Beyond Active Learning: Transformation of the Learning Space — from educause.edu by Mark S. Valenti

Excerpt:

The past decade has seen exciting developments in learning space design. All across the United States and around the world, across seemingly every discipline, there is interest in creating new, active, project-based learning spaces. Technology-rich and student-centric, the new learning spaces are often flexible in size and arrangement and are a significant departure from the lecture hall of yesterday. These developments are not the result of any one factor but are occurring as the result of changes in student demographics, technology advances, and economic pressures on higher education and as the result of increasing demands from employers. The nature of work today is inherently team-based and collaborative, often virtual, and geographically distant. Companies are seeking creative, collaborative employees who have an exploratory mindset. Employers seek graduates who can be more immediately productive in today’s fast-paced economy. Colleges and universities around the country are responding by creating flexible, multimodal, and authentic learning experiences. It’s a complex ecosystem of education—and it’s evolving right before our eyes. What an amazing time to be in education and to be a part of the transformation of the learning space!

The next generation of learning spaces will take all the characteristics of an active learning environment—flexibility, collaboration, team-based, project-based—and add the capability of creating and making. Project teams will be both interdisciplinary and transdisciplinary and will likely need access to a broad array of technologies. High-speed networks, video-based collaboration, high-resolution visualization, and 3-D printing are but a few of the digital tools that will find their way into the learning space.

 

figure 1

Figure 1. The T-Shaped Professional

Credit: Developed by IBM (Jim Spohrer, IBM Labs) and Michigan State University and
modified on March 16, 2015. Reprinted with permission.

 

 

 

 

CMU’s active learning classrooms improve STEM students’ learning — from cmich.edu; with thanks to Krista Spahr for this item
Environments support collaborative conversation, development of real-world skills

Excerpt:

The active learning difference
Through state-of-the-art technology, students spend their class time in active learning classrooms collaborating on assignments and solving problems rather than listening to lectures. Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.

Studies have shown that active learning classrooms and their settings allow students to learn up to three times more and retain greater knowledge, strengthen student-faculty relationships and improve student performance. Active learning also is proven to increase the likelihood that students in STEM disciplines will continue in those programs and removes the gap between the success of male and female students.

The flipped classroom can be associated with more collaborative, experiential, constructivist learning. “Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.”

 

 

 

6 Secrets of Active Learning Classroom Design — from campustechnology.com by Dian Schaffhauser
While the basic elements of active learning classrooms are well known, no one-size-fits-all template exists. Here’s how to achieve the custom fit your school needs.

Excerpt:

4 Questions to Guide Classroom Design
By next year, the University of Oklahoma will have nearly a dozen active learning spaces, up from one in 2012. Every single classroom looks different from the others, and that’s by design. Chris Kobza, manager of IT learning spaces, and Erin Wolfe, director of strategic initiatives, have honed their process down to four simple questions:

  1. What’s the vision?
  2. What’s the focus?
  3. How flexible?
  4. What’s the budget?

The process starts when they sit down with the person or people who want to redo a room to find out what they envision — is it maximum technology or maximum flexibility? “It’s a real casual conversation but you can learn enough about what their expectations for the space are, what the expectations for their faculty are, what they hope the students get out of the space,” said Kobza.

 

active learning classroom design

 

 

 

 

Reasons and Research – Why Schools Need Collaborative Learning Spaces — from emergingedtech.com by Kelly Walsh
There are Many Reasons Why Flexible, Active Learning Classrooms Should be Widely Adopted

Excerpt:

The power of Active Learning: “Many of today’s learners favor active, participatory, experiential learning—the learning style they exhibit in their personal lives. But their behavior may not match their self-expressed learning preferences when sitting in a large lecture hall with chairs bolted to the floor.”

