becomes the facilitator, storytelling replaces lectures, zombies become the catalyst of teaching, a “zombrarian” (librarian) drives research, and the students emerge as digital storytellers as a way of assessing their own learning.”

Others outside MUS have found out about the course and have requested access to it. As a result of this, they’ve opened it up to non-credit seeking participants and now various people from police forces, Centers for Disease Control, and others are able to take the course. To make this learning experience even more accessible, the cost has been greatly reduced: from $1600+ to just $500. (So this talented team is not only offering powerful pedagogies, but also significant monetary contributions to the university as well.)

For me, the key thing here is that this course represents what I believe is the direction that’s starting to really pull ahead of the pack and, if done well, will likely crush most of the other directions/approaches.  And that is the use of teams to create, deliver, teach, and assess content – i.e., team-based learning approaches.

So many of the sessions involved professional development for professors and teachers – and much of this is appropriate. However, in the majority of cases, individual efforts aren’t enough anymore.  Few people can bring to the table what a talented, experienced group of specialists are able to bring.  Individual efforts aren’t able to compete with team-based content creation and delivery anymore — and this is especially true online, whereby multiple disciplines are immediately invoked once content hits the digital realm.

In this case, the team was composed of:

  • The professor
  • Two Instructional Designers
  • and a librarian

The team:

  • Developed websites
  • Designed their own logo
  • Marketed the course w/ a zombie walking around campus w/ brochures and a walking billboard
  • Used a Twitter stream
  • Used a tool called Pensu for their students’ individual journals
  • Made extensive use of YouTube and digital storytelling
  • Coined a new acronym called MOLIE – multimedia online learning immersive experience
  • Used game-like features, such as the development of a code that was found which revealed key information (which was optional, but was very helpful to those who figured it out).  The team made it so that the course ended differently for each group, depending upon what the teams’ decisions were through the weeks
  • Used some 3D apps to make movies more realistic and to create new environments
  • Continually presented new clues for students to investigate.  Each team had a Team Leader that posted their team’s decisions on YouTube.

They encouraged us to:
THINK BIG!  Get as creative as you can, and only pull back if the “suits” make you!  Step outside the box!  Take risks!  “If an idea has life, water it. Others will check it out and get involved.”

In their case, the idea originated with an innovative, risk-taking professor willing to experiment – and who started the presentation with the following soliloquy:

Syllabi are EVIL

Syllabi are EVIL and they must die!
Listen to me closely and I’ll tell you why.
Just want students to know what is known?
See what’s been seen?
Go – where we’ve been going?
Then the Syllabus is your friend,
cuz you know exactly where you’ll end.
But if you want to go somewhere new,
see colors beyond Red, Green, and Blue.
Then take out your Syllabus and tear-it-in-half,
now uncertainty has become your path.
Be not afraid because you’ll find,
the most amazing things from Creative Minds,
who have been set free to FLY,
once untethered from the Syllabi.

Glenn Stutzky
Premiered at the 2014
Online Learning Consortium International Conference
October 29, 2014

 

 

They started with something that wasn’t polished, but it’s been an iterative approach over the semesters…and they continue to build on it.

I congratulated the team there — and do so again here. Excellent, wonderful work!

 


By the way, what would a creative movie-like trailer look like for your course?


 

 

Google leads $542 million funding of mysterious augmented reality firm Magic Leap — from theverge.com by Jacob Kastrenakes and Ben Popper

Excerpt:

Google is leading a huge $542 million round of funding for the secretive startup Magic Leap, which is said to be working on augmented reality glasses that can create digital objects that appear to exist in the world around you. Though little is known about what Magic Leap is working on, Google is placing a big bet on it: in addition to the funding, Android and Chrome leader Sundar Pichai will join Magic Leap’s board, as will Google’s corporate development vice-president Don Harrison. The funding is also coming directly from Google itself — not from an investment arm like Google Ventures — all suggesting this is a strategic move to align the two companies and eventually partner when the tech is more mature down the road.

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Magic Leap also says that it may “positively transform the process of education.”

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Also see:

magic-leap-oct2014

 
 

2014 Student and Faculty Technology Research Studies — from  educause.edu / ECAR

From the ECAR RESEARCH HUB
This hub contains the 2014 student and faculty studies from the EDUCAUSE Technology Research in the Academic Community research series. In 2014, ECAR partnered with 151 college/university sites yielding responses from 17,451 faculty respondents across 13 countries. ECAR also collaborated with 213 institutions to collect responses from more than 75,306 undergraduate students about their technology experiences.

