Campus Technology 2015 Readers’ Choice Awards

CampusTechReadersChoiceAwardsSept2015

Excerpt:

In this first-ever higher education “gear of the year” guide, Campus Technology has turned to hundreds of education professionals to tell us which products in 29 categories are truly the best. We cover the gamut of technology from 3D printers to wireless access points. In almost every category you’ll find the Platinum, Gold and Silver picks to help you short-list your shopping, fuel your decision-making or perhaps start a friendly debate on campus.

  1. Learning Management and E-learning
  2. E-Portfolios
  3. Other Instructional Tools
  4. Student Information Systems and Data Management
  5. Enterprise Resource Planning (ERP)
  6. Constituent Relationship Management (CRM)
  7. Student Success/Retention
  8. Student Response Systems and Classroom Clickers
  9. Lecture Capture
  10. Document Cameras
  11. Projectors
  12. Interactive Whiteboards
  13. Videoconferencing and Web Conferencing
  14. Virtual Classroom and Meeting
  15. Classroom Audio Distribution/Sound Enhancement
  16. Captioning
  17. Office/Productivity Suites
  18. Classroom Presentation
  19. Multimedia Authoring Suites and Creative Software
  20. E-Learning Authoring
  21. Media Tablets
  22. Chromebook
  23. Windows Tablet
  24. Convertible and 2-in-1 Notebooks
  25. Notebooks
  26. Virtual Desktops and Thin Clients
  27. Wireless Access Points and Hotspots
  28. 3D Printers
  29. Emergency Notifications

 

 

 

Nine Ways to Improve Class Discussions — from facultyfocus.com by Maryellen Weimer

Excerpt:

So this post offers some simple suggestions for increasing the impact of the discussions that occur in our courses.

  1. Be more focused and for less time
  2. Use better hooks to launch the discussion
  3. Pause
  4. Have note takers
  5. Talk less or not at all
  6. End with something definitive
  7. Use the discussion – Keep referring to it!
  8. Invite students to suggest discussion topics
  9. Discuss discussions – Briefly is fine.

 

From DSC:
From my teaching time yesterday, I wished that I had done a better job with the transitions into and out of our class discussions. I wish that I had better prepped them for the discussion that we were about to have and to better summarize some of the key points from the class discussions.  I ended up emailing them the key points that I wanted to emphasize…so there are other ways to recover from those times that we aren’t on our best game in any particular class. Also, I would add to the above list, have different students be in charge of leading the discussions — and then see if the discussions/participation rates pick up.

 

Imagine what learning could look like w/ the same concepts found in Skreens!


From DSC:
Imagine what learning could look like w/ the same concepts found in the
Skreens kickstarter campaign?  Where you can use your mobile device to direct what you are seeing and interacting with on the larger screen?  Hmmm… very interesting indeed! With applications not only in the home (and on the road), but also in the active classroom, the boardroom, and the training room.


See
Skreens.com
&
Learning from the Living [Class] Room


 

DanielChristian-AVariationOnTheSkreensTheme-9-29-15

 

 

Skreens-Sept2015Kickstarter

 

Skreens2-Sept2015Kickstarter

 

 

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

From DSC:
Some of the phrases and concepts that come to my mind:

  • tvOS-based apps
  • Virtual field trips while chatting or videoconferencing with fellow learners about that experience
  • Virtual tutoring
  • Global learning for K-12, higher ed, the corporate world
  • Web-based collaborations and communications
  • Ubiquitous learning
  • Transmedia
  • Analytics / data mining / web-based learner profiles
  • Communities of practice
  • Lifelong learning
  • 24×7 access
  • Reinvent
  • Staying relevant
  • More choice. More control.
  • Participation.
  • MOOCs — or what they will continue to morph into
  • Second screens
  • Mobile learning — and the ability to quickly tie into your learning networks
  • Ability to contact teachers, professors, trainers, specialists, librarians, tutors and more
  • Language translation
  • Informal and formal learning, blended learning, active learning, self-directed learning
  • The continued convergence of the telephone, the television, and the computer
  • Cloud-based apps for learning
  • Flipping the classroom
  • Homeschooling
  • Streams of content
  • …and more!

 

 

 

 

Addendum:

Check out this picture from Meet the winners of #RobotLaunch2015

Packed house at WilmerHale for the Robot Launch 2015 judging – although 2/3rds of the participants were attending and pitching remotely via video and web conferencing.

 

Empowering Students Through Multimedia Storytelling — from edutopia.org by Michael Hernandez

 

Excerpt:

Recent studies have proven that stories can change perceptions and even make people more tolerant. Rather than wait to be defined by others, it’s important that students learn to create understanding by sharing their story, their worldview, their concerns, and their triumphs with others.

Groups like Youth Radio and Cause Beautiful are empowering teens in poor and minority-majority neighborhoods to become multimedia journalists. Kids in these programs learn how to tell and share their own stories with a local or national audience.

No matter your class demographics or grade level, ELA and social studies teachers should integrate similar projects in their own classrooms, because every student will benefit from learning to craft a compelling visual story backed by persuasive facts and ideas.

What Is Multimedia Storytelling?
Students use video, audio, photography, web, and social media to craft documentaries and nonfiction stories about the world around them. These interdisciplinary projects allow students to focus on creating an authentic product that many people outside the classroom and their neighborhoods will see.

 

From DSC:
I am passionate about multimedia because the components of it — digital audio, digital video, text, graphics, animations, digital photography, and more — can create hugely powerful pieces of communication. Students need to be able to communicate — online. But it’s not just students. Each one of us needs to have an online-based footprint now in order to remain marketable.  Multimedia can help relay our stories, our work, our dreams.  It unleashes enormous amounts of energy and creativity inside of us.

I wish that more teachers and faculty members would seek to integrate multimedia-based assignments into their courses — or at least encourage the idea that this can be one of the acceptable ways that assignments can be turned in. At the same time, it can be one of the more interesting ways to assess learning and comprehension. Online-based resources like Lynda.com can help get students, teachers, and professors up the learning curves.

 

Discovr Labs brings Virtual Reality to the classroom, lets teachers see what students see  — from techcrunch.com by Greg Kumparak

Excerpt (emphasis DSC):

As consumers, we tend to focus on how virtual reality will work in our homes — the new types of games it allows, the insane 360-degree cinematic experiences, etc.  Some of VR’s greatest potential, though, lays not at home, but in the classroom.

Discovr Labs has built an interface and technology to help teachers use VR as a teaching tool. After the student straps on their headset, Discovr allows the teacher to select which module the student is interacting with, and to see exactly what the student sees; everything from the headset is beamed, wirelessly, to an all-seeing interface.

 

For now, Discovr is focusing on a local experience, with all of the students being in the same room as the teacher. Moving forward, they envision remote experiences where students and their teachers can come together in VR experiences regardless of their physical location.

 

Also see:

 

discovrlabs-sept2015

 

discovrlabs2-sept2015

 

 

 

 

A somewhat related addendum on 9/24/15:

Virtual Zeno Robot – The Future of Augmented Reality in Education — from virtual-strategy.com

Excerpt:

Digital Elite developed a new line of low-cost head mounted augmented reality paper viewers specifically for the education market. A number of novel applications in the field of robotics, virtual physics and a unique book for autism is already readily supported by the viewer. More Apps in the pipeline are being developed to support other immersive and virtual experiences.

In a scientific study the new viewers have compared favorably against expensive VR headsets, such as the Samsung/Oculus Gear VR and Zeiss VR One. The viewers were also tested in a number of real-life education scenarios and Apps. One example is a virtual robot teaching physics and geography deployed in an Augmented Reality (AR) application to break down the final frontier between physical robots and their virtual counterparts. Results are being published in conferences in Hong Kong today and Korea later this month.

 

 

Addendum on 9/25/15:

  • Five emerging trends for innovative tech in education — from jisc.ac.uk by Matt Ramirez
    No longer simply future-gazing, technologies like augmented and virtual reality (AR/VR) are becoming firmly accepted by the education sector for adding value to learning experiences.
 

From DSC:
I don’t care for the title here, but there are some valuable items that can be found by digging around in this article entitled, “Silicon Valley billionaires are appalled by normal schools — so they’ve created this new one” — from businessinsider.com by Melia Robinson

Excerpts:

A typical day at Altschool, the Bay Area-based school system that raised $100 million in venture capital in May, is anything but typical.

Kids take attendance on an iPad, complete a “playlist” of activities, and learn 3D modeling software to design a playhouse for the class pet.

Founder and CEO Max Ventilla previously helmed the personalization team at Google, where he helped build Google+ and other products that make the internet feel more personal.

His latest venture aims to transform the outdated, early-1900s model of elementary education for the digital age.

In May, we spent the day at AltSchool‘s Fort Mason location in San Francisco to see its revolutionary teaching style in action.

 

From DSC:
Is there anything here that public schools would find attractive and/or could implement?

  • AltSchool divides students between the ages of 4 and 14 into three groups: lower elementary, upper elementary, and middle school. There are no traditional grade levels.
  • A typical day at AltSchool begins with attendance. As kids arrive, they sign in to the school’s attendance app on a dedicated iPad.
  • The attendance app is one of a dozen or so tech tools developed by the school’s 50-person product team, which includes former employees of Apple, Uber, Zynga, and Ventilla’s alma mater, Google.
  • The PLP is the foundation of the AltSchool experience. Teachers collaborate with families and students to design a set of goals for the learner based on the student’s interests, passions, strengths, and weaknesses.
  • Each child receives a weekly “playlist” of individual and group activities that are aimed at achieving those goals. This student is writing an entry for his blog on coin collecting.
  • Teachers pick activities for their students by creating items in their playlists or searching the My.AltSchool library to find items that other teachers have made.
  • This 8-year-old demonstrates a game of Pac-Man using MaKey MaKey — a simple circuit board that transforms everyday objects into touchable user interfaces …he attaches alligator clips to four mounds of clay and tapes one clip to himself. When he taps the clay and completes the circuit, the computer interprets the input as arrow key actions.
  • This streamlined instruction time frees up the teacher to walk around the classroom and interact face-to-face with students.
  • The lower elementary students spend the morning knocking a shared item off their playlists: “writing the news.” These guys are chronicling a recent trip to the park.

 

trip-to-the-park

 

  • Many of the younger kids wear headphones during playlist time to drown out distractions.
  • Technology isn’t necessary to complete all activities, but it is used to document students’ work. This student takes a picture of her news clipping using an iPad and uploads the image to her playlist.
  • The classroom, like the tech, fosters AltSchool’s individualized learning approach. Students sprawl across the room on carpets, beanbags, and even lofts of their own construction.

 

own-construction

 

  • Classrooms are treated like stations, rather than designated areas for particular grade levels, and students move from room to room throughout the day. It’s especially important for micro-schools to maximize space so that a four-room schoolhouse doesn’t feel cramped
  • Craft and cleaning supplies are stored where the smaller kids can reach them, giving them a sense of agency.
  • After lunch and PE in the nearby park, students put aside their playlists and work on more integrated group projects.
  • The middle-school students were tasked with a classroom redesign. This 11-year-old, who was wearing an Iron Man T-shirt, built a parkour course. He’s writing a parent permission slip on his Google Chromebook now.
  • His classmate learned from online tutorials how to use the 3D-modeling software SketchUp, and she designed an urban-garden-inspired seating area for the unused deck on the second floor. There’s an obstacle course inside the benches for a class rabbit to tunnel through.
  • Another student, who wants to be a veterinarian, lawyer, writer, and manga comic-book writer, grew an indoor tea garden. She says she loves how the assignments “bend to your ability.”
  • If Silicon Valley’s favorite elementary school has its way, personalization will remain king.

 

 

The future of education demands more questions, not answers — from edsurge.com by Jay Silver; with thanks to EDTECH@UTRGV for their Scoop on this resource

Excerpts (emphasis DSC):

Technology alone can’t educate students. It’s not some mystical, magical ingredient one sprinkles over core curricula like salt on a meal. The magic is inside the child.

A Pedagogy of Answers
Too many schools apply a paint-by-numbers approach to tech: “Let’s cover this fixed information, in this exact way, in this set amount of time, and judge ourselves as educators and students based on standardized test results.”

A Pedagogy of Questions
Our national teaching model has for too long been a pedagogy of answers. In its place I’d like to suggest a new pedagogy of questions—one that prizes interest-driven, project-based, exploratory studies. Personal gardens of learning with no single pathway through them. More open play and less rote memorization. More learning by discovery than following set instructions.

As an inventor and father, my advice to those looking to make digital in-roads into our nation’s schools is this: promote learning that encourages kids to choose their own problems and solutions rather than a single, siloed system.

Tech isn’t the answer, but it can help us create a new pedagogy of questions.

 

From DSC:
I can relate to Jay’s thoughts and perspectives here — we need to provide our young learners with more choice, more control. More play. More time for experimentation. More project-based learning that’s based upon what students want to learn about.

How many parents wouldn’t give their left leg (well…almost) to hear their kids say, “I can’t wait to go to school — I love going to school! I love learning about new things that I want to know about!”?  To see such excitement, engagement, and a love for learning would be mind-blowing, right? If your son or daughter has that perspective, I’d guess that you value that attitude and that learning situation a great deal.

This morning a faculty member said something that’s relevant here. [Paraphrasing what he said:] “There’s a paradigm shift occurring these days in how to get information. We need our students to understand and react to this paradigm shift and we need to help them make that shift. They need to be more proactive in how they get information; and not go along with the “Feed me! Feed me!” approach.”

A final comment here…my kids balk at having to learn so many things that they have little interest in; it’s force-fed learning surrounded by — and shaped by — standardized tests. The list of things they actually want to learn about is either very short or non-existent (depending upon their grade levels).  I understand that they are at different stages in their ability to make judgments about what they need to learn about; they need foundational skills to build upon…and that they don’t know what they don’t know.  That said, it would be an interesting experiment for each of them indeed, for them to be able to self-select/choose some more topics, projects, and assignments and then pursue them on their own or with other small groups of other students. How might that impact their engagement levels? How might that improve their views of learning? Perhaps I’m off here..and too Hallmarkish, too Pollyannaish; but I’m tired of hearing the moaning and groaning again about having to do this or that piece of homework.

 

————–

Addendums on 9/16/15:
I just ran across this item from Larry Ferlazzo out at edutopia.org that has a section in it —
Autonomy — that addresses ways that more choice, more control can be introduced.

The idea of asking better questions doesn’t just belong in K-12. Check out Jack Uldrich’s posting, A Framework for Questioning the Future.

Excerpt:

In today’s era of accelerating change, “answers” about the future are becoming more scarce. As a result, a premium is being placed on asking better questions about the future.

Unfortunately, because most business leaders, CEO’s and senior executives view themselves as action-oriented “problem-solvers,” they have a bias for “answers” instead of “questions.” As such, they don’t really know how to ask better questions.

In an effort to help individuals and organizations overcome this bias–and in the firm belief that it is better to have an imprecise answer to the right question than an exact answer to the wrong question,–I have put together a simple framework to help companies, businesses and organizations begin asking better questions about the future.

The eleven questions posted below are design to jumpstart the thinking–and questioning–process:

 

 

From DSC:
The following app looks to be something that the “makers” of the programming world might be interested in. Also, it could be great for those learners interested in engineering, robotics, and/or machine-to-machine communications; using this app could help start them down a very promising path/future.

 

Tickle-Sept2015

From their website:

Programming re-imagined for the connected world.
Learn to program Arduino, drones, robots, connected toys, and smart home devices, all wirelessly. Tickle is easy to learn, fun to use, and 1000x more powerful!

Easy to learn, yet incredibly powerful!
Start learning programming the same way as Computer Science courses at Harvard and UC Berkeley. Tickle is used by makers and designers around the world to create custom robots and interactive projects, including Stanford University computer scientists.

Spark your imagination.
Create stunning games and interactive stories using our library of animated characters and sounds. With the ability to program devices to interact with other devices and virtual characters, the possibilities are limitless.

1000X the super (programming) power.
If you’ve tried Scratch, Hopscotch, Tynker, Blockly, Scratch Jr, Kodable, Pyonkee, mBlock, or Code.org, now you can go beyond the screen and program your own connected future.

 

Augmented Reality


Augmented reality app brings art history to life — from creativebloq.com

Excerpt:

Dazzle It is a cool new augmented reality app that lets you remix artwork from artists including the Sir Peter Blake, Godfather of Pop Art –  best known for designing the 1967 Beatles’ Sgt Pepper’s Lonely Hearts Club Band album cover.

Developed by digital design agency, Corporation Pop, it combines the latest augmented reality techniques with design to bring history to life. And notably, unlike most augmented reality apps, you don’t need a pre-supplied marker to view what you create in a real-world scene.

 

7 Great Augmented Reality Apps for Your Classroom — from teachercast.net

Apps Discussed on the Show:

  • Aurasma
  • Anatomy 4D
  • ColAR
  • Spacecraft 3D
  • AR Flash Cards
  • Elements 3D
  • Google Translate

 

Angus park to host augmented reality performance — from scotsman.com with thanks to Woontack Woo for his posting on this

Excerpt:

A FOREST park in Angus is to host the UK’s first live ­theatrical performance featuring augmented reality (AR) technology.

By downloading an app, ­audiences will be able to spot magical creatures through their smartphones and capture them on camera, before sharing the images with friends and family on social media.

DragonQuest, which will be performed in Monikie Country Park, allows visitors to wander around a forest using their smartphone to create images of fantastical creatures in addition to real-life characters and events on the set.

 

Here are the signs that point to Apple’s next big innovation in computing, according to one analyst — from businessinsider.com

 

 

Check Out How These Teachers and Students are Using Augmented Reality — from emergingedtech.com

 

 

Using Augmented Reality for Learning and Teaching — from edtechreview.in by Prasanna Bharti

Excerpt:

Various Application of Augmented Reality in Learning Different Subjects

Astronomy: AR can be used to make student understand about the relationship between the Sun and the Earth. Here AR technology can be used with 3D rendered sun and earth shapes.

Chemistry: Teachers can demonstrate what a molecule and atoms consist of using AR technology.

Biology: Teachers can use Augmented Reality to showcase their student’s body structure or anatomy. Teachers can show their students different types of organ and how they look in a 3D atmosphere. Students can even study human body structure on their own by using devices with AR embedded technology in it.

Physics: Physics is one of the subjects where AR technology can be used perfectly. Various kinematics properties can be easily understood by using AR technology.

 

 


Virtual Reality


Virtual reality can take us to the world’s greatest museums — from venturebeat.com by Mike Minotti

London's The Courtauld Gallery.

 

How Virtual Reality Can Close Learning Gaps in Your Classroom — from edsurge.com

Excerpt:

Virtual Reality (VR) may be the type of educational breakthrough that comes along once in a generation, heralding a tectonic shift toward immersive content for teaching and instruction.

By presenting a complete view of the world in which it is situated, VR offers a new opportunity to close some of the pedagogical gaps that have appeared in 21st century classroom learning. These gaps stem from the fact that curriculum and content in education have not caught up with rapid technology advancements.

Below I introduce three of these gaps and how they might be addressed by virtual reality content soon to be produced and distributed commercially.

