An animated highlight of John Seely Brown’s Keynote Presentation, “Cultivating the Entrepreneurial Learner in the 21st Century,” at the 2012 Digital Media and Learning Conference. Published on Sep 18, 2012 by DMLResearchHub.. With thanks going out to Mr. Joseph Byerwalter for this find/resource.

 

 

The Global One Room Schoolhouse -- John Seely Brown -- Highlights from JSB's Keynote at DML2012

 

 

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The Global One Room Schoolhouse -- John Seely Brown -- Highlights from JSB's Keynote at DML2012

 

 

Also see:

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From DSC: I like how Jackie titles her blog:

User Generated Education
Education as it should be – passion-based.

The power and potential of mobile learning [Christian]

The power and possibility of mobile learningas cross posted from evoLLLution.com (for LifeLong Learning)
Daniel S. Christian | October 2012

As I sat down to write about mobile learning, I struggled with narrowing down the scope of what I was going to attempt to address.  Which angle(s) should I take?

And then I reflected on my morning so far. I helped my daughter wake up to the sounds of a song coming from my iPhone.  She opened one eye, then the other, and soon, she was dancing around the room.  Success!

I then proceeded to listen to my iPhone as I drove my car into work – it gave me the energy I needed to start my internal engines.  (By the way, the idea of automobile-based technologies continues to grow, opening up further possibilities; but that’s a topic for another day.)

Then I caught up with a friend for coffee and he reached for his iPad.  He showed me an app for the local Art Prize competition that’s currently going on in our area.  He mentioned that if a person wasn’t in the immediately vicinity of the Art Prize event, that person could not vote on any of the pieces.  However, if the GPS-based coordinates were within the approved range, a person could use that app to:

  • Vote on which pieces of artwork that they liked
  • Find out where the artwork was located (at numerous locations on a map)
  • Learn more about the pieces themselves – what the pieces were made of, hear the artists’ thoughts on why they created what they created, etc.

So by the time I pulled up to my PC at 9:00am, I had already been positively impacted by mobile technology in several ways.  The common words and phrases that are often used to describe mobile learning and mobile technologies rang true and popped back into my mind: ubiquitous, always on, always connected, 24x7x365, convenient, etc.

As I enjoy peering into the future as well as pulse checking a variety of items, I would like to ask the following questions concerning the potential power and possibility of mobile learning as well as the relevant, emerging set of technologies that enable it:

  • Q:  What happens when the technologies behind IBM’s Watson and Apple’s Siri get perfected and integrated into learning-based products and services? What types of devices will be able to tap into those products and services?
    A:  IBM’s Watson beat the best human players in a game of Jeopardy and is now being used as a data analytics engine for the medical community, wading through terabytes of patient healthcare information and research data in order to determine how best to treat illnesses.  So, such technologies hold some serious promise in terms of at least addressing the lower to mid-levels of Bloom’s Taxonomy. For 2012, tablets, smart phones, laptops, notebooks would be likely candidates of accessing these types of products/services. But we are just at the embryonic stages of the Smart/Connected TV, and I have it that such a device will become an important and commonly-used mechanism for accessing such cloud-based applications and services in the future.
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  • Q: Will students of all ages have access to their own virtual tutors so to speak? From any device at any time?
    A: Yes; this is highly likely, especially given the current (and increasing) levels of investments being made in educational technology related areas.  It’s very feasible to think that Apple, IBM, Google, Microsoft, McGraw-Hill, Pearson, or some other organization with deep pockets will develop such virtual tutoring products and services.
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  • Q:  What will happen when a virtual tutor is unable to resolve or address the student’s issue to the student’s satisfaction?  Will the student be able to instantly access a human tutor – with the option of keeping the existing work/issue/problem visible to the human tutor?
    A:  Yes, again…highly likely. This will open up new opportunities for faculty members, teachers, instructors, trainers, and tutors.  Getting experience in teaching online is a solid career move at this point in history.  (Also relevant will be those people creating applications and technically supporting them. An understanding of web-based videoconferencing and collaboration tools will be helpful here.)
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  • Q:  How will the convergence of the television, the computer, and the telephone impact what can be done with learning-based applications and experiences?
    A:  We are just beginning to see the ecosystems changing and adapting to deal with the convergence of the television, the computer, and the telephone.  The Smart/Connected TV – along with “second screen” based applications – is being driven by innovations involving the entertainment, marketing, and advertising industries.  But it’s not a stretch to think that educationally-related content will be right behind such innovative solutions.
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  • Q:  How will the multiple screens phenomenon affect how content can be consumed and discussed?
    A:   I created a couple of graphics along these lines that attempt to capture a potential vision here. I call it “Learning from the Living [Class] Room,” and it continues to develop in front of our eyes. We could be watching a “lecture” on a big screen and simultaneously interacting with people throughout the world on our smaller screens.