Key Findings

  • Faculty recognize that online learning opportunities can promote access to higher education but are more reserved in their expectations for online courses to improve outcomes.
  • Faculty interest in early-alert systems and intervention notifications is strong.
  • The majority of faculty are using basic features and functions of LMSs but recognize that these systems have much more potential to enhance teaching and learning.
  • Faculty think they could be more effective instructors if they were better skilled at integrating various kinds of technology into their courses.
  • Faculty recognize that mobile devices have the potential to enhance learning.

 

Excerpts from infographic:

 

ThirdTaughtOnlineLastYr-EducauseRpt-8-2014

 

 

EducauseRpt-8-2014

 

 
 

Reflections on “C-Suite TV debuts, offers advice for the boardroom” [Dreier]

C-Suite TV debuts, offers advice for the boardroom — from streamingmedia.com by Troy Dreier
Business leaders now have an on-demand video network to call their own, thanks to one Bloomberg host’s online venture.

Excerpt:

Bringing some business acumen to the world of online video, C-Suite TV is launching today. Created by Bloomberg TV host and author Jeffrey Hayzlett, the on-demand video network offers interviews with and shows about business execs. It promises inside information on business trends and the discussions taking place in the biggest boardrooms.

 

MYOB-July2014

 

The Future of TV is here for the C-Suite — from hayzlett.com by Jeffrey Hayzlett

Excerpt:

Rather than wait for networks or try and gain traction through the thousands of cat videos, we went out and built our own network.

 

 

See also:

  • Mind your own business
    From the About page:
    C-Suite TV is a web-based digital on-demand business channel featuring interviews and shows with business executives, thought leaders, authors and celebrities providing news and information for business leaders. C-Suite TV is your go-to resource to find out the inside track on trends and discussions taking place in businesses today. This online channel will be home to such shows as C-Suite with Jeffrey Hayzlett, MYOB – Mind Your Own Business and Bestseller TV with more shows to come.

 

 

From DSC:
The above items took me back to the concept of Learning from the Living [Class] Room.

Many of the following bullet points are already happening — but what I’m trying to influence/suggest is to bring all of them together in a powerful, global, 24 x 7 x 365, learning ecosystem:

  • When our “TVs” become more interactive…
  • When our mobile devices act as second screens and when second screen-based apps are numerous…
  • When discussion boards, forums, social media, assignments, assessments, and videoconferencing capabilities are embedded into our Smart/Connected TVs and are also available via our mobile devices…
  • When education is available 24 x 7 x 365…
  • When even the C-Suite taps into such platforms…
  • When education and entertainment are co-mingled…
  • When team-based educational content creation and delivery are mainstream…
  • When self-selecting Communities of Practice thrive online…
  • When Learning Hubs combine the best of both worlds (online and face-to-face)…
  • When Artificial Intelligence, powerful cognitive computing capabilities (i.e., IBM’s Watson), and robust reporting mechanisms are integrated into the backends…
  • When lifelong learners have their own cloud-based profiles…
  • When learners can use their “TVs” to tap into interactive, multimedia-based streams of content of their choice…
  • When recommendation engines are offered not just at Netflix but also at educationally-oriented sites…
  • When online tutoring and intelligent tutoring really take off…

…then I’d say we’ll have a powerful, engaging, responsive, global education platform.

 

 

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

 

 

 

CASchoolIntegratesPlayWithLearning-PBS-July2014

 

California school integrates play with learning — from pbs.org

Excerpts:

STUDENT: I really like school now. Like, I’m actually psyched to come.

STUDENT: It just makes me feel good.

STUDENT: I wake up every morning and I’m just like, yes.

APRIL BROWN: These students have been taking part in a new experiment in educational innovation known as the PlayMaker School. PlayMaker is, thus far, only for sixth graders who attend the private K-12 New Roads school in Santa Monica, California. You won’t find desks, seating charts or even a normal grading system in their classroom.

APRIL BROWN: And, if nothing else, they have figured out how to make kids like Isaac Prevatt look forward to school.

ISAAC PREVATT, Student: At my old school, I dreaded it every single day. I really just didn’t like it. You know, I would fake stomach aches. I have not faked any sicknesses this year.

 

From DSC:
Tony Wagner’s recent keynote mentions the importance of play, passion, and purpose in education.  There’s engagement here. There’s focus here.  There might even be a love of learning here — but at least a liking to learn and a stronger sense of actually enjoying learning about something.

