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
Study: Teachers love EdTech, they just don’t use it — from edudemic.com by Katie Lepi
Excerpt:
EdTech Is Essential!
However…
From DSC:
Looking at this solid posting from edudemic and Katie Lepi, I can’t help but ask:
I’d like to add some potential factors to the list of why educational technologies might not be being implemented in certain situations:
With the rapid pace of change, time is no longer on our side. That is, it doesn’t serve our students well if it takes us 2-3 generations to get teachers, professors, and trainers ready to use all of the relevant technologies. That is a pipe dream and we need to abandon it asap. No one has all of the gifts that they need. We need to work with teams of specialists. It will take team-based efforts to create and deliver learning environments, products, and services that feature more choice and more control for our students. They — and all of us actually — are encountering a different world every single day that we wake up. Are we preparing them for it?
Some items re: Steam and OUYA — with a thanks going out to Mr. Steven Chevalia for the information here
For the past 20 years, the video game industry has been controlled by three primary companies:
However, the past two years have shown an increased interest in hardware solutions from 3rd parties, such as:
These smaller, lesser known devices are prime targets for educational and kid-friendly material. (NOTE: Not all of the games available via these sites are appropriate for kids, as many of the games therein are meant for older audiences.) It is likely that iTunes U, YouTube, etc. will all be viewable on these consoles and the games made for them will be able to be made by smaller companies that can’t compete on the market with Nintendo, Playstation, or Xbox-based games.
Why education should embrace games — from centerdigitaled.com by Tanya Roscorla
Excerpts:
ANAHEIM, Calif. — Video games may sound more recreational than educational, but experts believe that games will play a greater role in student engagement in years to come.
…
According to McGonigal’s research, the 10 positive emotions of engagement that gamers experience are: