What educationally-related affordances might we enjoy from these TV-related developments?

MakingTVMorePersonal-V-NetTV-April2014

 

EducationServiceOfTheFutureApril2014

 

CONTENTS

  • Content discovery and synchronization
    With access to rich data about their subscribers and what they do, operators can improve recommendation, encourage social TV and exploit second screen synchronization.
  • Recordings get more personal
    One of the next big steps in multiscreen TV is giving people access to their personal recordings on every screen. This is the moment for nPVR to finally make its entrance.
  • Evolving the User Experience
    As service providers go beyond household level and address individuals, the role of log-ins or context will become important. There is a place for social TV and big data.
  • The role of audio in personalization
    Audio has a huge impact on how much we enjoy video services. Now it can help to personalize them. ‘Allegiance’ based audio choices are one possibility.
  • Making advertising more targeted
    Addressable advertising is in its infancy but has a bright future, helping to fund the growth of on-demand and multiscreen viewing.

 

Some excerpts from this report:

Good content should be matched by good content discovery , including recommendations. The current state-of -the-art is defined by Netflix.

Today’s TV experience is worlds apart from the one we were talking about even five years ago. We’ve witnessed exponential growth in services such as HD and have moved from a model in which one screen is watched by many, to many screens (and devices) being available to the individual viewer, what is today called TV Everywhere.  Having multiscreen access to content is driving the demand for a more personalised experience, in which the viewer can expect to see what they want, where, and when. While video on-demand (VOD) has been a great method for delivering compelling content to viewers, it is not always a truly seamless TV-like experience, and traditionally has been limited to the living room. The growing demand for the personalised experience is driving seismic change within the TV industry, and we’ve seen great strides made already, with time-shifted TV and nPVR as just two examples of how we in the industry can deliver content in the ways viewers want to watch. The next step is to move towards more advanced content discovery, effectively creating a personalised channel or playlist for the individual user.

As the tools become available to deliver personalized experiences to consumers, content owners can better create experiences that leverage their content. For example, for sports with multiple points of action, like motor racing, multiple camera angles and audio feeds will allow fans to follow the action that is relevant to their favourite racing team. And for movies, access to additional elements such as director’s commentaries, which have been available on Blu-ray discs for some time, can be made available over broadcast networks.

 

 

From DSC:
Some words and phrases that come to my mind:

  • Personalization.
  • Data driven.
  • Content discovery and recommendation engines (which could easily relate to educational playlists)
  • Training on demand
  • Learning agents
  • Web-based learner profiles
  • Learning hubs
  • What MOOCs morph into
  • More choice. More control.
  • Virtual tutoring
  • Interactivity and participation
  • Learning preferences
  • Lifelong learning
  • Reinventing oneself
  • Streams of content
  • Learning from The Living [Class] Room

 

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

 

 

 

streams-of-content-blue-overlay

 

Expanding Learning Opportunities with Transmedia Practices (part 1) — from worlds-of-learning.com by Laura Fleming

 

Transmedia-LauraFleming-Part1-MarApr2014

Excerpt:

The proliferation of digital and networking technologies enables us to rethink,  restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students’ real emotional engagement with the process of learning. Transmedia learning applies storytelling techniques across multiple platforms to create immersive educational experiences that enable multiple entry and exit points for learning and teaching. By utilizing constructivist and connectivist precepts in the application of these techniques, we can create pedagogies that are transformative on many levels. Encapsulating these notions in the concept of the Transmedia LearningWorld (TLW) allows educators to combine the exciting affordances of the digital technologies with real-life experiences and truly learner-focused pedagogies to produce profoundly productive and powerful learning experiences.

Expanding Learning Opportunities with Transmedia Practices (part 2) — from worlds-of-learning.com by Laura Fleming

Excerpt:

Transmedia storytelling exemplifies learning in the twenty-first century by merging the concept of storytelling with that of the listener-learner and the resulting emotional engagement with the pervasiveness of media. We might define transmedia learning as: the application of storytelling techniques combined with the use of multiple platforms to create an immersive learning landscape which enables multivarious entry and exit points for learning and teaching.