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

 

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Learning from the living room -- a component of our future learning ecosystems -- by Daniel S. Christian, June 2012

  • Q:  How will mobile conferencing affect what can be achieved?
    A:  Mobile-based conferencing will provide 24x7x365 opportunities for learning – and communications – to occur.  Such technologies have applications even in more traditional face-to-face classroom settings.  For a few possibilities here, see how mobile technologies are used in this vision by Intel  as well as in this vision by Corning.

 

Great vision from Intel!

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Great vision from Corning!

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  • Q:  What sort of creative doors are opened when a story can be told across a variety of “channels” and means?  And what sorts of skill sets do we need to start building – or continue to build – in order to help students find work in these emerging fields?
    A:  Create a Google Alert on transmedia and/or transmedia-based storytelling and you will get a sense of what’s happening in this arena.  There will be huge opportunity for creative, innovative folks out there!  Being versed in new media would be a solid idea if one hopes to pursue careers in these burgeoning fields. That is, building at least a rudimentary skill set of how to creatively use text, graphics, animations, digital audio, digital video, and interactive programming to deliver and obtain information would be very beneficial here.
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  • Q:  What types of analytics will be tracked and fed into one’s cloud-based learner profile?
    A:  It will depend upon where we want such technologies to take us.  However, think about the applications and implications of this approach if a web-based profile were used to:

    • Feed a workplace-based exchange – matching buyers and sellers of services
    • Inform a learning agent on which topics/disciplines that person wants to learn more about – helping that person obtain a highly-personalized, customized, relevant, engaging, productive learning experience with a solid ROI
    • Inform a cloud-based app on what prior knowledge one has and where to begin the “next lesson”
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  • Q:  Will courses become apps?  Will what we know of TV programs become apps and, if so, how will that affect what each of us can contribute to our own communities of practice?
    A:  Just as the web has enabled individuals to deliver their own podcasts, information, etc. – essentially becoming their own radio stations to a degree – the ecosystems being built up around the Smart/Connected TVs could help each of us become our own TV station. The potential is huge in terms of further developing and sharing knowledge within communities of practice.
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  • Q:  Will educational gaming dove-tail nicely with mobile learning and emerging technologies such as augmented reality, 3D, and connected television?
    Yes, the synergies and foundational pieces are already coming into place.
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  • Q:  How will the bring-your-own-device (BYOD) situation affect what can occur in the face-to-face classroom?
    A:  Students will be able to seamlessly and efficiently contribute content to the discussions in a face-to-face classroom without breaking the flow of the classroom.  An example graphic can be found here.

 

A piece of the Next Generation Smart Classroom -- Daniel Christian -- June 2012

 

The topics and potential routes that additional articles could take are almost endless.  But I think it’s safe to say that mobile, lifelong learning is here to stay.

Listed below are some recent articles and resources if you are interested in pursuing the topic of mobile learning.  I also have a section on my Learning Ecosystems blog dedicated to mobile learning.

If you are interested in what I’m calling Learning from the Living [Class] Room, you might be interested in these postings.

 

Some recent articles/resources regarding mobile learning:

 

Addendum:

 

Tagged with:  

Higher education used to be on deck, but is now at bat. [Christian]

 

From DSC:
My way of thinking about what’s happening to higher education these days borrows from the sport of baseball: Higher education used to be on deck; but now, we’re at bat.

I’ve watched as the former power brokers throughout many other industries reluctantly got out of the dugout, nervously began their warm up on deck, and then timidly moved up to bat as well. They were trying to cling to the status quo. Which didn’t work. We’ve all seen the results. There are new power brokers in those industries now. (Which is I why I assert that there is danger in the status quo — our organizations need to always be at the work of reinventing ourselves.)

If I had to pick the top 2 forces driving change throughout the higher education landscape, I would have to say the cost of obtaining a degree and technology-enabled innovation.

Control is an illusion; people will find a way.

 

 

Exploring the field of tech for engagement — from knightfoundation.org by Damian Thorman; with a special thanks going out to Sue Ellen Christian for this find/resource

Excerpt:

Knight Foundation launched its Tech for Engagement Initiative two years ago because we believe technology has the power to transform our democracy.

In big and small ways, we see the potential for reinventing citizens’ relationships with their neighbors, leaders and governments, as a way to build the informed and engaged communities where we all want to live.

Since then, Knight has invested $10 million in two dozen projects, with some early successes. I think most readily of Community PlanIt, which helped the Boston Public Schools involve more people, more deeply in planning efforts.