 

Google Cardboard offers virtual trip for Lawrence students — from www2.ljworld.com

Excerpt:

The Lawrence school district recently purchased 20 Google Cardboards, which beginning this school year are available for teachers to check out for use in their classrooms, said Joe Smysor, the district’s technology integration specialist. Cardboard works in conjunction with a smartphone app to deliver a 3-D, 360-degree navigable image. Students can use apps with Cardboard to virtually visit museums, landmarks or cities around the world.

“It’s going to allow teachers to take their class on field trips where school buses couldn’t otherwise go,” Smysor said. “That could be back 100 years in the past, or underwater.”

 

Virtual college tours with cardboard, a smartphone and YouVisit — from mystatesman.com by Omar L. Gallaga

Excerpt:

While college students are settling into their dorms, it’s already time for next year’s class of high school students to narrow down their potential school choices and schedule campus visits. Or maybe they can just stay home and start the journey virtually.

A site called YouVisit has a surprisingly large set of virtual-reality college tours available. All the major Texas colleges are represented, and one of them, Trinity University, has been making a big push to get cheap sets of cardboard VR goggles out to families at recruiting events such as college fairs. Trinity sent me a pair of the cardboard glasses. The virtual visit to the campus certainly wasn’t the same as being there, but to get at least a visual sense of what the campus looks like and to be generally wowed by the 3-D/360-degree effect, it was worth the trip.

 

Regis University Creates Remote Campus Tours with Primacy’s Virtual Reality Experience — from businesswire.com
Jesuit university builds on rich tradition of innovation by enabling immersive virtual tours using Oculus Rift technology and virtual reality headsets

Excerpt:

FARMINGTON, Conn. & DENVER–(BUSINESS WIRE)–Regis University today unveiled a unique new way for prospective students to tour and experience the school’s scenic 100-acre campus. Through an interactive, immersive experience created by independent agency Primacy, students are able to put on an Oculus Rift virtual reality (VR) headset and immediately be transformed to the campus where they can get a full, 360-degree tour as if they were on site – including viewing daybreak runs at Red Rocks, being immersed in Regis’ experiential nursing skills lab and visiting the campus pub to watch a live Jenga game.

 

 

GoPro is now selling its crazy 16-camera virtual reality rig — from theverge.com by Sean O’Kane
‘Odyssey’ is only available to pros

Excerpt:

Odyssey is the first camera rig built specifically for Google’s Jump platform, which was also announced at this year’s I/O conference. Jump is an entire virtual reality ecosystem that, in theory, will make it easier to both create and consume VR content. With Jump, Google created open plans that companies can use to build their own 16-camera rig (GoPro just happened to be the first), as well as assemble software that can recreate the scene being captured in much higher quality than most existing image stitching software can. Eventually, Jump videos will be hosted in YouTube; think of it as the next logical step following YouTube’s inclusion of 360-degree videos earlier this year.

 

Behind the Scenes of a Virtual Reality Beethoven Concert — from recode.net by Eric Johnson

Excerpt:

Are you a classical music fan? It’s a question most people would probably say no to, and the Los Angeles Philharmonic knows that.

“People are intimidated by classical music,” said Amy Seidenwurm, the Philharmonic’s director of digital initiatives. “They don’t come to concerts because they feel it might not be for them.”

But to change those minds, the LA Phil is turning to virtual reality. For the next month, it will be driving around the Los Angeles area to parks, festivals and museums, in a van outfitted with real carpeting and seats from the Walt Disney Concert Hall — and six Samsung Gear VR headsets, which have been loaded with a special video performance of Beethoven’s Fifth Symphony. (You know the one: Dun-dun-dun DUNNNN.)

The interior of the Van Beethoven van.

 

Inside Industrial Light & Magic’s secret Star Wars VR lab — from theverge.com by Bryan Bishop
ILMxLab isn’t just exploring the future of entertainment… they’re already making it

 

IndustrialLightMagic-2015

 

 


Addendums on 9/10/15:

 

Sony morpheus

 

 

5 augmented reality apps to alter your world — from cbronline.com with thanks to Woontack Woo for his posting on this
Learn more about Dazzle It, Streetmuseum, Skyview, Blippar and Colorblind Fix.

Excerpt:

Ever wanted to see the world around you in a different way? These apps will transform your phone into a portal to a world of altered perceptions.

 


 

The Eight-Minute Lecture Keeps Students Engaged — from facultyfocus.com by Illysa Izenberg; with thanks to Ove Christensen for mentioning this on his paper.li-based e-newsletter

Excerpt:

Numerous studies have demonstrated that students retain little of our lectures, and research on determining the “average attention span,” while varying, seems to congregate around eight to ten minutes (“Attention Span Statistics,” 2015), (Richardson, 2010). Research discussed in a 2009 Faculty Focus article by Maryellen Weimer questions the attention span research, while encouraging instructors to facilitate student focus.

When I began teaching in 2006, I assumed that students could read anything I say. Therefore, my classes consisted of debates of, activities building on, and direct application of theories taught in the readings—no lectures.