Expanding Learning Opportunities with Transmedia Practices (part 3) — from worlds-of-learning.com by Laura Fleming

Excerpt:

None of this is easy though. Teachers must be given the support they will need to prepare for the concomitant shift in instruction; they will need help to make sense of the new kinds of content that will make their way into the classroom; they will need encouragement to change their approach to teaching and to learning accordingly; and they will need support in how to effectively weave and integrate technology into their practice. The effective use of digital learning can help school districts meet these educational challenges, including, as we have noted, implementing college and career-ready standards for all students, as outlined in the Common Core. Educators need to come to see technology as intrinsic to their instructional practices. Rather than envisaging a process in which technology is merely embedded into the curriculum, an attitude that so often relegates the technology to an afterthought or just one amongst a range of motivating techniques, it should be about the seamless integration of technology into every aspect of teaching and learning through transmedia practices. Technology tools should be so much a part of learning that the friction is removed because of educators and learners do not waste energy thinking about how it works, instead becoming an essential component of all that goes on in the classroom.

Expanding Learning Opportunities with Transmedia Practices (part 4) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The paradox lies in the fact that, at the same time that political and economic forces are pushing the agenda of standardization with some determination, the social-technological environment that we now inhabit is pushing education in the opposite direction. In a real sense, learning is breaking free from the tradition model of education—with school as the central paradigm in that model—simply because the walls of the school can no longer contain all the knowledge and content and desire to learn that is now flowing freely across the ether and intermingling across borders without constraint.

Expanding Learning Opportunities with Transmedia Practices (part 5) — from worlds-of-learning.com by Laura Fleming

Excerpt:

The power of Inanimate Alice lies in the organic connection that is made between the story and the medium along with the innovative use of design and structure. The story unfolds in a game-like world that makes readers direct participants in helping the story to unfold across multiple platforms. With hours of interactive audio-visual experience built in, a gripping mesh of games, puzzles, sights, and sounds embellish and enhance the storyline. The interactivity and narrative are not distinct from one another. In the case of Inanimate Alice, the interactive elements simply cannot be separated from the story. Whether it is controlling Alice’s Baxi (her handheld gaming device) or communicating with Brad (her virtual friend on the Baxi), the embedded technology enhances the narrative and helps it to unfold in manifold directions under the reader’s impulse. It is this that makes Alice a truly unique digital reading experience.

Expanding Learning Opportunities with Transmedia Practices (part 6) — from worlds-of-learning.com by Laura Fleming

Excerpt:

As co-creators of content, our students actively participate in and take control of their own learning. As echoed by the United States Department of Education, the rich, fictional worlds of transmedia tend to create a greater level of social interaction that can inspire children to create their own stories and media products and to share them with each other. The experience of reading is changing. In a transmedia learning experience, reading is now simultaneously an individual act and a social act. Similarly, students can be individual producers but are also able to engage on collaborative sharing, joint creativity, and proliferation of knowledge across the globe.

 

 

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

Excerpted applications:

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

 

 

 

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

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

 

Also see:

 

 

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room

The connected TV landscape: Why smart TVs and streaming gadgets are conquering the living room — from businessinsider.com.au by Mark Hoelzel

 

In the connected TV world, an app is analogous to a TV channel.

 

Some key points:

  • In total, there will be more than 759 million televisions connected to the Internet worldwide by 2018, more than doubling from 307.4 million at year-end 2013.
  • Globally, shipments of smart TVs will reach a tipping point in 2015, when they will overtake shipments of traditional TVs.
  • Two tendencies dominate the connected TV ecosystem: closed and open approaches.
  • Despite platform fragmentation, HTML5 offers at least a faint hope for increased unification between connected TVs, just as it does on mobile.
  • How will developers and operating system operators monetise smart TV apps? Media downloads, subscriptions and — to a much lesser degree — advertisements will drive the dollars. Smart TV platform operators have begun experimenting with ads.

 

GlobalNumberOfConnectedTVs

 

 

From DSC:
If in a connected TV world, an app is analogous to a TV channel…then I say let’s bring on the educationally-related, interactive, multimedia-based apps!

