Adobe’s Creative Cloud Express brings content editing to the masses — from protocol.com by Lizzy Lawrence
It’s competing directly with Canva, a template-builder for non-professionals.

Excerpt:

Historically, Adobe’s software was made for the pros. Applications like Photoshop, Illustrator and Premiere Pro all require a paid Creative Cloud subscription and a certain level of expertise. But with Monday’s launch of Creative Cloud Express, Adobe is targeting anyone who might find graphic design useful: small businesses, students and social media influencers.

Also see:

Also see:

Adobe Creative Cloud Express

 

The Humanities May Be Declining at Universities — But They’re Thriving on Zoom — from edsurge.com by Rebecca Koenig

Excerpt:

Throughout the pandemic, versions of this close-reading conversation have taken place week after week. Organized through new nonprofits and small startups including the Catherine Project, Night School Bar and Premise, they bring together adults who want to spend their free time talking to strangers about literature and philosophy.

It sounds at first like an ambitious book club—except for the fact that many of these seminars are organized and led by college professors, some so eager to participate that they do it for free.

“Mostly it’s a way for them to do a kind of teaching they can’t do at their regular jobs,” explains Zena Hitz, founder of the Catherine Project and a tutor (faculty member) at St. John’s College in Annapolis, Maryland.

From DSC:
I’ve often thought that online-based learning may be the thing that saves the liberal arts (i.e., available throughout one’s lifetime and would be far less expensive). It would be ironic though, as many liberal arts institutions have not been proponents of online-based learning.

 

What motivates students to learn? — from edte.ch by Tom Barrett
In this article, we explore the key factors that influence and predict student academic motivation.

Excerpt:

Here are the top three ranked, according to this meta-analysis, from l’Université Laval, Monash University and Curtin University.

1 — Competence (I can do this!)
2 — Autonomy (I get to choose)
3 — Belonging (I am not alone)

 


From DSC:
I’m once again reminded of the following graphic:

Tom’s posting also reminds me of the power of storytelling, as Tom makes a solid point:

A notable missing piece of the student motivation paper is the role of emotion in learning. When I search the document for reference to ‘emotion’, the only returns I get are from citations and other works.

Along these lines, see/listen to:


 

Teaching in the ‘Metaverse’? Roblox Looks to Make It a Reality — from edweek.org by Benjamin Herold
With millions in new grants to STEM organizations like Project Lead the Way, the gaming platform is moving into K-12 education.

Excerpts:

Hoping to expand its presence in K-12 schools, gaming company Roblox announced this month a new $10 million fund to support the creation of online learning experiences that take advantage of its platform’s unique way of letting users play, explore, and socialize in an endlessly evolving virtual world.

Roblox aims to play a major role in the emerging metaverse. Expanding into classroom education is a key vehicle for making that happen, Kantar told investors at a November conference. The company’s stated goal is to reach 100 million students worldwide by the end of the decade.

Making such inroads with K-12 schools, however, is no sure bet.

Also see:

Roblox Education

 

VRJAM -- the metaverse platform for music

The VRJAM metaverse platform is coming to transform the world of live entertainment 

VRJAM, the UK’s leading creator of live music experiences in virtual reality, today teased the launch of the VRJAM platform, a revolutionary new metaverse events platform and NFT creation solution. 

To bring the VRJAM metaverse platform to life, VRJAM has partnered with market leading NFT software developer Enjin.io to launch a rich virtual reality world that offers a host of new solutions for artists to render and monetize their music and live shows in amazing new ways using NFT’s, blockchain and immersive technology.  

The VRJAM platform promises to open up completely new ways for both fans and artist to experience live music events and represents the next step in the evolution of live music. 

Ownership of this virtual world will be shared by a guild of globally recognised artists and record labels who will cooperate to create value and define new possibilities for music inside the metaverse. 

VRJAM’s metaverse platform offers solutions for true live performance using technology that is years ahead of other similar platforms. It provides unsurpassed user experience and offers fans, artists and labels an array of unique features:

VRJAM's metaverse -- a vivid virtual world built for music

At the heart of the VRJAM metaverse platform is a blockchain based trading and finance system, VRJAM Coin. This revolutionary new cryptocurrency will create ways for both artists and fans to earn money inside the metaverse and promises to create entirely new business models for artists, venues and labels at a time when their traditional ways of making money have been turned upside down by the Covid 19 pandemic. 

The VRJAM cryptocurrency is backed by investment from 5 of the world’s leading blockchain specialist investment and venture capital firms, demonstrating the exciting potential of VRJAM’s tech.

The VRJAM platform is scheduled to go live in early 2022, follow on social media to stay up to date.


From DSC:
Hmmmmm….might this type of thing spill over into the worlds of teaching and learning? More direct-to-consumer (learner) types of offerings? Will this open up the doors for new methods of earning a living or for  those interested in building a teaching & learning-based brand?

Alternatively, will this impact what actors, actresses, and comedians will be able to do?