But I noticed that students had difficulty understanding the content in a way that enabled accurate and deep application without some framing from me. In short, I needed to lecture—at least a little. This is when I began the eight-minute lecture. If you’re worried that eight minutes is too long, I discovered that when students experience many short lectures throughout the semester, they learn to focus in those bursts, in part because they know the lecture will be brief.

How to implement the eight-minute lecture

 

From DSC:
This reminds me of a graphic I did back in 2010, asking, “Is it getting harder to get through the gate?”

 

If attention can be visualized as a gate...is it getting harder to get through the gate?

 

Also:

 

We first have to make it through the gate!

 

 

Also, this reminds me of the growing trend that’s occurring across the United States of implementing makerspaces and more active learning-based classrooms — i.e., creating collaborative, participatory learning environments.

 

 

The future of learning spaces is open ended — from eschoolnews.com by Lucien Vattel

Excerpt (emphasis DSC):

The spaces we inhabit have a profound effect on how we inhabit them. Space induces a particular way of feeling, of being. What are we saying to our children with we line them up in 5×8 rows facing the same direction toward a voice of authority? What do we say about desks that lock us in place, where the majority of movement within our gaze is eyes forward, eyes down? I remember my surprise when I walked into first grade for the very first time. The change from kindergarten to first grade was extreme. I looked at the arrangement of desks and thought, “what game is this?” It was a game I would play for the rest of my developing years. I was disappointed. I knew it could be better than this.

We look inside current learning spaces and look at the world; there is a big disconnect. It’s not reflective. We as a society have agreed by doctrine that our children will come together in a building and learn, and yet we allow our kids to be behind desks for a majority of their developing years. We evolve behind desks. Think of that! Students don’t need places to sit, listen and write. Instead, they need places to connect, explore, discover and relate. They need places of support. We spend over a decade being conditioned to receive and compete, imagine if space invoked us to support each other, everyday and in every way.

We need environments that help realize that within us there are unbounded treasures. We need environments that shine a light on our potential and provide opportunities to express ourselves.

 

Schools at their heart should be human potentiality incubators.

 

 

Start the School Year by “Awakening Your Dreamers” — from edutopia.org by Suzie Boss

Excerpt (emphasis DSC):

When your students return to the classroom this fall, how many will bring along the interests, talents, and dreams that inspired or delighted them over the summer months? Will they see any connection between school assignments and their own passions?

Bernajean Porter (@bernajeanporter), a longtime advocate of digital storytelling and engaged learning, has a suggestion to get the year off to a good start: “What if your first project was about getting to know the hopes and dreams and talents of your kids?” By investing time to build a positive classroom culture, while also introducing project-based learning practices, you’ll set the stage for more meaningful inquiry experiences all year long.

Imagination Plus Research
Porter has developed and field-tested a classroom resource called, I-imagine: Taking MY Place in the World that guides students on a multimedia journey into their own future. After a series of guided writing and reflection exercises, students eventually produce “vision videos” in which they star as protagonists of the lives they are living, 20 years into the future.


 

From DSC:
Along these lines of trying to figure out what one’s passions, gifts, and talents are — as well as seeing the needs of the world around us — I recently read a book entitled, “Visions of Vocation: Common Grace for the Common Good.”  One of the key questions from that book is:

Knowing what you know about yourself and the world, having read what you’ve read, having seen what you’ve seen, what are you going to do?

Here are some of my notes from that book, in case you know of someone who is trying to ascertain their purpose in this world…someone who is trying to find out more about their calling.  It’s a good book, prompting deep reflection.

 

VisionsOfVocation-2014

 

 

From DSC:
I’d recommend that historians, geographers, geologists, archeologists — and many others as well — keep a sharp and steady eye on what’s happening with Virtual Reality (VR) — as the affordances that VR could bring seem very promising.  Establishing collaborations with teams of specialists could open up some amazing learning experiences for learners in the future.

Consider the items below for example.


 

Virtual reality bringing artifacts to life in London — from thestar.com

Excerpt:

Virtual reality has been increasingly making its way into the museum experience. At London’s National History Museum, visitors can currently experience First Life, a 15-minute VR experience also using the Samsung Gear VR headsets, in which David Attenborough narrates a 3D journey depicting sea creatures from 500 million years ago.

Only a few major museums have hosted their own VR experiences, but several projects are working on bringing the museum experience to the masses using the technology.

Google recently launched its Expeditions project, allowing students equipped with a Cardboard headset and a smartphone to view materials from major institutions such as the American Museum of Natural History.

 

vr-british-museum-2015

 

 

Virtual Reality Takes British Museum Visitors to Bronze Age — from augmentedrealitytrends.com by

Excerpt:

British Museum visitors will now be able to experience the past in a more vivid way. Apart from seeing the historical artifacts, you will be taken to the Bronze Age with the help of virtual reality headsets. You can don a Samsung Gear VR headset and explore a customary roundhouse from the Bronze Age. The exploration will consist of 3D scans of objects that are present in the museum. The museum is launching a VR weekend where this experience can be obtained.

