TeachingInADigitalAge-TonyBates-April2015

Teaching in a Digital Age
A.W. (Tony) Bates
Guidelines for designing teaching and learning for a digital age

The book examines the underlying principles that guide effective teaching in an age when everyone, and in particular the students we are teaching, are using technology.  A framework for making decisions about your teaching is provided, while understanding that every subject is different, and every instructor has something unique and special to bring to their teaching. The book enables teachers and instructors to help students develop the knowledge and skills they will need in a digital age: not so much the IT skills, but the thinking and attitudes to learning that will bring them success.

 

As Tony mentions here, his intended audience is primarily:

  • college and university instructors anxious to improve their teaching or facing major challenges in the classroom,
  • school teachers, particularly in secondary or high schools anxious to ensure their students are ready for either post-secondary education or a rapidly changing and highly uncertain job market.

 

An example chapter:
Chapter 7: Pedagogical differences between media

 

 

 

MobileLearningInContext-April2015

New eBook: Mobile Learning in Context — from learningsolutionsmag.com, Janet Clarey, & others; with thanks to Mayra Aixa Villar for this item

Excerpt:

Mobile learning is here to stay: Why be tied to a computer when you can spend the day where you want and learn at the same time? But mLearning isn’t just eLearning on a smaller screen. It has specific demands and offers unique opportunities. Are you making the most of your mLearning? The eLearning Guild’s free eBook, Mobile Learning in Context, might inspire you to rethink your approach.

Rethink your approach
For Mobile Learning in Context, contributing editor Janet Clarey assembled a group of mobile learning thought leaders and asked for their take on the range of mLearning topics. Each of the essays will make you consider the possibilities of mobile learning in a whole new light. Among the eBook’s highlights:

 

 

Watch out for these trends in mobile learning: 2015 and beyond — from blog.originlearning.com

Excerpt:

  • Global mobile data traffic grew 69 percent in 2014 and was nearly 30 times the size of the entire global Internet in 2000
  • Mobile video traffic exceeded 50 percent of total mobile data traffic for the first time in 2012
  • Mobile network (cellular) connection speeds grew 20 percent in 2014
  • In 2014, on an average, a smart device generated 22 times more traffic than a non-smart device.

These are just some excerpts from Cisco’s Visual Networking Index: Global Mobile Data Traffic Forecast Update for 2014 to 2019, but they clearly prove a point. That, the usage of mobiles is growing faster than ever before, backed by the rolling out of quicker internet speeds and smarter phones at affordable prices.

  • The research has also made important forecasts for the next 5 years, such as:
  • The number of mobile-connected devices exceeded the world’s population in 2014.
  • 4G traffic will be more than half of the total mobile traffic by 2017.
  • Because of increased usage on smartphones, smartphones will reach three-quarters of mobile data traffic by 2019.

Now against the backdrop of such information, it is interesting to explore what role mobiles are playing in shaping up the workplace learning scenario. These trends with mobile learning are evidence to the fact that we are on the brink of a new era of learning – through the mobile device.

 

 

Learning in a Multi-device World (Infographic) — from upsidelearning.com by Pranjalee Thanekar; with thanks to Mayra Aixa Villar for this item

Excerpt:

According to the Verto Analytics’ Device Ecosystem US 2014 report, the average number of smartphones, tablets and computers used by an average US adult is 2.8 devices. Further, consumers show an increasingly polarised preference towards a particular device and platform as technology evolves. This indicates the increasing dependency on devices, generated by the ease in switching between tasks and the leverage it provides.

 

 

 

 

 

NHL-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

AUSTIN, TX – Virtual reality is featured prominently at South By Southwest Sports this year, from using it to better train athletes with Oculus Rift to how it could transform the fan experience watching basketball, football and hockey at home.

The NHL had its first successful test of a 360-degree virtual reality experience at its Stadium Series game between the San Jose Sharks and Los Angeles Kings last month, mounting cameras around the glass that filmed HD images in the round.

 

 

NBA-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

When basketball lovers aren’t able to trek to stadiums near and far to follow their favorite teams, it’s possible that watching games on a bar’s widescreen TV from behind bowls of wings is the next best thing. This may no longer be true, however, as a wave of court-side, 3D virtual game experiences is becoming available to superfans with Oculus gear.

Earlier this month, NextVR showed off its new enhanced spectator experiences at the 2015 NBA All-Star Technology Summit with virtual reality (VR) footage of an October 2014 Miami Heat and Cleveland Cavaliers match-up in Rio de Janeiro. The NBA also already announced plans to record VR sessions of the NBA All-Star Game, the Foot Locker Three-Point Contest, and the Sprite Slam Dunk event and practice.

 

NEXTVR-March2015

 

 

OculusRift-InSportsSXSW-2015

 

 

 

From DSC:
In the future, will you be able to “pull up a seat” at any lecture — throughout the globe — that you want to?

 

 



 

Alternatively, another experiment might relate to second screening lectures — i.e., listening to the lecture on the main/large screen — in your home or office — and employing social-based learning/networking going on via a mobile device.

Consider this article:

TV-friendly social network Twitter is testing a new Social TV service on iPhones which provides users with content and interaction about only one TV show at a time.

