From DSC:
I realize that many in education don’t view Bill and Melinda Gates with a great deal of admiration or respect. However, they and their foundation are about to make a hugely positive difference in — and contribution to — education. I’m sure that these grants will help create solutions that will feature professionally-done, highly-engaging, interactive, multimedia-based, team-created educational content. I hope that many of the solutions will feature sophisticated back-end engines that will allow for highly personalized/customized learning.

This is huge because such solutions are highly scalable. Plus look at who is involved at this point:

  • Pearson
  • Educurious Partners
  • Florida Virtual School
  • Institute of Play
  • Reasoning Mind
  • Quest Atlantis
  • Digital Youth Network
  • EDUCAUSE

Also see:

Also see:

 

Study: 30% of all US households already have TV connected to Internet

New consumer research from Leichtman Research Group, Inc. (LRG) finds that 30% of all households have at least one television set connected to the Internet via a video game system, a Blu-ray player, and/or the TV set itself — up from 24% a year ago. Overall, 10% of all adults watch video from the Internet via one of these devices at least weekly, compared to 5% last year. This increased usage is heavily driven by Netflix subscribers, with 30% of Netflix subscribers watching video from the Internet via one of these connected devices weekly, compared to 3% weekly use among all non-Netflix subscribers.

 

Also see:

Addendums:

 

From DSC:
Why post this? Because:

  1. These postings demonstrate a continued convergence, a continued trend that is impacting the distribution of content. If it hasn’t already (in some shape or form), online-based learning — with social networking capabilities/functionality baked in — will be entering your living room. Given the budgetary pressures out there, such change may happen sooner rather than later.
  2. The Forthcoming Walmart of Education is definitely involved here.

 

 

MIT creates the one video game you’ll be thrilled to see your kid get hooked on — from FastCompany.com by David Zax

MIT's Vanished Game

“The premise is that people living in the future have contacted us in the present, to answer a question: What event occurred between our time and theirs that led to the loss of civilization’s historical records? Students must decode clues in hidden messages, and in response find and provide information about Earth’s current condition, such as temperature and species data, to help people in the future deduce what wound up happening.”

A hugely powerful vision: A potent addition to our learning ecosystems of the future

 

Daniel Christian:
A Vision of Our Future Learning Ecosystems


In the near future, as the computer, the television, the telephone (and more) continues to converge, we will most likely enjoy even more powerful capabilities to conveniently create and share our content as well as participate in a global learning ecosystem — whether that be from within our homes and/or from within our schools, colleges, universities and businesses throughout the world.

We will be teachers and students at the same time — even within the same hour — with online-based learning exchanges taking place all over the virtual and physical world.  Subject Matter Experts (SME’s) — in the form of online-based tutors, instructors, teachers, and professors — will be available on demand. Even more powerful/accurate/helpful learning engines will be involved behind the scenes in delivering up personalized, customized learning — available 24x7x365.  Cloud-based learner profiles may enter the equation as well.

The chances for creativity,  innovation, and entrepreneurship that are coming will be mind-blowing! What employers will be looking for — and where they can look for it — may change as well.

What we know today as the “television” will most likely play a significant role in this learning ecosystem of the future. But it won’t be like the TV we’ve come to know. It will be much more interactive and will be aware of who is using it — and what that person is interested in learning about. Technologies/applications like Apple’s AirPlay will become more standard, allowing a person to move from device to device without missing a  beat. Transmedia storytellers will thrive in this environment!

Much of the professionally done content will be created by teams of specialists, including the publishers of educational content, and the in-house teams of specialists within colleges, universities, and corporations around the globe. Perhaps consortiums of colleges/universities will each contribute some of the content — more readily accepting previous coursework that was delivered via their consortium’s membership.

An additional thought regarding higher education and K-12 and their Smart Classrooms/Spaces:
For input devices…
The “chalkboards” of the future may be transparent, or they may be on top of a drawing board-sized table or they may be tablet-based. But whatever form they take and whatever is displayed upon them, the ability to annotate will be there; with the resulting graphics saved and instantly distributed. (Eventually, we may get to voice-controlled Smart Classrooms, but we have a ways to go in that area…)

Below are some of the graphics that capture a bit of what I’m seeing in my mind…and in our futures.