Recreation of Three Bronze Age Objects
Three Bronze Age objects have been digitally recreated and will be shown to the visitors through virtual reality headsets.

One is a gold object which was recently discovered and is still caked with mud. The second object is a splendid bronze Beaune Dirk, which is a princely dagger. However, its shape suggests that it was not meant to be used, as the blade was never sharpened and the end was also not attached to a wooden hilt. The third object is a twist of bronze which looks simple but is most enigmatic. Over 50 such loops have been found within 18 miles of Brighton. They were not found anywhere else in Europe. What they were actually, is still a mystery. Users will be invited to try a replica and provide their opinions.

 

Virtual reality takes Baltimore students to Amazon — from wbaltv.com by Omar Jimenez
Armistead Gardens students use Alchemy Learning’s experiential learning

Excerpt:

Tech start up Alchemy Learning is using virtual reality as a tool for education.

“The ability to have a truly experiential learning moment has not been possible in traditional online education. Whereas with virtual reality you can see the students really are in a different world. They’re able to truly experience what’s around them,” Alchemy Learning co-founder Win Smith said.

 

VR-AlchemyLearning2015

 

 

Adopting Virtual Reality for Education — from alchemylearning.com

“As an educator with 20+ years’ experience integrating technology into curriculum, it is exciting for me to see a technology that so quickly captures the attention of the students, motivates them to make the effort to learn the procedures, and then opens them up to the relevant content.“

-Larry Fallon,
Instructional Technology Coordinator,
Arlington County Public Schools

 

What might our learning ecosystems look like by 2025? [Christian]

This posting can also be seen out at evoLLLution.com (where LLL stands for lifelong learning):

DanielChristian-evoLLLutionDotComArticle-7-31-15

 

From DSC:
What might our learning ecosystems look like by 2025?

In the future, learning “channels” will offer more choice, more control.  They will be far more sophisticated than what we have today.

 

MoreChoiceMoreControl-DSC

 

That said, what the most important aspects of online course design end up being 10 years from now depends upon what types of “channels” I think there will be and what might be offered via those channels. By channels, I mean forms, methods, and avenues of learning that a person could pursue and use. In 2015, some example channels might be:

  • Attending a community college, a college or a university to obtain a degree
  • Obtaining informal learning during an internship
  • Using social media such as Twitter or LinkedIn
  • Reading blogs, books, periodicals, etc.

In 2025, there will likely be new and powerful channels for learning that will be enabled by innovative forms of communications along with new software, hardware, technologies, and other advancements. For examples, one could easily imagine:

  • That the trajectory of deep learning and artificial intelligence will continue, opening up new methods of how we might learn in the future
  • That augmented and virtual reality will allow for mobile learning to the Nth degree
  • That the trend of Competency Based Education (CBE) and microcredentials may be catapulted into the mainstream via the use of big data-related affordances

Due to time and space limitations, I’ll focus here on the more formal learning channels that will likely be available online in 2025. In that environment, I think we’ll continue to see different needs and demands – thus we’ll still need a menu of options. However, the learning menu of 2025 will be more personalized, powerful, responsive, sophisticated, flexible, granular, modularized, and mobile.

 


Highly responsive, career-focused track


One part of the menu of options will focus on addressing the demand for more career-focused information and learning that is available online (24×7). Even in 2015, with the U.S. government saying that 40% of today’s workers now have ‘contingent’ jobs and others saying that percentage will continue climbing to 50% or more, people will be forced to learn quickly in order to stay marketable.  Also, the 1/2 lives of information may not last very long, especially if we continue on our current trajectory of exponential change (vs. linear change).

However, keeping up with that pace of change is currently proving to be out of reach for most institutions of higher education, especially given the current state of accreditation and governance structures throughout higher education as well as how our current teaching and learning environment is set up (i.e., the use of credit hours, 4 year degrees, etc.).  By 2025, accreditation will have been forced to change to allow for alternative forms of learning and for methods of obtaining credentials. Organizations that offer channels with a more vocational bent to them will need to be extremely responsive, as they attempt to offer up-to-date, highly-relevant information that will immediately help people be more employable and marketable. Being nimble will be the name of the game in this arena. Streams of content will be especially important here. There may not be enough time to merit creating formal, sophisticated courses on many career-focused topics.

 

StreamsOfContent-DSC

 

With streams of content, the key value provided by institutions will be to curate the most relevant, effective, reliable, up-to-date content…so one doesn’t have to drink from the Internet’s firehose of information. Such streams of content will also offer constant potential, game-changing scenarios and will provide a pulse check on a variety of trends that could affect an industry. Social-based learning will be key here, as learners contribute to each other’s learning. Subject Matter Experts (SMEs) will need to be knowledgeable facilitators of learning; but given the pace of change, true experts will be rare indeed.

Microcredentials, nanodegrees, competency-based education, and learning from one’s living room will be standard channels in 2025.  Each person may have a web-based learner profile by then and the use of big data will keep that profile up-to-date regarding what any given individual has been learning about and what skills they have mastered.