 

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

 

Some items/resources regarding gaming/video games as it pertains to education:



Bypassing the Textbook: Video Games Transform Social Studies Curriculcum

Teaching With Digital Games: a Video Case Study and Teacher Q&A with the Joan Ganz Cooney Center and Lisa Parisi

State Senate bill encourages learning via video games — from Murrow News Service by Matt Benoit

Higher Education Is a Massively Multiplayer Game — from educause

BETT 2014: Exploring the classroom of the future
From 3D gesture control to augmented reality textbooks, the classroom of the future will be more connected that ever before

Jane McGonigal.com

Learning Games Network

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Play to Learn: 100- Great sites on gamification — from top5onlinecolleges.org/gamification by Emily Newton

Play to Learn: 100 Great Sites on Gamification

 

Learning at Home: Families’ Educational Media Use in America — from joanganzcooneycenter.org by Victoria Rideout, January 24, 2014

Do Games Have a Future in Education?— from learndash.com by Justin Ferriman

Excerpt:

With the growing popularity in gamification and game-based learning, more and more conversations are being held about the viability of games in the educational sector (particularly K-12). Many are wondering to what extent should K-12 education use gamification in their learning.

The simple answer is that there really isn’t an exact answer. I think that using game theory in learning environments can prove useful (it’s been done in some capacity for years), but relying too much on it to drive home a lesson, or to teach the content, can be a mistake.

6 Lessons from the Trenches of Digital Learning Game Design at #ASTDTK14

 


However, excessive amounts of game playing can lead to addictions.  This is a real concern.  Consider the items below.


Video Game Addiction No Fun– from WebMd.com
Compulsive video gaming is a modern-day psychological disorder that experts tell WebMD is becoming more and more popular.

How to stop video game addiction?

Video game addiction.org

End a Video Game Addiction

Avoid Video Game Addiction 

Online gaming addiction similar to alcoholism, gaming industry should pay for treatment, says new S Korea proposal

How to prevent and deal with video game addiction  — from shelbycounselingassociates.org

 


Bottom line: Balance, boundaries, and limits will likely be needed here — at least in some/certain cases.


 

 

Addendum on 2/3/14:

  • Gamification in the Classroom — from seriousgames.msu.edu by Lissy Torres
    Excerpt:
    MSU’s meaningful play faculty and students came together on Wednesday to listen to Scott Nicholson, a game designer and board game enthusiast, give a talk on gamification. Nicholson currently teaches at Syracuse University, where he employs gamification in big ways through his undergraduate courses. But before we go into that, let’s have some more on the man himself.

 

 

From DSC:
I see the following items in the classrooms/learning spaces/”learning hubs” of the future:

  • iBeacon-like technology, quickly connecting the physical world with the online world (i.e. keep an eye on the Internet of Things/Everything  in the classroom); this may take place via wearable technology or via some other means of triggering events
  • Remote presence
  • Access to Artifical Intelligence (AI)-based resources
  • Greatly enhanced Human Computer Interactions (HCI) such as gesture-based interactions as well as voice and facial recognition
  • Interactive walls
  • BYOD baked into almost everything (requiring a robust networking infrastructure)
  • More makerspaces (see below for examples)
  • Tables and chairs (all furniture really) are on wheels to facilitate room configuration changes
  • Setups that facilitate collaborative/group work

 

 


Below are some other recent items on this topic:


 

To Inspire Learning, Architects Reimagine Learning Spaces — from MindShift by Allison Arieff

 

MakerLab_web

Excerpt:

As K–12 schools refocus on team-based, interdisciplinary learning, they are moving away from standardized, teach-to-test programs that assume a one-size-fits-all approach to teaching. Instead, there is a growing awareness that students learn in a variety of ways, and the differences should be supported. The students often learn better by doing it themselves, so teachers are there to facilitate, not just to instruct. Technology is there as a tool and resource, not as a visual aid or talking head.

 

 

3D printers and laser cutters?… it’s the classroom of the future — from standard.co.uk by Miranda Bryant

 

 

Rethinking our learning spaces — from rtschuetz.blogspot.com by Robert Schuetz

 

ClassroomMoveableFurnitureITESMCCM 02
CC Wikimedia – Thelmadatter

Excerpt:

Heutagogy, unlike pedagogy, focuses on self-directed learning. As learning and education become more heutaogical, shouldn’t our learning spaces accommodate this shift? What are the features and characteristics that define a modern learning space? Notice, that I have not used the word classroom. Several days of researching this topic has challenged my thinking on the concept of classroom. This verbiage has been replaced with terms like; ideation lab, innovation space, maker pods, gamer zone, and learning sector. The concept of specific learning zones is not new.

 

Transmedia Storytelling: Trends for 2014 —  from Robert Pratten, CEO  at Transmedia Storyteller Ltd on Dec 06, 2013

Excerpt:

Pratten-TransmediaStorytellingIn2014

 

Conducttr-Jan2014

 

From DSC:
Something here for education/learning? With the creativity, innovation, interactivity, participation, and opportunities for more choice/more control being offered here, I would say YES!