Collaborative-Flexible-Elearnroom

 

 

Kelly references the
Learning Spaces compilation out at Educause:

Learning Spaces

 

 

From DSC:
Don’t like the phrase “active learning?” I’m compiling a list of other words/phrases/thoughts that one can use:

  • Collaborating on assignments and solving problems
  • Collaborative learning
  • Actively engaged learning
  • Peer instruction
  • Thinking out loud with one another
  • Constructionist / constructivist learning
  • Developing real-world skills such as problem solving, critical thinking, negotiating, and teamwork
  • Students have the opportunity to work in groups, solve complex problems and be creative
  • Emphasis on small-group activities
  • Immersed in discussion
  • Flexible in size and arrangement
  • Experiences and opportunities to better understand the material
  • Students are extremely engaged in what they are doing, and their thinking is being refined.
  • Creating and making; creativity
  • Effective interactions of small groups of people within communal spaces
  • Putting the focus on students doing the work of learning
  • Increased motivation via more hands-on opportunities
  • Sharing / exchanging ideas
  • Participatory

 

‘The shift is changing the way teachers plan, present lessons and share information. Students no longer need to all do the same thing to learn about a topic. This change is enhancing the quality of work teachers are receiving back from students, and is creating an environment where students are involved in the creation (versus consumption) of content that aids their learning. “A major change comes in the direct instruction piece. As teachers, we’re moving from simply giving information and offering a passive learning experience, to serving as a facilitator and guiding student inquiries. This method is allowing them to be active participants in their own education,” said Alder Creek Middle School teacher Vicki Decker. (Source)

 

 

Addendum on 7/17/15:

  • Designing Active Learning Classrooms — from dbctle.erau.edu; with thanks to Tim Holt out at holtthink.tumblr.com for the original posting that led me to this resource
    Excerpt:
    Active Learning Classrooms (also known as Active Learning Spaces or Learning Studios) are classrooms or other physical spaces designed with active learning in mind.  In particular they are student-centered rather than instructor-centered.  Students often sit in groups instead of rows to support collaborative learning, and some classrooms even have movable tables or desks.  Students also sometimes have their own computers or tablets, and there may be multiple displays around the classroom, since students are not facing in one direction.  Researchers have found that active learning classrooms have positive influences on student learning and engagement.  Below are videos, examples, research studies, and assessment instruments related to active learning spaces.

A somewhat related addendum:

 

 

The brave new world of virtual-reality filmmaking — from readwrite.com by David Nield
How VR will revolutionize cinema for creators and consumers.

Excerpt:

While gamers wait patiently for their virtual-reality headsets to go on sale, there’s another industry ripe for the VR picking: movies. That means, as VR technology matures, filmmakers have to work out a new approach to their craft. But if they get it right, audiences are in for a far more immersive and interactive ride.

Companies like Samsung, Google and Oculus have been evangelizing VR cinema experiences, hoping to bring the sorts of videos that make their virtual-reality platforms a real destination for movie watchers. But to make their campaigns work, they need filmmakers and video producers who know what they’re doing.

 

 

Innovative use of Virtual Reality in Chemistry Classrooms — from alchemylearning.com

Excerpt:

“My students were able to apply their understanding of the technology to learning activities (labs, research projects, etc.) that could be made possible using virtual reality. For students to draw those connections on their own gives me hope that engineers, teachers, and students will be able to collaborate and create great opportunities for learning inside of a virtual world.” – Matt Cobb

 

 

Adopting Virtual Reality for Education — from alchemylearning.com

Excerpt:

“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

But ultimately, will VR become a proven medium to help students learn faster, be more motivated, and expand the boundaries of what is possible? Let’s take a moment to survey the state of the field right now and see what the future of virtual reality in education could look like.

 

 

Virtual reality technology expands to a blitz of uses, including football — from kansascity.com by Kasia Kovacs

Excerpt:

Reilly’s football software is among a tidal wave of VR programs being developed for introduction to consumers in the next year. The military already uses VR in some training exercises, but the technology has potential uses in other areas, such as entertainment and home improvement. Architects, for instance, can create life-size virtual models of buildings rather than relying on traditional physical models.

Raymond Wong, a product analyst for Mashable, said: “I’m not sure if people want to put these goggles on at home. It’s a very isolating experience.” Indeed, total immersion in a world that occupies most of the users’ senses could lend itself to previously unseen consequences.

Wong sees more potential for VR in commercial industries such as marketing or engineering.

Research has already pointed to VR’s advantages in the medical field, Rizzo said. Once interactive intelligent agents — virtual characters — are advanced enough to respond like people, surgeons in training may be able to practice procedures with these characters. VR simulations could also be used as a way to distract patients from painful procedures, possibly becoming an alternative to pain medicine.

Education may also benefit from advances in virtual reality.