For example, even currently in 2015, a company called StackUp creates their StackUp Report to add to one’s resume or grades, asserting that their services can give “employers and schools new metrics to evaluate your passion, interests, and intellectual curiosity.” Stackup captures, categorizes, and scores everything you read and study online. So they can track your engagement on a given website, for example, and then score the time spent doing so. This type of information can then provide insights into the time you spend learning.

Project teams and employers could create digital playlists that prospective employees or contractors will have to advance through; and such teams and employers will be watching to see how the learners perform in proving their competencies.

However, not all learning will be in the fast lane and many people won’t want all of their learning to be constantly in the high gears. In fact, the same learner could be pursuing avenues in multiple tracks, traveling through their learning-related journeys at multiple speeds.

 


The more traditional liberal arts track


To address these varied learning preferences, another part of the menu will focus on channels that don’t need to change as frequently.  The focus here won’t be on quickly-moving streams of content, but the course designers in this track can take a bit more time to offer far more sophisticated options and activities that people will enjoy going through.

Along these lines, some areas of the liberal arts* will fit in nicely here.

*Speaking of the liberal arts, a brief but important tangent needs to be addressed, for strategic purposes. While the following statement will likely be highly controversial, I’m going to say it anyway.  Online learning could be the very thing that saves the liberal arts.

Why do I say this? Because as the price of higher education continues to increase, the dynamics and expectations of learners continue to change. As the prices continue to increase, so do peoples’ expectations and perspectives. So it may turn out that people are willing to pay a dollar range that ends up being a fraction of today’s prices. But such greatly reduced prices won’t likely be available in face-to-face environments, as offering these types of learning environment is expensive. However, such discounted prices can and could be offered via online-based environments. So, much to the chagrin of many in academia, online learning could be the very thing that provides the type of learning, growth, and some of the experiences that liberal arts programs have been about for centuries. Online learning can offer a lifelong supply of the liberal arts.

But I digress…
By 2025, a Subject Matter Expert (SME) will be able to offer excellent, engaging courses chocked full of the use of:

  • Engaging story/narrative
  • Powerful collaboration and communication tools
  • Sophisticated tracking and reporting
  • Personalized learning, tech-enabled scaffolding, and digital learning playlists
  • Game elements or even, in some cases, multiplayer games
  • Highly interactive digital videos with built-in learning activities
  • Transmedia-based outlets and channels
  • Mobile-based learning using AR, VR, real-world assignments, objects, and events
  • …and more.

However, such courses won’t be able to be created by one person. Their sophistication will require a team of specialists – and likely a list of vendors, algorithms, and/or open source-based tools – to design and deliver this type of learning track.

 


Final reflections


The marketplaces involving education-related content and technologies will likely look different. There could be marketplaces for algorithms as well as for very granular learning modules. In fact, it could be that modularization will be huge by 2025, allowing digital learning playlists to be built by an SME, a Provost, and/or a Dean (in addition to the aforementioned employer or project team).  Any assistance that may be required by a learner will be provided either via technology (likely via an Artificial Intelligence (AI)-enabled resource) and/or via a SME.

We will likely either have moved away from using Learning Management Systems (LMSs) or those LMSs will allow for access to far larger, integrated learning ecosystems.

Functionality wise, collaboration tools will still be important, but they might be mind-blowing to us living in 2015.  For example, holographic-based communications could easily be commonplace by 2025. Where tools like IBM’s Watson, Microsoft’s Cortana, Google’s Deepmind, and Apple’s Siri end up in our future learning ecosystems is hard to tell, but will likely be there. New forms of Human Computer Interaction (HCI) such as Augmented Reality (AR) and Virtual Reality (VR) will likely be mainstream by 2025.

While the exact menu of learning options is unclear, what is clear is that change is here today and will likely be here tomorrow. Those willing to experiment, to adapt, and to change have a far greater likelihood of surviving and thriving in our future learning ecosystems.

 

Choose Your Reality: Virtual, Augmented or Mixed — from recode.net by Eric Johnson; with thanks to Woontack Woo for his posting on this

Excerpts:

[For VR] The key buzzword here is presence, shorthand for technology and content that can trick the brain into believing it is somewhere it’s not.

The key term for AR is utility…AR takes your view of the real world and adds digital information and/or data on top of it.

The key term for mixed reality, or MR, is flexibility…It tries to combine the best aspects of both VR and AR…In theory, mixed reality lets the user see the real world (like AR) while also seeing believable, virtual objects (like VR). And then it anchors those virtual objects to a point in real space, making it possible to treat them as “real,” at least from the perspective of the person who can see the MR experience.

So, to borrow an example from Microsoft’s presentation at the gaming trade show E3, you might be looking at an ordinary table, but see an interactive virtual world from the video game Minecraft sitting on top of it. As you walk around, the virtual landscape holds its position, and when you lean in close, it gets closer in the way a real object would.

 

See this example.

 

 

 
© 2024 | Daniel Christian