Apple TV and the transformation of web apps into tablet and TV dual screen apps — from brightcove.com by Jeremy Allaire

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Excerpts:

Importantly, designers and developers need to shed the concept that “TVs” are for rendering video, and instead think about “TVs” as large monitors on which they can render applications, content and interactivity that is supported by a touch-based tablet application.

The key concept here is that this pervasive adoption of TV monitors is the tip of the spear in creating a social computing surface in the real world.

Specifically, Apple has provided the backbone for dual screen apps, enabling:

  • Any iOS device (and OSX Mountain Lion-enabled PCs) to broadcast its screen onto a TV. Think of this as essentially a wireless HDMI output to a TV. If you haven’t played with AirPlay mirroring features in iOS and Apple TV, give it a spin, it’s a really exciting development.
  • A set of APIs and an event model for enabling applications to become “dual screen aware” (e.g. to know when a device has a TV screen it can connect to, and to handle rendering information, data and content onto both the touch screen and the TV screen).


[Jeremy listed several applications for these concepts:  Buying a house, buying a car, doctor’s office, kids edutainment, the classroom, retail electronics store, consuming news, consuming video, sales reporting, board games.]

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Also see:

 
From DSC:
Graphically speaking — and approaching this from an educational/learning ecosystems standpoint — I call this, “Learning from the Living [Class] Room.

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

 

 

 

Learning from the living room -- a component of our future learning ecosystems -- by Daniel S. Christian, June 2012

 

 

Related item:

 

 

Also see:

Sony releases first 4K TV: The 84-inch XBR-84X900 — from CNET.com by Ty Pendlebury
Sony has announced its first 4K television, the 84-inch XBR-84X900, which features a separate stereo speaker system and passive 3D viewing.

 

Where can I buy it?

 
 
Addendum on 8/31/12 — 3 65” Presenters from Ideum

Recent installation from Ideum - August 2012

 


 From DSC:
This relates to BYOD, Smart Classrooms, and students being able to participate and contribute content to discussions:


 

A piece of the Next Generation Smart Classroom -- Daniel Christian -- June 2012

From DSC:
Some reflections on on David Warlick’s solid posting,
I never needed to know that. First, some excerpts (emphasis DSC):

But the fact is that one reason we, as educators, do not readily recognize this compelling truth and try to make sense of its profound implications is that we can not predict what our children will need to know and not need to know.  It would be nothing more than speculation.

So again, “What do our children need to be learning today?

Several ideas spring to my mind as I try to unfold this.

  1. Our children need to learn something.
  2. What they need to learn is no longer as important as it use to be.
  3. Increasing the stakes on what they learn does little more than punish our children for our own arrogance.
  4. If what they learn today may not be useful to them tomorrow, then how will they continue to learn what is?
  5. How they learn has become much more important.
  6. Perhaps the most important thing we can help our children learn, is how to teach themselves.

I think David’s comments are right on. How students learn — and I would add enjoying learning — are very important. If I don’t like to learn, or if school is a painful experience, I will be at a huge disadvantage in life these days. Lifelong learning is now a requirement for most of us, if we want to stay marketable/employed. But if I don’t like to learn, this is going to be an uphill battle for me.

So when I approach the Common Core, or standardized tests, or questions concerning curriculum, etc….I am looking through the lenses that constantly ask the questions:

  • Will this help develop a passion for learning?
  • Does this allow students to pursue their passions?

 

 

About

In each game episode, you play as Dak, Sera, and young Hystorian Riq as they travel back in time to fix one of the Great Breaks. Use your Hystorian’s Guide to discover what has gone wrong in history. Then, the story continues as you explore the open environment and play mini games such as lock picking or white-water rafting. Along the way you will also complete side quests and speak with historical characters who will aid you in — or perhaps deter you from — your quest.

The Infinity Ring game boasts an immersive open-world environment in which players are free to explore a 3-D representation of sites around the globe and throughout time. The game is available on desktop computers. Coming soon for mobile and tablet devices.

Also see:

Scholastic goes global to promote its latest transmedia epic — from digitalbookworld.com
NEW MULTI-PLATFORM TIME TRAVEL ADVENTURE SERIES
infinity ring™ LAUNCHES WITH global promotional campaign
FROM SCHOLASTIC
KIDS CAN PREVIEW THE INFINITY RING ONLINE GAME ON WWW.INFINITYRING.COM STARTING TODAY
Scholastic (NASDAQ: SCHL), the global children’s publishing, education, and media company, today announces a massive worldwide campaign to promote INFINITY RING™, a new multi-platform time travel adventure series for children ages 8-12, launching on August 28th simultaneously in the United States, Canada, United Kingdom, Australia, and New Zealand with “Book 1: A Mutiny in Time” by New York Times bestselling author James Dashner.  As the pioneering force behind the groundbreaking and international bestselling The 39 Clues® series, Scholastic expands its innovative multi-platform publishing program with Infinity Ring, a fully immersive reading experience which combines books, an interactive “Hystorian’s Guide” map, and an online game experience where readers travel back in time to “fix” history.

