Models for the Future of Learning — from KnowledgeWorks by Katherine Prince, Jesse Moyer, Lisa Scheerer, and Jamie Feltner
January 2011
This report was prepared for, and with the support of, Yellow Springs School District as part of a series of engagements related to its Class of 2020 initiative.


The Connected Life at Home — from Cisco

The connected life at home -- from Cisco

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From DSC:

How will these types of technologies affect what we can do with K-12 education/higher education/workplace training and development? I’d say they will open up a world of new applications and opportunities for those who are ready to innovate; and these types of technologies will move the “Forthcoming Walmart of Education” along.

Above item from:

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The 2011 Horizon Report — from the New Media Consortium; via Educause

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The 2011 Horizon Report -- from the New Media Consortium

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Time-to-Adoption: One Year or Less

  • Electronic Books
  • Mobiles

Time-to-Adoption: Two to Three Years

  • Augmented Reality
  • Game-Based Learning

Time-to-Adoption: Four to Five Years

  • Gesture-Based Computing
  • Learning Analytics


Also see:

Alternative reality games (ARGs) as mobile learning — from Float Mobile Learning by John Feser

Excerpts:

An alternate reality game, or ARG for short, (pronounced by saying the letters ‘A-R-G’, not by sounding like a pirate) is an interactive narrative that uses the real world as a stage for telling a story, playing out a scenario or creating a learning experience.  ARGs make use of diverse media and game elements to help tell and impact the outcome of the story.

Mobile devices combined with a good story and an educational game can be a powerful way to increase engagement and activity level of your learners. ARGs offer an interesting way to bring your mobile technology along for the ride. ARGs are being successfully used in marketing and entertainment as well as to train and solve real world problems. Organizations that are looking for creative ways to engage in mobile learning should consider the benefits ARGs have to offer. By crafting a realistic, enjoyable experience, you’ll be reinforcing behavior that most companies are actively seeking in their employees: critical problem solving, inquisitiveness and creativity.

As of Feb 1, 2011 -- the world's largest multitouch display

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Again..can you imagine the power of this in a smart classroom setting?

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See also:

From DSC:

I’ll wager that in the future, this is the type of “wall” that will be in many classrooms. Students will be able to hold up their devices to send their files to it…then interact with the various programs/files on the displays. Such a “wall” will read/process QR codes as well.


Millions of TV’s (as completely converged/Internet-connected devices) = millions of learners?!?

From DSC:

The other day, I created/posted the top graphic below. Take the concepts below — hook them up to engines that use cloud-based learner profiles — and you have some serious potential for powerful, global, ubiquitous learning! A touch-sensitive panel might be interesting here as well.

Come to think of it, add social networking, videoconferencing, and web-based collaboration tools — the power to learn would be quite impressive.  Multimedia to the nth degree.

Then add to that online marketplaces for teaching and learning — where you can be both a teacher and a learner at the same time — hmmm…

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From DSC:
Then today, I saw Cisco’s piece on their Videoscape product line! Check it out!

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Georgia Tech Center to explore 21st century universities — from CampusTechnology.com by Dian Schaffhauser

The Georgia Institute of Technology is setting up a new center specifically to serve as a living laboratory for testing new forms of education. Driven by the growth of social networking, online learning, and other developments, the Center for 21st Century Universities will enable faculty at the Atlanta institution to experiment with new approaches to curriculum and its delivery. According to former College of Computing Dean Rich DeMillo, who will lead the center, it will also work with national and international groups involved in higher education reform. The first item on the center’s agenda is to develop a seed grant program for promising early proposals.

How will technologies like AirPlay affect education? I suggest 24x7x365 access on any device may be one way. By Daniel S. Christian at Learning Ecosystems blog-- 1-17-11.

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Addendum on 1-20-11:
The future of the TV is online
— from telegraph.co.uk
Your television’s going to get connected, says Matt Warman


Math that moves -- the use of the iPad in K-12 -- from the New York Times

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From DSC:
I post this here — with higher ed included in the tags/categories — because if the trend within K-12 continues (i.e. that of using such technologies as the iPad, digital textbooks, mobile learning devices, etc.), students’ expectations WILL be impacted. When they hit our doorsteps, they will come with their heightened sets of expectations. The question is, will we in higher ed be ready for them?

Eight Great Explosions in Video — from futurist Thomas Frey

Excerpt:

Video is set to go through an explosive growth phase. The coming years of video development will be defined by what I call the eight great explosions.

1. Explosion of Television Apps

2. Explosion of Video Capture Devices

3. Explosion of Video Display Surfaces

4. Explosion of Video Projection Systems

5. Explosion of Video Content

6. Explosion of Holography

7. Explosion of Video Gaming

8. Explosion of Video Bandwidth and Storage

Final Thoughts
Not everything in the video world will be positive. Today the average child who turns 18 has witnessed over 200,000 violent acts on television. Every year the average child is bombarded with over 20,000 thirty second commercials. And the 1,680 minutes each day that the average child spends in front of their TV is making them increasingly fat, lazy, and prone to disease.

On one hand, television is the great educator, the center of modern culture, and a pipeline into everything happening around us. But at the same time, it is sucking up our time, infringing on our relationships, and keeping us from doing meaningful work.

Television is at once both a massive problem and a massive solution. However, as a medium, television has the capability of solving the problems it creates.

Learning more about games -- from Instructional Design Fusions

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