I have it that we need to create learning environments and pedagogies that cultivate situations whereby students at least like to learn.

Why?

Because most of us are now required to be lifelong learners in order to remain marketable. (I could also address the love of learning for its own sake, as there’s huge value just in that as well.)

If a student drops out of high school or if they make it through college but end up hating school, those negative experiences that they associate with learning may prove to be obstacles to overcome for them.  They may not want to go back to a learning environment again.  They may have a “bad taste in their mouth” about education/learning.  Becoming a lifelong learner may sound more like a prison sentence to them.

So I celebrate the above approach and experimentation with pedagogy.  Hearing the excitement in the students’ voices and words is simply excellent.  (I wonder if we’re hearing that sort of excitement from them taking all of these standardized tests…?)

I could also relate to the part of the video where one of the teachers said that the students were very uncomfortable with this type of learning environment — that they just wanted to be told what to do. Where’s my test?!  I just want to be told what to do and to take tests.

Many of our students may not like open/unanswered questions or “less structured” activities and learning environments.  But such experimentation could easily help them with their creativity and with developing more innovative thinking.  The work world won’t always tell them each step to take on something; the “tests” will be found in how they can problem solve and if they can think critically, innovatively.

 

With thanks to Jim Lerman  for his Scoop on this.

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Also see:

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DesigningPlayfulLearningSpaces-NPR-7-18-14

 

Transmedia and education: How transmedia is changing the way we learn — from thedigitalshift.com by Carolyn Sun

 

From

Transmedia -Illustration By Oanh Le

 

 

Excerpt:

Transmedia, a broad descriptive word that literally translated means “across media” and encompasses many strategies that transverse industries, is generally regarded as the use of multiple media platforms to tell a story or story experience. Though the word “transmedia” is thought to have entertainment franchise origins, its adaptation for education purposes is both valuable and becoming more and more common. While teachers like Sansing are using coding and programming in their language arts instruction, others are taking advantage of increasingly sophisticated apps and interactive media for classroom use.

 

 

Also see:

  • The Science of Storytelling [Infographic] The chemical and psychological makeup of our minds affects how we consume content: Our brains are wired to connect with compelling stories.
 

Goodbye, TV Channels—And Hello, TV Apps — from readwrite.com by Adriana Lee
How a small change in language represents a universal shift in the television experience.

 

GoodbyeTVChannels-May2014

 

Excerpt (emphasis DSC):

But television is evolving. Increasingly, it’s all about the apps now—browsable, downloadable, interactive TV applications. You can thank the swelling ranks of streaming services and devices for that.

The software applications they’re delivering to our living rooms are growing in number and prominence. And they’re starting to eclipse the passive, one-way broadcasts we once fought over for two-way, interactive experiences that let you share democratically among multiple users (née viewers) across mobile devices and computers.

According to research firm NPD Group, the smart television business has begun to boom. In the beginning of 2013, there were 140 million Internet-ready TVs in American homes. By 2015, it will grow 44 percent, to 202 million. And by that time, nearly two-thirds of them will actually be connected to the Internet, compared to just 56 percent now.

How they connect is important. When it comes to television, “apps” are where it’s at, not ye olde “TV channels.” It’s just a shift in language, true—but it’s also a shift in thinking.

 

 

In a multi-screen future, phones don’t control TVs, TVs control phones — from foxnews.com by Alex Tretbar

Excerpt:

Right now, most “second-screen” usage is more distracting than it is enriching, but that’s about to change. Soon your tablet will spring to life when you tune into your favorite show, and you’ll have more opportunities than ever to engage. The million-dollar buzzword here is Automatic Content Recognition, or ACR. But, before we get too far into that, let’s start at the beginning: the screen itself.

Navin wants his apps to automatically deliver content viewers might otherwise seek out manually. This might mean recommendations, related video, social-media discussions, or even a simple plot synopsis.

 

 

What television will look like in 2025, according to Netflix — from  wired.com by Issie Lapowsky

Excerpts:

People have traditionally discovered new shows by tuning into the channels that were most aligned with their interests. Love news?  Then CNN might be the channel for you.  If it’s children’s programming you want, Nickelodeon has you covered.  And yet, none of these channels can serve 100 percent of their customers what they want to watch 100 percent of the time.