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20 schools innovating with digital tools — from Getting Smart by Tom Vander Ark and Sarah Cargill
Excerpt:
Hans Renman in Stockholm (@tankom_hans) asked on Twitter, “Do you know any US schools that are REALLY using digital tools in an INTERESTING way for communication, marketing, or learning?” That tweet kicked off a few days of snooping around. Here is the list of 20 we came up with. We look forward to your additions!

Your future TV is not about Tele-Vision [Eaton]

Your future TV is not about Tele-Vision — from FastCompany.com by Kit Eaton

Excerpt (emphasis below from DSC; also see the above categories to see how I see this as a highly-relevant component to our future learning ecosystems):

Then imagine what a hybrid of Apple’s tech and efforts like GetGlue, Shazam, and other interactive systems will be like when they’re more integrated into your 2017 smart TV. The big screen in your living room won’t be a one-way window into another world you can’t touch anymore. It’ll be a discovery engine, a way to learn facts, interact with the world, talk to people, find new and surprising content to absorb. Advertisers will love it, and companies like Nielsen–which largely has to guess all those stats about who watches which show at primetime nowadays–will be able to get accurate data…which may mean more appealing shows.

 

 

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

 

 

Also see:

The decline of US manufacturing jobs and living standards — from bbc.co.uk by Jonny Dymond BBC News, Michigan

Excerpt:

For decades America’s vibrant manufacturing sector provided poorly educated workers a bridge to the middle class. But today’s plants need highly skilled workers who know their way around ultra-high tech machinery.

From DSC:
While manufacturing levels are back up, unemployment rates continue (McAfee, 8/8/12 –> “But new manufacturing facilities in America and elsewhere today don’t need large numbers of hard-working-but-unskilled workers; they need small numbers of hard-working-and-highly-skilled ones.”).

I have a feeling the middle class is going to continue to shrink here in America, unless we can reinvent ourselves. But reinventing ourselves requires that people learn about new things — something much more feasible if people like to learn. 

Upon graduating high school, do our students like to learn? Upon graduating college, do your students enjoy learning about new things? If not, how can we make learning more engaging and enjoyable?  That’s imporant these days because there”s no more hopping on the corporate bandwagon for 40 years and then retiring with a nice pension/401(K) plan.  All of us will need to “go back to our drawing boards” many times during our lifetimes now.

 Also see:

 

 

4 ways to gamify learning in your classroom — from tophatmonocle.com

Excerpt:

This post explores the role of gamification in education and provides four examples of how you can bring the learning method into your classroom.

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Top Hat Monocle closes $8M to bring gamification to university classrooms — from betakit.com

Excerpt:

Today another student engagement platform, Top Hat Monocle, announced it has closed $8 million in Series A funding led by Emergence Capital Partners and iNovia Capital, with participation from SoftTech VC, Version One Ventures, and Golden Venture Partners. The Toronto- and San Francisco-based company, which raised $1.5 million in seed funding in November 2011, launched their product in 2010 and has been used by 65,000 students at over 150 global universities.

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Gamified courses from Course Hero and Bunchball boost student engagement — from gigaom.com by Ki Mae Heussner

Excerpt:

In some circles, the phrase “gamification” may have gone out of fashion, but Course Hero and Bunchball are intent on showing that it can still pack a punch in education.

In April, Course Hero, which uses free online resources to offer students digital study guides and other tools, launched a series of full-length online courses infused with game mechanics from Bunchball’s gamification platform. The companies Tuesday revealed some of the initial results from the partnership.

On average, users spend three times more time on the gamified courses than on all of CourseHero.com and total time on the platform has increased five percent since the Bunchball integration, Course Hero reported. The company also said that social sharing of achievements, which are awarded as students progress through the courses, has climbed nearly 400 percent since the Bunchball partnership.

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From DSC:

  • There is enormous power when resources are reallocated to teams of specialists that come together in order to create engaging, multimedia-based, interactive learning materials!   The products of these endeavors should prove to be highly beneficial — especially when they can be integrated into more hybrid/blended teaching and learning situations. That way, we can utilize the best of both the face-to-face and virtual worlds.

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

 

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Addendum on 7/19/12:

© 2024 | Daniel Christian