 

 

Also see:

 

 

 

Mesmerizing fairy tale on the power of transmedia storytelling — from frametales.com by DRAFTFCB Madrid and posted by Filip Coertjens; with thanks to the Scoop on this from Laura Fleming (@NMHS_lms)

Cinderella2Dot0-Jan2014

 

BBC iWonder: Introducing Interactive Guides — from bbc.co.uk by Andrew Pipes

See this piece as an example of what they’ve come up with.

 

interactive guides_3_screens.jpg

Interactive guides on three screens

The BBC article also pointed to a bit older,
but very creative piece from the NYT entitled:
Snow Fall

 

Transmedia Story Stream: Don’t just read a book–play it! — from bleedingcool.com by Dan Wickline; with thanks to Digital Rocking Chair for the Scoop on this

Excerpt:

Instead of downloading a static book, Transmedia Story Stream allows readers to log into story worlds filled with fans, activities, and extended narrative that can include video, audio, casual video games or live gatherings. And just like in a video game, the book will award fans for participating in the story. Fans can earn points and badges, collect digital goodies to share, earn money for spreading word of mouth, participate in a live chat with an author or illustrator right in the book or win a phone call with a character in a story.

 

TSS_assured_destruction

 

Transmedia Story Stream

 

TransmediaStoryStream-Jan2014

 

Also see:

 

CleverWayToReopenRennovatedSpace-Amsterdam-April2013

 

HarperCollins, Google’s Niantic Labs, 20th Century Fox collaborate w/ bestselling author on next gen cross-media project, Endgame — from corporate.harpercollins.com, w/ thanks to @myweb2learn for the resource

Excerpt of Press Release (emphasis DSC):

ENDGAME is a fully integrated, multimedia experience that will combine a trilogy of young adult novels, fifteen original e-book novellas, YouTube videos, search and image results, mapping coordinates, social media, and interactive gaming in one revolutionary creative project. Each book in the ENDGAME trilogy will feature an interactive puzzle comprised of clues and riddles throughout the text.

“We are excited to work with James Frey and Full Fathom Five on this groundbreaking series,” said Brian Murray, President and CEO, HarperCollins Publishers. “This is a spectacular story that embodies the future of publishing—great content, interactivity and a multimedia experience.”  

Google’s Niantic Labs is developing a location-based augmented reality game that will bring ENDGAME to life in the real world.  The game builds on the success of “Ingress,” which defined a new category of entertainment that marries video games with the physical world.  The mobile experience will allow players around the world to join in the battle to unlock the mysteries and secrets of ENDGAME.  Google Niantic will also be publishing six ENDGAME novellas exclusively at the Google Play store.  The game is expected to launch on Android and iOS devices in late 2014.

“James has a great vision for telling stories in an integrated way across books, film, social media, and mobile games,” John Hanke, VP of Product, Niantic Labs at Google, said. “We are delighted to bring our technology and expertise to bear on a project that is helping to define the future of entertainment.”

 

From DSC:
If successful, I’d love to see some applications of this sort of experiment applied towards education/learning — i.e. towards K-12, higher ed, and the corporate training/L&D departments.  The experiment emphasizes where I think successful learning is also going — towards the use of TEAM-based content creation and delivery.

 

 

 

10 Serious Games From The ClarkChart — from avatargeneration.com

Excerpt:

The ClarkChart has been hailed as the IMDB of the Educational Simulation and Serious Game Industry. Created by renowned serious games pioneer and award winner author Clark Aldrich, the website is the fastest growing database of educational sims and serious games available on the market.

The purpose of the ClarkChart is to provide a platform where serious game buyers and sellers can connect and possibly collaborate. The games are organized by subject or by developer, making the database easily accessible for all. Here is a list of 10 new and noteworthy serious games as listed in the Clark Chart.

 

(With thanks to Mr. Michael Haan at Calvin College) also see:

GarageGames-Dec2013

 

Addendums on 12/19/13:

 

gaming for open education in 2014

 

Pharrell Williams debuts 24-hour, interactive music video for ‘Happy’ — from theverge.com by Amar Toor; with thanks to Mr. Colton Credelle for this item

 

pharrell

Excerpt:

On Thursday, at the stroke of midnight, pop impresario Pharrell Williams debuted the video for his new single, “Happy.” It’s 24 hours long.