Addendum on 12/2/21:


 

The State of Student Success & Engagement in Higher Education -- from Instructure

The State of Student Success & Engagement in Higher Education — from instructure.com (authors of the Canvas LMS)
Our 2021 Global Student engagement and success study uncovers vital stats and key trends to help education institutions thrive through today’s education challenges.

Excerpt:

  • Connect students with alumni and potential employers through virtual networking, internships/externships, mentorship programs, and strategic partnerships.
  • Align curriculum with workforce outcomes and offer opportunities for students to showcase skill sets.
  • Close the perceived awareness gap of work/career readiness programs on campus with alumni programming highlighting the success of campus career resources.
  • Embed career exploration throughout the higher education experience and provide actionable insights into employment trends.

 

 

3 Tips for Making Passion-Based Learning Work Successfully — from thejournal.com by Dennis Pierce

Excerpt:

Passion-based learning, a form of self-directed learning in which students pursue projects of interest to them, is becoming more popular in schools — and for good reason: Educators who have set aside time for passion-based learning have discovered that students become highly engaged and motivated when learning about topics that intrigue them, while taking their learning much deeper than they would in a traditional lesson.

 

What is Stop Motion Studio and How Does It Work? Best Tips and Tricks — from techlearning.com by Luke Edwards
Stop Motion Studio is a movie maker that’s easy to use and ideal for students and teachers

Excerpt:

Stop Motion Studio is an app that makes turning images into video a fun and educational process for students.

Designed to be easy to use, and with the basics coming free, this is a useful tool to allow students to express ideas in video format. Since it is app-based it can be accessed on personal devices, both in class and elsewhere.

Also see the Stop Motion Studio website:

Stop Motion Studio

 

A Crusade to End Grading in High Schools — from washingtonpost.com by Thomas Toch and Alina Tugend; with thanks to Ryan Craig for this resource
One educator is leading an effort to evaluate students differently. Can it catch on?

Excerpt:

He envisioned schools where students learned math, history and science not as isolated subjects in classroom-bound courses but while working together to address real-world issues like soil conservation, homelessness and illegal immigration. Such learning would make schooling more meaningful for students and thus more engaging, Looney believed. It would let students demonstrate more talents to colleges, holding out the prospect of a wider, more diverse range of students entering higher education’s top ranks.

The existing high school transcript, however, with its simple summary of courses and grades, wouldn’t do justice to the interdisciplinary, project-based learning he wanted. It wouldn’t capture students’ creativity, persistence and other qualities. Looney needed a radically different way to portray students’ high school experiences, one that replaced grades with a richer picture. But he didn’t know what it was.

Today, 275 private high schools and 125 public schools are part of the nonprofit Mastery Transcript Consortium (MTC). They are in various stages of designing and launching the transcript — and working to make Looney’s radical vision a reality. Started in 2017, the organization is expanding rapidly.

 
 

Mental Canvas will unleash some serious creativity!

Cehck out what you can do with Mental Canvas! The app seamlessly combines 2D and 3D!

 

Also see:

Mental Canvas: App for drawing in 3D  — from microsoft.com in Germany; Google translated the excerpt below:

When I first saw Mental Canvas in action, I was instantly impressed. Drawings are created in 3D in the app. You can even fly through your own sketches and comics. Mental Canvas offers teachers completely new possibilities to design blackboard pictures, to illustrate content and to try out creative things. The tutorials and examples immediately make you want to draw in three dimensions. Mental Canvas is currently available as a free download. In this blog article you will get to know the app.

 

50 Sites & Apps for K-12 Education Games — from techlearning.com by Diana Restifo and David Kapuler
Game-based learning is a great way to integrate technology into the classroom while engaging kids with real learning.

Excerpt:

Game-based learning turns potentially tedious study time into an adventurous knowledge quest, complete with catchy soundtracks and digital rewards. It helps keep kids engaged with the subject matter and motivated to pursue greater expertise. Best of all, web- or app-based gameplay integrates easily into both online and in-person classes.

With the demise of Flash at the end of 2020, many favorite educational game sites went under. That’s why we decided to update our popular list below to include the latest and best sites and apps for K-12 education games. Many are free (or offer free basic accounts) and some provide progress tracking and analysis tools for teachers. All will help kids enjoy learning.

Also relevant/see the following resource and excerpt from Goldie Blumenstyk’s The Edge (from the Chronicle of Higher Education)

Creative Acts for Curious People: How to Think, Create, and Lead in Unconventional Ways — by Sarah Stein Greenberg

Excerpt:

Greenberg also makes a compelling case for the “playful and joyous” approaches the d.school has been championing, like the secret handshake or building several prototypes of an ideal chair using tools like cardboard, pipe cleaners, and chewing gum and toothpicks. After so many months of loss and social deprivation, she told me last week, “those elements are more important than ever.”

 
 

Here’s an example of what an engaging and exciting online course might [look like]. 

You start with a short video that introduces the subject. It focuses on the course’s main ideas, and how they relate to one another, getting your learners interested in the topic and making them eager to learn more.

 
© 2024 | Daniel Christian