Study: Teachers love EdTech, they just don’t use it — from edudemic.com by Katie Lepi

Excerpt:

EdTech Is Essential!

  • 86% of teachers think it is ‘important’ or ‘absolutely essential’ to use edtech in the classroom
  • 965 say that edtech increases student engagement in learning
  • 95% say that it enables personalized learning
  • 89% say that it improves student outcomes
  • 87% say that it helps students collaborate

However…

  • Only 19% use subject specific content tools weekly
  • Only 31% use information or reference tools weekly
  • Only 24% use teacher tools weekly
  • Only 14% use digital curricula weekly
  • Despite all the buzz about 1:1 classrooms, only about 1 in 9 are implementing a 1:1 or BYOD classroom

 

From DSC:
Looking at this solid posting from edudemic and Katie Lepi, I can’t help but ask:

  • What might this tell us about the model/approach that we are using?
  • Is that model/approach working?
  • Is that model/approach working fast enough to prepare our students for the futures they will inherit/experience?
  • Are there other approaches that would work better?

I’d like to add some potential factors to the list of why educational technologies might not be being implemented in certain situations:

  • We decided not to use teams; that is, we decided that our teachers (or professors or trainers) should continue to do everything — “it is their job after all”
  • A teacher (professor, trainer) may not be gifted in a particular area (such as creating digital audio or digital video, designing simulations, developing educational gaming, designing e-books, offering mobile learning, etc.)
  • A teacher (professor, trainer) may not be interested in a particular area (such as creating digital audio or digital video, designing simulations, developing educational gaming, designing e-books, offering mobile learning, etc.)
  • May view an area as totally irrelevant because that wasn’t part of that person’s background/experience (i.e. Who needs educational gaming? Why should that matter/help? I didn’t have that in my toolbox.)

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?

 

 

 
 

CenterForDigitalEducation-2013Yearbook

 

Description:

The Yearbook is a unique publication produced annually by the Center for Digital Education (CDE) that highlights some of the outstanding trends,

people and events over the past year in education technology. The first part of the Yearbook gives readers market awareness by outlining how much money schools spent on education technology, where the funding came from and what technologies have been garnering the most attention.

The second part features 40 education innovators who are using technology to inspire their students, improve learning and better the K-20 education system. We hope that this 2013 Yearbook issue provides inspiration to our readers to continue on their quests towards innovation in education.

 

From DSC:
My quote in the Center for Digital Education’s 2013 Yearbook reads:

 

“Educational technologists need to be bold, visionary and creative. They need to be in tune with the needs, missions and visions of their organizations. We have the opportunity — and responsibility — to make lasting and significant contributions within our fields and for the organizations that we work for.”

 

 

“Learning in the Living [Class] Room” — as explained by Daniel Christian [Campus Technology]

Learning from the Living [Class] Room  — from Campus Technology by Daniel Christian and Mary Grush; with a huge thanks also going out to Mr. Steven Niedzielski (@Marketing4pt0) and to Mr. Sam Beckett (@SamJohnBeck) for their assistance and some of the graphics used in making these videos.

From DSC:
These 4 short videos explain what I’m trying to relay with a vision I’m entitling, Learning from the Living [Class] Room.  I’ve been pulse checking a variety of areas for years now, and the pieces of this vision continue to come into fruition.  This is what I see Massive Open Online Courses (MOOCs) morphing into (though there may be other directions/offshoots that they go in as well).

After watching these videos, I think you will see why I think we must move to a teambased approach.

(It looks like the production folks for Campus Technology had to scale things way back in terms of video quality to insure an overall better performance for the digitally-based magazine.) 


To watch these videos in a higher resolution, please use these links:


  1. What do you mean by “the living [class] room”?
  2. Why consider this now?
  3. What are some examples of apps and tech for “the living [class] room”?
  4. What skill sets will be needed to make “the living [class] room” a reality?

 

 


Alternatively, these videos can be found at:


 

DanielSChristianLearningFromTheLivingClassRoom-CampusTechnologyNovember2013

.

 

 

Citrix-Mobile-Education-10-31-13

 

 

Citrix-Mobile-Education-TOC-10-31-13

 

Description:

Education is at a tipping point. From the rising cost of a college education and the financial pressures upon local districts and state agencies to fund K-12 schools and programs, to the questions of how to employ mobile technologies and leverage social platforms to support the growing trend toward mobile, collaborative learning models, educators face an almost overwhelming set of challenges. While there are no easy answers to these and other issues, Citrix believes strongly that online learning technologies can help enhance and extend the teaching and learning process and provide greater, more wide-spread access to education to students. We are committed to developing and delivering learning solutions that will meet the evolving needs of teachers and students in this changing landscape. We hope that our sponsorship of this ebook and other projects will help you, the reader, gain a better understanding of the opportunities that online learning technologies provide, increase your mastery of these solutions, and enable you to put them to productive use. We look forward to working with you as we explore new and effective ways to help teachers teach and learners learn.

CaIlin Pitcher
Product Line Director, Collaboration, Citrix

 

Comments/disclosure from DSC:
I do not work for Citrix — I have been at Calvin College since
March 2007.  I was not paid to develop/contribute this piece.

I’d like to thank David Rogelberg for his work on this project.