If a student struggles with conceptualizing the atomic structure, for instance, he could plop on the headset and be immersed within a virtual atom.

 

 

Like being there: Walking through an ancient Roman town — from popular-archaeology.com

Excerpt:

The development of new technologies and techniques, combined with the increasingly interdisciplinary approach of archaeological investigation, are producing results that, for the archaeologist of 20 years ago, might have been the stuff of science fiction. Who would have known then that scientists would resurrect in startling detail an entire ancient Roman town after only fractional excavation? And who would have known that thousands of people from nearly every corner of the world would be able to ‘walk’ through that town without ever physically setting foot within?

This, however, is exactly what has happened for an obscure archaeological site located in Portugal—a relatively small ancient Roman town whose few visible remains have attracted comparatively few visitors—at least as compared to the iconic Roman city of Pompeii in the south of Italy.

 

 

 

 

Oculus Rift DK2 demo round-up for futurists — from futureconscience.com

Excerpt:

NeoS: The Universe
NeoS: The UniverseThis is a fantastic demo that takes you from the smallest level of scale (surrounded by protons and neutrons) through to the largest (galaxies and the observable universe).  As you progress through the scales you are in first overlooked by a penny that seems the size of a building, before seeing it get smaller in front of you and other objects such as basketballs and a T-Rex come into view.

Mona Lisa Room
This is one of those ‘transport you to a location’ demos that a lot of people are starting to get involved with.  It seems like such an obvious use of VR technology, and you can really see how the cultural heritage and museum sector is going to jump on this once the technology is commercially available.  Essentially what you have here is a solo tour of a very famous art gallery room in the Louvre museum in Paris, complete with atmospheric and well-produced audio guides for a number of different paintings.  Most importantly, it’s a VIP viewing – you are escaping the hundreds of tourists crammed into the small space for a personal experience taken at your leisure.  Unfortunately, this particular demo really exposes the need for a higher resolution screen than the DK2 has at hand.  The Mona Lisa is a small painting, and so none of the detail comes out which is particularly jarring given that the audio tour is talking specifically about how perfect the painting is.  Even the massive wall-size Biblical painting nearby comes across as too pixelated to really engage with.  It’s a concept that is going to take off in the very near future, but not until we get nice high-res screens!

 

 

Tech Toys (and Tools) for Learning – from edutopia.org by Jayne Clare

Excerpt (emphasis DSC):

A whole new trend is about to explode in the educational app world. You may be familiar with the new tech that allows for apps to interact with tangible objects. This enhanced interactive technology is undoubtedly one that will change educational apps as we know them. Soon, the pairing of augmented reality with extensive curriculum guides will be commonplace in the classroom. Indie developers are producing a wide range of products that focus on spatial awareness, language development, number sense, problem solving, and motor skills, as well as an introduction to literacy, math, and the sciences.

What I find most exciting about this trend is the ability to get manipulatives back in the hands of children while simultaneously allowing them to interact with digital tools. As an educator, I’m relieved to know that learning through virtual technologies is able to occur in conjunction with physical play, all while fostering creativity. Suddenly there has emerged a balance between digital play and physical, imaginative, and cognitively engaging play. Kids have always learned best when they have the ability to engage all of their senses during play. The most powerful learning happens when the integration of body, mind, and brain are incorporated simultaneously. Promoting active learning can teach and model concepts and skills; children can then generalize those skills into real-time experiences and their daily routines off-screen.

 

Surprising insights: How teachers use games in the classroom — from ww2.kqed.org (MindShift) by Holly Korbey

Excerpt:

More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.

The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom.

Almost half the teachers surveyed — 47 percent — said low-performing students who’ve been struggling in traditional school settings benefited the most from using games. Conversely, only 15 percent of teachers said that high-performing students benefited from playing games.

 

 

How digital games can help kids learn — from thedianerehmshow.org

Description:
For as long as there have been schools, teachers have tried to find ways to keep children engaged in the classroom. Today a growing number of schools are using video and other digital games as teaching tools. Many of the games incorporate incentives and rewards to keep students engaged. Experts say the best of them are challenging as well as fun. But critics question whether game designers are promising too much. Some say not enough is known about how these games can affect the learning skills and developing brains of children. A discussion of the role of digital play in schools.