Alternatively available as a PowerPoint Presentation (audio forthcoming in a future version)

 



 

 

 

 

 

 

 

 

 

 

 

 

— from Daniel S. Christian | April 2011

See also:

Addendum on 4-14-11:

 

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DreamBox Learning CEO to speak on adaptive learning at Arizona State University Education Innovation Summit – from

DreamBox Learning (http://www.dreambox.com), the leading adaptive learning company, today announced that its President and Chief Executive Officer, Jessie Woolley-Wilson, will speak at the Arizona State (ASU) Education Innovation Summit about the positive impact of intelligent adaptive technology in the classroom. The panel session — Is Farmville the Future of Learning?  Games, Social Platforms, Adaptive Technology – will be held on Wednesday, April 6 at 1:15 p.m. at SkySong, the ASU Innovation Center in Scottsdale. The full Education Innovation Summit runs from April 5-7.

“The ASU Education Innovation Summit provides a platform for education and technology trailblazers to come together in a think tank environment to share ideas about how to ensure that our kids, teachers and school administrators have the critical tools to achieve academic greatness,” said Jessie Woolley-Wilson, President and CEO of DreamBox Learning. “I’m very excited to join respected industry colleagues to discuss how intelligent adaptive learning technology, social platforms, and gaming principles are collectively having a transformative impact on our education system and future generations of learners.”

Ms. Woolley-Wilson will share insights on the evolving adaptive learning sector as well as showcase how DreamBox Learning’s intelligent adaptive learning platform is leading the transformation, helping kids at any skill level achieve math proficiency.

Find the future -- upcoming event at the New York Public Library -- see game.nypl.org

 

 

Originally saw this at:
Jane McGonigal hits New York Public Library in new game — from cnet.com

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EdWeek’s 2011 Technology Counts — from The Future of Education by Jesse Moyer

 

Also see the report at:

K-12 seeks a custom fit -- Ed Week's Technology Count 2011

The Education Game-Changer — from the Huffington Post by Neal Bascomb (author of THE NEW COOL, a story about science, education, and robots)

Charter schools, standardized tests, merit pay, teacher tenure — worthy topics, but ones about incremental movements in an American educational system desperate for a game-changer.

A noble ambition, but the truth is we already have the technology to transform education and return American schools to their preeminence in the world. The game-changer is the creation of a first-class, digital educational platform with enhanced, immersive lessons across a range of subjects at all grade levels. Technology will be in our schools, the focus should be on the quality of content on their screens.

For generations calculus has been taught the same way.

Now imagine learning calculus in a new way. Color tablet computer in hand, students choose their preferred learning style (lecture-based, symbolic, text, or visual). They set their own pace and level of interactivity. They select the avatar of their choice to deliver lectures (will.i.am, anyone) and how often they need to be quizzed to determine/aid retention. The standards of what is taught do not change, but their presentation is remarkably transformed. Instead of a blur of equations and two-dimensional graphs, imagine calculus illustrated with 3-D animations and defined in terms of its real-world applications. Solving a differential equation to determine trajectory is a lot more interesting if we make it about a doomsday scenario of an asteroid crashing into Earth — or just missing. Such video game-like techniques would be part and parcel of this new platform. Add in a social network, where students can interact with their peers, and an “app” market where experts offer their own pieces of the puzzle, and this platform comes even more alive.

More here…

From DSC:
The incredible potential of location-aware educational materials, which could greatly enable a student to pursue their passions.

The other day, I was talking to my son after he had just finished playing a Wii-based football game. As we were talking, the situation made me reflect upon the power* that could come into play when a game/resource knows your (general) location. For example, in this NFL-based game, the system might ask if my son wants the Detroit Lions involved in the game. If he said yes, then the system might ask if my son were interested in knowing more about the Detroit Lines upcoming schedule. Again, if he answers in the affirmative, the system could provide a link to instantly take him to that information.

Now…take that same concept into the world of education, as a student attempts to pursue her passions, interests, and gifts. If she’s using a device that is teaching her how to draw, the “game” might present a list of art shows and exhibits in her area, along with information on how to get tickets to such events. In this manner, she could feed her passion. Such applications could open up a network of opportunities — in real-time — and present to a student what’s currently happening around them that could further involve them in the very thing that they are working with at that time (be it music, art, math, physics, or whatever discipline that’s involved). This is especially powerful if one were traveling or on a field trip.