The aim is to give users significantly better engagement with their favourite shows than they presently experience when they follow a live broadcast via a Twitter hashtag.

This radical innovation in Social TV design effectively curates just relevant content (screening out irrelevant tweets that use a show’s hashtag) and presents it in an easy-to-use interface.

If successful, the TV Timeline feature will better position Twitter as it competes with Facebook to partner with the television industry and tap advertising revenue related to TV programming.

 

Technology predictions for the second half of the decade — from techcrunch.com by Lance Smith

Excerpts:

  • Big Data and IoT evolve into automated information sharing
  • Self-driving vehicles become mainstream
  • The appearance of artificial intelligent assistants
  • Real-time agility through data virtualization

 

 

EdTech trends for the coming years — from edtechreview.in

Excerpts:

EdTech is about to explode. The coming technology and the new trends on the rise can’t but forecast an extensive technology adoption in schools all around the globe.

Specific apps, systems, codable gadgets and the adaptation of general use elements to the school environment are engaging teachers and opening up the way to new pedagogical approaches. And while we are scratching the surface of some of them, others have just started to buzz persistently.

  • Wearables + Nano/Micro Technology + the Internet of Things
  • 3D + 4D printing
  • Big Data + Data Mining
  • Mobile Learning
  • Coding
  • Artificial Intelligence + Deep Learning
    • Adaptative learning: based on a student’s behaviour and results, an intelligent assistant can predict and readapt the learning path to those necessities. Combined with biometrics and the ubiquitous persona (explained below) a student could have the best experience ever.
    • Automatic courses on the fly, with contents collected by intelligent searching systems (data mining).
    • Virtual tutors.
  • The Ubiquitous Persona + Gamification + Social Media Learning
  • Specialised Staff in Schools

 

 

Phones and wearables will spur tenfold growth in wireless data by 2019 — from recode.net

Excerpts:

Persistent growth in the use of smartphones, plus the adoption of wireless wearable devices, will cause the total amount of global wireless data traffic to rise by 10 times its current levels by 2019, according to a forecast by networking giant Cisco Systems out [on 2/3/15].

The forecast, which Cisco calls its Visual Networking Index, is based in part on the growth of wireless traffic during 2014, which Cisco says reached 30 exabytes, the equivalent of 30 billion gigabytes. If growth patterns remain consistent, Cisco’s analysts reckon, the wireless portion of traffic crossing the global Internet will reach 292 exabytes by the close of the decade.

 

 

9 ed tech trends to watch in 2015 — from the Jan/Feb edition of Campus Technology Magazine

  1. Learning spaces
  2. Badges
  3. Gamification
  4. Analytics
  5. 3D Printing
  6. Openness
  7. Digital
  8. Consumerization
  9. Adaptive & Personalized Learning

 

 

 

Even though I’ve mentioned it before, I’ll mention it again here because it fits the theme of this posting:

NMC Horizon Report > 2015 Higher Education Edition — from nmc.org

Excerpt:

What is on the five-year horizon for higher education institutions? Which trends and technologies will drive educational change? What are the challenges that we consider as solvable or difficult to overcome, and how can we strategize effective solutions? These questions and similar inquiries regarding technology adoption and educational change steered the collaborative research and discussions of a body of 56 experts to produce the NMC Horizon Report: 2015 Higher Education Edition, in partnership with the EDUCAUSE Learning Initiative (ELI). The NMC Horizon Report series charts the five-year horizon for the impact of emerging technologies in learning communities across the globe. With more than 13 years of research and publications, it can be regarded as the world’s longest-running exploration of emerging technology trends and uptake in education.

 

 



From DSC:
Speaking of trends…although this item isn’t necessarily technology related, I’m going to include it here anyway:

Career trends students should be watching in 2015 — from hackcollege.com by

Excerpt:

Students Need to Pay Attention to Broader Trends, and Get Ready.
For better or worse, the post-college world is changing.

According to a variety of analysis sites, including Forbes, Time, and Bing Predicts, more and more of the workforce will be impacted by increased entrepreneurship, freelancing, work-from-home trends, and non-traditional career paths.

These experts are saying that hiring practices will shift, meaning that students need to prepare LinkedIn profiles, online portfolio, work at internships, and to network to build relationships with potential future employers.

———-

 

Addendum on 3/6/15:
Self-driving car technology could end up in robots — from pcworld.com by Fred O’Connor

Excerpt:

The development of self-driving cars could spur advancements in robotics and cause other ripple effects, potentially benefitting society in a variety of ways.

Autonomous cars as well as robots rely on artificial intelligence, image recognition, GPS and processors, among other technologies, notes a report from consulting firm McKinsey. Some of the hardware used in self-driving cars could find its way into robots, lowering production costs and the price for consumers.

Self-driving cars could also help people grow accustomed to other machines, like robots, that can complete tasks without the need for human intervention.

Addendum on 3/6/15:

  • Top 5 Emerging Technologies In 2015 — from wtvox.com
    Excerpt:
    1) Robotics 2.0
    2) Neuromorphic Engineering
    3) Intelligent Nanobots – Drones
    4) 3D Printing
    5) Precision Medicine
 

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.
 
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