 

 

 

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:

  1. Nintendo (Nintendo, Gamecube, Wii)
  2. Sony (Playstation)
  3. Microsoft (Xbox)

However, the past two years have shown an increased interest in hardware solutions from 3rd parties, such as:

  • OUYA is a 3rd party console that was designed to be a gaming system with a lower cost and was meant for all open-source games.
    (Further details at wikipedia.org)
     
  • Steam is a 3rd party that sells and updates all their games digitally. They offer all the same games as most of the consoles (listed above) and will soon be offering their own console, which will connect to the internet and allow you to play any game that you own on their service.
    (Further details at wikipedia.org)

 

STEAM-Expanding2014

 

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:

  1. Creativity
  2. Contentment
  3. Awe and Wonder
  4. Excitement
  5. Curiosity
  6. Pride
  7. Surprise
  8. Love
  9. Relief
  10. Joy
 
 

From DSC:
There’s something here for classrooms/education — even for the living rooms of the future!

 

Little Mermaid Second Screen Live makes iPads part of the movie world — from gigaom.com by Liz Shannon Miller

Summary:

Disney advertises the Second Screen Live experience as a rebellion: “Break the rules — bring your iPad to the movies!” But it’s less a trip to the movies and more a fully interactive experience.

As the film began, so did the games. Most second-screen experiences I’ve tried have been largely passive, but Little Mermaid demanded the audience’s attention right from the beginning with games, trivia questions and other forms of interactivity for all ages.

 

lmssl trivia 1

The action on the big screen even froze from time to time for more complex games, and there were moments of seemingly new animation inserted at key plot points, as well.

 

True personalization is the next big thing in multiscreen TV [Moulding]

True personalization is the next big thing in multiscreen TV — from .v-net.tv by John Moulding

 

 

 

From DSC:
Not a far stretch to see some applications of this in the future aimed at learning objects/learning agents/and personalized streams of content.

 

 

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

 

 

Addendum:
(With thanks going out to Mr. Richard Byrne over at the Free Technology for Teachers blog for this item
)

 

 

SchoolsWorldTV-Sept2013

 

IBM and USTA captivate tennis fans with immersive second screen experience — from MarketWatch.com
Analytics, cloud, mobile and social computing technologies deliver US Open to fans’ fingertips

 

Excerpt:

The innovative digital US Open environment provides fans, players, broadcasters and media with access to a range of Big Data insights streaming from the courts, including stats, facts, videos, live scoring, and historical and real-time analysis of tennis data served to tablets, smartphones, PCs and other devices.

 

Also see:

USOpen-USTA-IBM-Aug2013

 

.

USOpen2-USTA-IBM-Aug2013

 

From DSC:
Questions I wonder about:

  • How might this sort of thing help us in education? What if, instead of a tennis match, it was a debate on X vs. Y…?
    .
  • Could we use it in educational gaming apps?
    .
  • If so, what sorts of apps that lean on social learning could we create?
    .
  • How could professional development/conferences use this type of immersive second screen experience? What sorts of opportunities for participation would open up?
    .
  • Could we develop things like this that help us learn things IN REAL TIME from the streams of content flowing by? (Do learning agents employ this sort of thing?)

 

 

 

Somewhat-related items:

College students bring targeted media to doctors’ waiting rooms — from entrepreneur.com by Michelle Goodman

Excerpt:

Their idea was to sell doctors’ offices prepackaged video segments containing tips on diet, exercise and other lifestyle tweaks patients could make to improve their health. A TV screen in the reception area would broadcast this programming, modeled after segments on shows such as Today, while patients waited for appointments.

To test the idea, Agarwal, Shah and classmate Derek Moeller bought TVs and DVD players, culled content from the internet and distributed the equipment and “shows” to 50 doctors in five states.

MOOCing the Liberal Arts? Technology and Relationship in Liberal Arts Education
The Thirteenth Annual Conversation on the Liberal Arts
February 13 – 15, 2014
 

Transmedia stories and games explained — from splash.abc.net.au by Dr. Christy Dena; with thanks to The Digital Rocking Chair for Scooping this onto Transmedia: Storytelling for the Digital Age
Opportunity abounds in the area of ‘transmedia projects’, or stories and games that span more than one medium or artform. Dr Christy Dena explains this evolving area of education. This is Part 1 in her blog series.

Excerpt:

One of the areas I work in is ‘transmedia’ or ‘cross-media’ writing and design. I work in the area as a practitioner, and also as an educator for industry professionals and undergraduate students. Transmedia or cross-media fundamentally refers to projects that span more than one medium; for example, a book and computer. I work in creating transmedia stories and games, and so also teach students about making their own. Over my two articles for ABC Splash, I share some of the approaches I use when giving students the opportunity to make their own transmedia stories and games.

Opening the door to transmedia projects — from splash.abc.net.au by Dr. Christy Dena
In her second article on transmedia projects, Dr Christy Dena shares the guidelines she’s created to open the door to this form of education in schools.

Excerpt:

It is important that students are given at least two media locations to work with, such as a website and poster. I always include a live event of some kind as well.

 
 

The battle of the ecosystems: Apple, Google, Microsoft, & Amazon.com — by Daniel Christian with thanks to Krista Spahr, Michael Mandeville, Bill Vriesema, and Adam Tozer from Calvin College for their feedback/inputs on this.

 

BattleOfTheEcosystems-DanielChristian-August2013

PDF version here [1.35MB]

 

 

Also see:

 

Ecosystem value metrics

 

Ecosystem value metrics - developer perspective

 

Addendums on 8/13/13:

 
© 2024 | Daniel Christian