Museums and educational institutions could tag their events so that such software goes out looking for such information and would bring such information back to the “game”.

It seems to me that if such technologies uncover chances to further one’s passion, the student will develop more of a love for learning. If a student develops a love for learning, the chances are better that that person will become a lifelong learner.

My bet? Some pretty cool teaching and learning times are ahead…

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* I realize there are reflections going on in my mind — and others’ minds as well — that such power needs to be taken seriously, responsibly…and not abused from a commercial standpoint nor from a security standpoint. Software may even be needed to absolutely block such inquiries — but if we get to that point, we’ve let the bad apples out there control everything…again.

Game levels and scaffolding–they’re related — from Kaplan EduNeering by Karl Kapp

 

When textbooks and social media collide — CampusTechnology.com by Bridget McCrea
A professor at a Christian liberal arts college in Michigan puts textbooks together with social networking to get students jazzed about historical events.

Right around the time that the term “social networking” was starting to roll off the tongues of school administrators and teachers, Christian Spielvogel was already deep in the throes of a project that would combine the next concept with traditional textbooks.

The year was 2007, and Spielvogel, now an associate professor of communication at Hope College in Holland, MI, was experimenting with the idea of implementing gaming and computer simulations while on sabbatical at the University of Virginia. Having conducted intensive research into the public memory of the Civil War period, Spielvogel wanted to “un-romanticize” public perception of the conflict and create a more realistic, engaging, and even risky learning experience for high school and college students.

Using the University of Virginia’s Valley of the Shadow digital archive as a guide–and funding from the National Endowment for the Humanities and Virginia Foundation for the Humanities for financial support–Spielvogel developed an online reenactment and multiplayer role-playing simulation that takes place during the American Civil War.

Little did Spielvogel know at the time, but his creation would become an early example of how computer gaming can be successfully combined with education. “At the time, there had already been some efforts made to develop games and simulations with most of them based on single-player models,” said Spielvogel, “but the whole idea of a multiplayer experience that allowed a group to become involved in the game and interact online was still pretty new.”

Game Theories -- What online gaming teaches us about talent development -- from The Economist by John Hagel and John Seely Brown

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Where can our most talented, passionate individuals thrive through accelerated learning, sharing, self-managed teams, transparent and mutual accountability, clear markers for merit and the opportunity to volunteer for work that involves their best talents and strongest interests so they stay passionately involved?

Thankfully, we have discovered that seven game-like conditions can be adapted to the workplace to accelerate talent development.  As competitive and economic pressures mount, companies will need to find ways to transform the workplace into an environment that helps talent to develop faster.

Here is a brief description of this addictive game that attracts over 12 million people around the world and the practical pointers that can be gleaned from it.

What makes a good learning game? Going beyond edutainment — from e-Learning Magazine by Simon Egenfeldt-Nielsen

After developing more than 30 learning games I can safely say that it is definitely not an easy task. Developing good learning games requires constant attention to opposing factors, which only through creativity can truly be made to smoothly work together.

Since the inception of computer games, there has been learning games. In the early years, games were used to demonstrate the potential benefits of computers. Although learning games date back to at least the 1960s, it is still a discipline fraught with challenges [1]. One of the fundamental questions that remain unanswered is: What really makes a good learning game? This simple question is far from trivial as it might be seem upon first sight. The question relates to what we define as a good game and what we define as good learning—none of which have been fully answered.

This article is not be a quick-guide for “how to design” learning games with ideas like points, leveling, power-ups and clear goals. Rather it will present a helicopter view on what often happens when you apply these principles and ignore the fundamental structure of games. You may very well create a learning game that is motivating, and uses level and feedback in some ways, but still fail miserable. This often happens because designers are not conscious of how games are fundamentally structured. They forget games are about “what you do” and not “what you see.” Instructional designers apply game principles but forget to step back and see whether these principles distort the learning experience. Often this happens by failing to integrate game and learning goals, losing sight of the difference between seeing and doing, and accidentally derailing the player away from learning in favor of pure fun. When you use very simple principles from games in your e-learning applications the risk of distortion is less, unlike when designing more complex, game-based learning applications.

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