Guests

  • Greg Toppo national education and demographics reporter, USA Today; author of a new book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”
  • Keith Devlin mathematician and co-founder and executive director of Stanford University’s H-STAR institute; he’s the co-founder and president of BrainQuake,an educational technology company. He’s also the “Math Guy” on NPR.
  • Leah Hirsch science teacher and curriculum designer at Quest to Learn, a public middle school in New York City.
  • Robert Pondiscio senior fellow with the Thomas B. Fordham Institute, an education policy think tank.

 

 

Also see:

Games vs Game-based Learning vs Gamification - Key Differences

 

 

Addendum on 6/29/15:

 

Addendum on 6/30/15:

  • Top 6 Benefits Of Gamification In eLearning — from elearningindustry.com by Asha Pandey
    Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification.

 

 

MakerBot launches hands-on learning guide for 3D printing in the classroom — from teachthought.com
New MakerBot handbook helps educators and students get started with lesson plans and hands-on 3D design projects

 

MakerBotInTheClassroom-June2015

Excerpt:

BROOKLYN, N.Y., –Thousands of educators throughout the U.S. are embracing 3D printing as a new way to teach 21st century skills and prepare students for the jobs of the future. Taking the first steps to introduce students to 3D printing, however, can be challenging. MakerBot, a global leader in the desktop 3D printing industry, conducted in-depth research this spring to better understand how to help educators incorporate 3D printing in classrooms. The research shows that acquiring 3D design skills is a major hurdle for educators and there is no single resource to address this need.

To fill that gap, MakerBot today published a handbook designed to provide educators with a wide variety of ideas, activities and projects to get started with 3D printing. Titled MakerBot in the Classroom: An Introduction to 3D Printing and Design, the handbook includes an introduction to 3D printing and a range of hands-on 3D design lesson plans. MakerBot in the Classroom is available as a free digital download for registered MakerBot customers and a sample project chapter is available free to anyone who registers on MakerBot.com. Additionally, MakerBot launched a new MakerBot Education Resource Center with further ideas and resources to support the integration of 3D printing in the classroom, such as real-world MakerBot stories, videos, challenges for teachers and students, and more.

 

 

These 3-D printers are going to autonomously build a bridge in Amsterdam — from forbes.com by Amit Chowdhry

 

Image Credit: MX3D

Image Credit: MX3D

 

 

It’s not just hype – 3D printing is the bridge to the future — from theconversation.com

‘Here I am, the most intelligent robot in the galaxy, welding a bridge.’ Heijmans

 

 

Also see:

 

make1

 

———–

 

25 impact opportunities in U.S. K-12 education — by Getting Smart in partnership with Vulcan, Inc.

Excerpt:

With support from Vulcan Inc, a Paul Allen company, Getting Smart conducted a series of expert interviews with education and philanthropy leaders, and led a design workshop, to identify and vet impact investment strategies in U.S. K-12 education. This resulting report outlines opportunities where organizations can participate in making significant shifts in the American education landscape, ultimately improving student outcomes.

Through our research and interviews, approximately four dozen impact opportunities were identified in the following 10 categories and are described within the report:

  1. Student-Centered Learning
  2. New School Development
  3. Professional Learning & Development
  4. Next-Gen Assessment
  5. Entrepreneurship Education
  6. Portable Data & Parent Engagement
  7. Learning Resources
  8. Social-Emotional Learning
  9. Early Learning
  10. STEM, Coding & Computer Science

 

Also see:

EdTech 10: When impact potential is ripe — from gettingsmart.com

Excerpts:

1. Microschool, big impact. We’ve seen how microschools could, in most cities, accelerate the transition to next-gen learning. That’s why we were so excited to see AltSchool highlighted in a video on CBS News This Morning.

4. Mind the gap. Closing the Achievement at Three Virtual Academies, is a new report from K12 that highlights the progress of Texas Virtual Academy (leaders in Course Access in the Lone Star State), Arizona Virtual Academy, and Georgia Cyber Academy in creating opportunities for low-income students.