According to Hunt, this will change with internet TV.  He said Netflix is now working to perfect its personalization technology to the point where users will no longer have to choose what they want to watch from a grid of shows and movies.  Instead, the recommendation engine will be so finely tuned that it will show users “one or two suggestions that perfectly fit what they want to watch now.”

“I think this vision is possible,” Hunt said. “We’ve come a long way towards it, and we have a ways to go still.” He said Netflix is now devoting as much time and energy to building out that personalization technology as the company put into building the infrastructure for delivering that content in the first place.

“The stories we watch today are not your parents’ TV,” Hunt said, “and the stories your kids watch in 2025 will blow your mind away.”

 

And by the year 2025, he told his audience, everyone will own a smart TV.

 

 

TV transformed by smart thinking — from theaustralian.com.au/ by

Excerpt:

As LG puts it, your apps to the right of the cards are “the future” — what you will watch, while the display of your recently used apps, to the left of the cards, is “the past” — so the launcher is an amalgam of your past, present and future viewing activity

 

 

 

From DSC:
“…everyone will own a smart TV by 2025.”  Well, maybe not everyone, but many of us will have access to these Internet-connected “TV’s”  (if they are even called TV’s at that point). 

I hope that Netflix will license those personalization technologies to other vendors or, if not, that some other vendor will create them for educationally-related purposes.

Can you imagine a personalization engine — focused on education and/or training — that could provide the scaffolding necessary for learning about many topics?  i.e. digital playlists of learning. Streams of content focused on education.  Such engines would remember where you left off and what you still need to review…what you have mastered and what you are still struggling with…what you enjoy learning about…your learning preferences…and more.

 

 

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

 

 

 

Addendum:
How Samsung is enabling the future of social TV — from lostremote.com by Natan Edelsburg

 

 

EdTechMagazinesDeansList2014-dsc2

 

Excerpt:

Everyone has a favorite blog. Odds are, that blogger has a favorite as well.

We’ve scoured the Internet for blogs that resonate with the intersection of higher education and technology. These are blogs that set themselves apart for a variety of reasons — they are leading voices in their fields, have hundreds if not thousands of fans and consistently raise the bar for conversation.

The majority of these blogs are new to EdTech: Focus on Higher Education’s honor roll. Some were nominated by our readers, and some are veterans of last year’s list that have stayed on top of our charts.

 

From DSC:
I would like to thank Frank Smith (@DFrank), Tara Buck (@TEBuckTMG), Jimmy Daily (@Jimmy_Daly), and all of the folks at Ed Tech Magazine (@EdTech_HigherEd) for including this Learning Ecosystems blog in this year’s Dean’s List.

 

 

Hypermedia storytelling — from kirkbowe.com
Museum exhibitions as dynamic storytelling experiences using the latest technology

Excerpt:

The secret of many great storytellers lies in their ability to adapt delivery to their audiences, even as they speak.  Storytelling is at its best when it is not a one-way monologue but rather an experience which is shaped by the teller and the listener together.  Underpinning this is the notion of real-time mutual discovery.

Great museum exhibitions tell great stories.  But for practical reasons they lack a dynamic edge, unable to see the faces and hear the thoughts of the people walking around them.  This is because many exhibitions are, to some extent, static place-holders for the mind and soul of the curator or curation team.

One of my passions is researching into how to use technology to bring a vibrant storytelling relationship to the fore.  Recently, advances in certain areas of mobile technology have begun to show me that the potential is now there for the cultural heritage sector to take advantage of it.

But how about the cultural sector?  Many museums have already experimented with mobile interaction through the use of printed codes, such as QR codes, which visitors must scan with their devices.  Bluetooth Smart removes that cumbersome step: visitors need only be with proximity of a beacon in order for your app to provide them with the contextual information you wish to deliver.  The technology has many different potential applications:

– Place a beacon in each room of the exhibition.  Your app then triggers a screen of scene-setting background information for the room as the visitor enters.  No need to have congestion points around wall-mounted text at the door.

– Place a beacon under selected objects or cases.  As visitors walk up to the object, your app detects the beacon and provides commentary, video, or a three-dimensional representation of the object.  No need for visitors to type in an object number to a traditional electronic guide.

From DSC:
This has major implications — and applications — for teaching and learning spaces! For blended/hybrid learning experiments.  Such technologies can bridge the physical and virtual/digital worlds!

 

 

Another interesting application, providing access to published content from a specific location only:

 

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

 
© 2024 | Daniel Christian