The video, available for streaming on 24hoursofhappy.com, features various dancers lip-synching to Williams’ single throughout the course of a day in Los Angeles. The four-minute, upbeat song is played on loop, with each cycle introducing a new dancer (or dancers) at a different location. Viewers can fast-forward or move backward using a clock interface that hovers over the display, and share specific moments on Twitter or Facebook. The dancers, meanwhile, include both anonymous extras and celebrities like Magic Johnson, Steve Carrell, and of course, Williams himself.

 

Also see:

MusicVideoGoesInteractive-Dec2013

 

 

From DSC:
How might this relate to educationally-related videos?

And for those of you in marketing and retail out there, could be some sharp/beneficial applications for you all here.

 

 

Learning from the Living (Class) Room [Grush & Christian]

CampusTechnology-12-5-13-DSCLivingClassRoom

 

Learning in ‘the Living [Class] Room’
From campustechnology.com by Mary Grush and Daniel Christian
Convergent technologies have the ability to support streams of low-cost, personalized content, both at home and in college.

 

6 exciting developments in Augmented Reality [AR] — from atlargeinc.com

Excerpt:

Technology continues to advance at an amazing rate, providing us with innovation after innovation. One of the most exciting pieces of fruit to come out of the rapid increase in technological advances over the past ten years is, of course, augmented reality.

Virtual reality has become almost lifelike. Every little wrinkle in an old mans brow, or every blade of grass in an expansive field. They can all be seen moving individually with a life of their own. With the next generation of gaming consoles around the corner, it’s getting harder and harder to tell the difference between something physically real and something computer generated. Augmented reality blurs the line between what’s real and what isn’t by enhancing our sensory experiences and complementing the way we live. Augmented reality is reality’s next step…

1. Google’s Massive Ingress Game

Google Ingress 6 Exciting Developments in Augmented Reality

 

 

A proposal for Apple, Google, IBM, Microsoft, and any other company who wants to own the future living room [Christian]

DanielChristian-A-proposal-to-Apple-MS-Google-IBM-Nov182013

 

 

 

“The main obstacle to an Apple television set has been content. It has mostly failed to convince cable companies to make their programming available through an Apple device. And cable companies have sought to prevent individual networks from signing distribution deals with Apple.”

Apple, closer to its vision for a TV set, wants
ESPN, HBO, Viacom, and others to come along

qz.com by Seward, Chon, & Delaney, 8/22/13

 

From DSC:
I wonder if this is because of the type of content that Apple is asking for. Instead of entertainment-oriented content, what if the content were more focused on engaging, interactive, learning materials? More on educational streams of content (whether we — as individuals — create and contribute that content or whether businesses do)?

Also see:

 

internet of things

 

Excerpt (emphasis DSC):

The communications landscape has historically taken the form of a tumultuous ocean of opportunities. Like rolling waves on a shore, these opportunities are often strong and powerful – yet ebb and flow with time.

Get ready, because the next great wave is upon us. And, like a tropical storm, it is likely to change the landscape around us.

As detailed by analyst Chetan Sharma, this particular wave is the one created by the popularity of over-the-top (OTT) solutions – apps that allow access to entertainment, communication and collaboration over the Internet from smartphones, tablets and laptops, rather than traditional telecommunications methods. Sharma has coined this the mobile “fourth wave” – the first three being voice, messaging (SMS) and data access, respectively – and it is rapidly washing over us.

 

Addendum on 11/25:

 

SmartTVFeatures

 

 

 

 

qCraft: A Beginner’s Guide to Quantum Physics in Minecraft — from with thanks to Steve Node for this item

 

Minecraft-being-used-to-teach-about-quantum-physics--11-2013

 

Description of video:

qCraft is a mod that brings principles of quantum physics to Minecraft. Learn more at qCraft.org.  This video is a look at those principles, how you can use them, and how they relate to real quantum physics.

 

From DSC:
Wow! What a great way to grab someone’s attention, keep it, and then use that medium to teach someone something!  This approach made me wonder…

  • In what other ways could we use Minecraft for purposes of teaching and learning?
  • How could we use it in digital storytelling?
  • What sorts of creativity are fostered by using such an environment?
  • What’s a mod and how is one created for Minecraft?

 

 

 

 

 

 
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