 

Everything you need to know from today’s Apple WWDC Keynote — from techcrunch.com by Greg Kumparak

Excerpts:

  • The Next Version Of OS X — Apple announced OS X 10.11, or “OS X El Capitan”.
  • iOS 9
  • Siri is getting smarter
  • Split Screen iPad Apps: Perhaps the biggest feature of all, and something that has been rumored for ages: the iPad is getting split screen apps. You’ll now be able to run two apps at once, side by side. (Split screen iPad apps are limited to the latest/most powerful iPad hardware: the iPad Air 2)
  • Picture in picture video
  • CarPlay goes wireless
  • Swift 2: Apple also announce Swift 2, the second iteration of their new programming language.
  • watchOS 2
  • Apple Music: As long rumored, Apple is launching a Spotify/Rdio competitor. It’s $9.99 per month, or $14.99 on a family plan (with support for up to 6 accounts)

 

 

The Apple Watch just got a lot more useful — from fastcompany.com by John Paul Titlow
Apple’s WatchOS 2 is here and it will let developers build native, much more capable apps.

If you had your doubts about the Apple Watch, Cupertino just made it much more interesting. At the Worldwide Developers Conference this morning, Apple announced WatchOS 2, a new version of the watch’s operating system that lets developers build native apps for the device.

Watch OS 2 will also ship with a number of new features, like the ability to set photo watch faces, reply to email, take FaceTime audio calls, use Apple Pay’s new virtual loyalty cards, and get mass transit directions.

 

 

Apple introduces “News”: An old idea with big potential — from fastcompany.com by John Paul Titlow
WWDC 2015 Update: Apple just unveiled News, a Flipboard-Style news aggregation app that will ship with iOS 9.

Excerpt:

Apple is now a Flipboard competitor. When iOS 9 ships in the fall, it will include a new app called News, a newspaper, magazine, and blog aggregator that will feel very familiar to anyone who’s ever used Flipboard, Pulse, or one of the many other apps of this nature. The new app was unveiled by Apple’s vice president of Product Marketing, Susan Prescott, this afternoon at the company’s Worldwide Developers Conference.

 

 

Apple Maps in iOS 9 adds public transit, local business search — from cio.com by Marco Tabini

 

 

 

Apple-6-8-15

 

AppleHomekit-Watch-6-8-15

 

Kevin shows some of the great things developers can do with the new version of WatchKit.

 

The classroom of the future: We went on a virtual field trip with Google Cardboard — from gizmag.com by Will Shanklin

Excerpt:

Google’s Cardboard Expeditions is the company’s plan to get Cardboard VR headsets in the hands of teachers, for use in classrooms. While most companies start with AAA consumer products, and eventually find a way to get said products into the educational market, Google is jumping straight to that point – letting teachers use the cheap headsets to take students on virtual field trips.

I went on one of those field trips today, during a demo session at Google I/O. We may have been a group full of developers and other members of the press, but for a few minutes we played the roles of kids taking a field trip to the Natural History Museum. It was a fascinating glimpse into the classroom of the future.

This “trip” consisted of 360-degree photos of various points in the museum: T-Rex skeletons, Alaskan Moose and the like. Our “teacher” (in this case, a Googler) talked to us through our headphones, indicating points in our virtual environments that she was talking about – through circles and arrows that popped up to nudge us in the right direction.

 

 

 

 

 

 

Also see:

Augmented and Virtual Reality get real: A look at media applications happening now — from digitalcontentnext.org by Michelle Manafy

Excerpt:

Here are some examples of the ways in which media outlets are leveraging AR:

  • National Geographic was early to experiment with AR—notably with its 2011 shopping mall experience that allowed shoppers to interact with dinosaurs. More recently, National Geographic has begun to leverage AR for educational experiences that enhance explorations of natural places.
  • Disney also offers an “edutainment” application of AR with its Disneynature Explore app, which offers kids a way to take adventures in their own backyards while learning more about nature along the way.
  • Conde Nast Traveler uses GPS data location and augmented reality in its iPhone Apps to allow travelers to find things and learn more simply by pointing their phone in a given direction.
  • Conde Nast is also among several media outlets—including Time Inc., The Wall Street Journal and Warner Brothers Interactive—that are working with Shazam, which can scan physical objects for augmented reality and other enhanced content.

Virtual reality headsets and content will be “the next mega tech theme” and a market worth more than $60 billion in a decade, according to investment bank, Piper Jaffray Cos. And as we increasingly see, mega tech themes quickly become mega media themes, as the two are intertwined in the minds—and devices—of consumers.

 

 

 

 

 

 

When I saw this tweet…

 

 

It made me wonder:

How might iBeacon scavenger hunts apply to education? To field trips? To learning around a school?

 

Talk about engagement! Anticipation! A sense of play! Making learning fun!

 

 

———–

A related addendum on 5/22/15:

  • Play in Education — from hybridpedagogy.com by Chris Friend, Stephanie Vie, Kyle Stedman and Jesse Stommel
    Excerpt:
    Why isn’t school more fun?

    Fred Rogers, famous in America for creating Mister Rogers’ Neighborhood, said, “Play is often talked about as if it were a relief from serious learning. But for children, play is serious learning. Play is really the work of childhood.” Why do we assume, though, that adults don’t also learn from play? In this episode, I assert that “serious learning” happens through play at any age, and that a playful approach to classes, professions, and identity has benefits that too often get ignored in academia.

    Unfortunately, school is often anything but playful. Between compulsory attendance, state-mandated testing, and the regimented routine of bell schedules, students are often expected to conform and comply, rather than to improvise and experiment. It seems there should be a way to incorporate play into education, making school something that students enjoy, look forward to, and find productive.

    Adeline Koh writes that “play is serious business,” and this episode explores that assertion and tests the ways in which it can be applied to today’s educational environments.

 

Here’s how you build an augmented reality game for HoloLens — from theverge.com by Adi Robertson

Excerpt:

Programming a hologram sounds like something that should be done with some kind of special cybergloves on a computer the size of a ‘60s IBM mainframe. But at Build 2015, Microsoft has been quietly taking developers through the “Holographic Academy,” a 90-minute training session that teaches them the basics of building projects for its HoloLens augmented reality headset. I’m not a developer, but Microsoft let me and some other journalists go through it as well — and it turns out that basic hologram creation is, if not exactly straightforward, at least pretty understandable.

 

From DSC:
Will designing learning-related games for augmented reality and virtual reality become an area of specialty within Instructional Design? Within Programming/Computer Studies-related programs? Within Human Computer Interface design programs or User Experience Design programs?  Will we need a team-based approach to deliver such products and services?

I wonder how one would go about getting trained in this area in the future if you wanted to create games for education or for the corporate training/L&D world? Will institutions of higher education respond to this sort of emerging opportunity or will we leave it up to the bootcamps/etc. to offer?

 

 

Also see:

 

P90178908_highRes

 

 

Also see:

  • New Demo of Microsoft HoloLens Unveils the Future of Holographic Computing — from seriouswonder.com by B.J. Murphy
    Excerpt:
    What happens when you combine holographic technology with augmented reality and the Internet of Things (IoT)? Well, it would appear that you’ll soon be getting a hands-on experience of just that, all thanks to the Microsoft HoloLens. At the Build Developers Conference, Microsoft had unveiled the HoloLens and shocked the world on just how far we’ve come in developing legitimate, functional augmented reality and holographic computing.

 

future-hololens

 
 

FutureDigitalLearningDede-Adobe-April2015

 

From DSC:
Chris uses ecoMOBILE and ecoMUVE to highlight the powerful partnerships that can exist between tools and teachers — to the benefits of the students, who can enjoy personalized learning that they can interact with.  Pedagogical approaches such as active learning are discussed and methods of implementing active learning are touched upon.

Chris pointed out the National Research Council’s book from 2012 entitled, “Education for Life and Work: Developing Transferable Knowledge & Skills in the 21st Century” as he spoke about the need for all of us to be engaged in lifelong learning (Chris uses the term “life-wide” learning).

Also, as Chris mentioned, we often teach as we were taught…so we need communities that are able to UNlearn as well as to learn.

 

 

ecomobile-april2015

 

Also see:

 

AdobeCreate-YouTubeChannel

 

 

From DSC:
The articles below illustrate the continued convergence of multiple technologies and means of communication. For example, what we consider “TV” is changing rapidly. As this space changes, I’m looking for new opportunities and affordances that would open up exciting new approaches and avenues for educationally-related learning experiences.


 

Hootsuite and Tagboard team up to power social TV workflow — from adweek.com by Kimberlee Morrison

Excerpt (emphasis DSC):

More and more TV viewers are engaging with second screen devices while they watch broadcasts. A new partnership between Hootsuite and Tagboard hopes to bridge the gap between television and second screen social experiences.

Tagboard is a social media aggregation and curation platform that allows users to manage incoming social media posts for display, either on television broadcasts, or on screens at live events, and Hootsuite is a social media campaign management program. Their partnership enables integration for mutual users for real-time engagement.

 

 

Capture social content on display and TV with Hootsuite and Tagboard — from blog.hootsuite.com

Excerpt:

Adding social content to live TV broadcasts and sports games is a proven way to capture and keep your audience’s attention.

But the process isn’t that easy. For one, digital teams need to ensure that they review each piece of content (to keep it safe for the big screen), and this can create complicated and slow social media workflows.

To help streamline this process, Hootsuite has integrated with Tagboard, an innovative social media display tool, to provide an easy way to capture social content and incorporate it into on-air broadcasts, live event screens, or on digital platforms.

With the Tagboard app for Hootsuite, your team can put relevant and timely social content on air within seconds—when it matters most to the viewer.

KUSA Weather Touchscreen 2 women anchors.png

 

Introducing the Tagboard App for Hootsuite — from blog.tagboard.com
Social TV is easier than ever with Tagboard’s new app for Hootsuite

 

 

 

 

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

 

NHL-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

AUSTIN, TX – Virtual reality is featured prominently at South By Southwest Sports this year, from using it to better train athletes with Oculus Rift to how it could transform the fan experience watching basketball, football and hockey at home.

The NHL had its first successful test of a 360-degree virtual reality experience at its Stadium Series game between the San Jose Sharks and Los Angeles Kings last month, mounting cameras around the glass that filmed HD images in the round.

 

 

NBA-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

When basketball lovers aren’t able to trek to stadiums near and far to follow their favorite teams, it’s possible that watching games on a bar’s widescreen TV from behind bowls of wings is the next best thing. This may no longer be true, however, as a wave of court-side, 3D virtual game experiences is becoming available to superfans with Oculus gear.

Earlier this month, NextVR showed off its new enhanced spectator experiences at the 2015 NBA All-Star Technology Summit with virtual reality (VR) footage of an October 2014 Miami Heat and Cleveland Cavaliers match-up in Rio de Janeiro. The NBA also already announced plans to record VR sessions of the NBA All-Star Game, the Foot Locker Three-Point Contest, and the Sprite Slam Dunk event and practice.

 

NEXTVR-March2015

 

 

OculusRift-InSportsSXSW-2015

 

 

 

From DSC:
In the future, will you be able to “pull up a seat” at any lecture — throughout the globe — that you want to?

 

 



 

Alternatively, another experiment might relate to second screening lectures — i.e., listening to the lecture on the main/large screen — in your home or office — and employing social-based learning/networking going on via a mobile device.

Consider this article:

TV-friendly social network Twitter is testing a new Social TV service on iPhones which provides users with content and interaction about only one TV show at a time.

The aim is to give users significantly better engagement with their favourite shows than they presently experience when they follow a live broadcast via a Twitter hashtag.

This radical innovation in Social TV design effectively curates just relevant content (screening out irrelevant tweets that use a show’s hashtag) and presents it in an easy-to-use interface.

If successful, the TV Timeline feature will better position Twitter as it competes with Facebook to partner with the television industry and tap advertising revenue related to TV programming.

 

Cognitoy-ElementalPath-March2015
CognitoyFramed-March2015

 

 

From DSC:
Given the above…what are the ramifications of that in our/your work?

 

 

Also see:

 

 

A related addendum on 3/11/15
Look at the different expectations of the generations found in this article:

 

A related addendum on 3/17/15:

Excerpt:
The overall goal for DragonBot (which, as far as I can tell, is a common platform used for many different projects) is to develop “personalized learning companions” for children. In other words, MIT is finding ways in which robots like DragonBot can effectively help kids learn.

DragonBot isn’t intended to work like that IBM Watson-based dinosaur robot; it’s not a primary source of knowledge, and it’s not actively teaching a whole bunch of new facts to kids who use it. Rather, DragonBot is intended to help with the process of learning itself, encouraging kids to be interactively engaged in whatever they happen to be learning about.

 

 
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