Michelle Weise: ‘We Need to Design the Learning Ecosystem of the Future’ — from edsurge.com  by Michelle Weise

Excerpts:

These days, education reformers, evangelists and foundations pay a lot of lip service to the notion of lifelong learning, but we do little to invest in the systems, architecture and infrastructure needed to facilitate seamless movements in and out of learning and work.

Talk of lifelong learning doesn’t translate into action. In fact, resources and funding are often geared toward the traditional 17- to 22-year-old college-going population and less often to working adults, our growing new-traditional student population.

We’ll need a different investment thesis: For most adults, taking time off work to attend classes at a local, brick-and-mortar community college or a four-year institution will not be the answer. The opportunity costs will be too high. Our current system of traditional higher education is ill-suited to facilitate flexible, seamless cost-effective learning pathways for these students to keep up with the emergent demands of the workforce.

Many adults may have no interest in coming back to college. Out of the 37 million Americans with some college and no degree, many have already failed one or twice before and will be wholly uninterested in experiencing more educational trauma.We can’t just say, “Here’s a MOOC, or here’s an online degree, or a 6- to 12-week immersive bootcamp.”

 

We have to do better. Let’s begin seeding the foundational elements of a learning ecosystem of the future—flexible enough for adults to move consistently in and out of learning and work. Enough talk about lifelong learning: Let’s build the foundations of that learning ecosystem of the future.

 

 

From DSC:
I couldn’t agree more with Michelle that we need a new learning ecosystem of the future. In fact, I have been calling such an effort “Learning from the Living [Class] Room — and it outlines a next generation learning platform that aims to deliver everything Michelle talks about in her solid article out at edsurge.com.

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

 

Along these lines…I just saw that Amazon is building out more cashierless stores (and Walmart is also at work on introducing more cashierless stores.) Now, let’s say that you are currently a cashier. 2-5 years from now (depending upon where you’re currently working and which stores are in your community), what are you going to do? The opportunities for such a position will be fewer and fewer. Who can help you do what Michelle mentioned here:

Working learners will also need help articulating their learning goals and envisioning a future for themselves. People don’t know how to translate their skills from one industry to another. How does a student begin to understand that 30% of what they already know could be channeled into a totally different and potentially promising pathway they never even knew was within reach?

And that cashier may have had a tough time with K-12 education and/or with higher education. As Michelle writes:

Many adults may have no interest in coming back to college. Out of the 37 million Americans with some college and no degree, many have already failed one or twice before and will be wholly uninterested in experiencing more educational trauma. We can’t just say, “Here’s a MOOC, or here’s an online degree, or a 6- to 12-week immersive bootcamp.”

And like the cashier in this example…we are quickly approaching an era where, I believe, many of us will need to reinvent ourselves in order to:

  • stay marketable
  • keep bread and butter on the table
  • continue to have a sense of purpose and meaning in our lives

Higher ed, if it wants to remain relevant, must pick up the pace of experimentation and increase the willingness to innovate, and to develop new business models — to develop new “learning channels” so to speak. Such channels need to be:

  • Up-to-date
  • Serving relevant data and information– especially regarding the job market and which jobs appear to be safe for the next 5-10 years
  • Inexpensive/affordable
  • Highly convenient

 

 

 

5 benefits of using Augmented & Virtual Reality Technologies in eLearning — from elearningindustry.com by Christoper Pappas
Are you looking for ways to make your eLearning course stand out from the crowd? What if I told you there is technology that can help you achieve not only that but also increase online learner engagement and motivation? In this article, I’ll share the most notable benefits of using Augmented and Virtual Reality technologies in your eLearning course.

Excerpt:

Although their full implications are yet to be explored, alternate reality technologies make eLearning more engaging and productive. They are here to stay, and who knows what benefits they will bring to future learners. As the technology evolves, so too will the applications in eLearning. Which is why it’s essential for eLearning pros to keep up with cutting-edge tech and think of new and innovative uses for AR and VR tools.

 

 

 

National Museum of Finland Offers Virtual Time Travel — from vrfocus.com by
Visitors can step into the world of Finland in 1863 with the power of virtual reality.

 

National Museum of Finland Offers Virtual Time Travel

 

 

Every type of AR and VR explained, from Rift to HoloLens and beyond — from t3.com by David Nield
Know your augmented from your virtual

 

 

 

 

 

 

Augmented reality lets doctors peer inside the body like never before — from nbcnews.com by Tom Metcalfe
New devices will end ‘historic disconnect’ in doctors’ treatments of patients.

Excerpt:

Augmented reality (AR) technologies that blend computer-generated images and data from MRI and CT scans with real-world views are making it possible for doctors to “see under the skin” of their patients to visualize bones, muscles, and internal organs without having to cut open a body.

Experts say AR will transform medical care by improving precision during operations, reducing medical errors, and giving doctors and patients alike a better understanding of complex medical problems.

 

 

 

Healthcare VR innovations are healing patients — from cio.com by Peter Nichol
Virtual reality is healing patients with augmented technologies. The patient experience has been transformed. Welcome to the era of engaged recovery — the new world of healing.

Excerpt:

Three emerging realities will change the hospital experience with unparalleled possibilities:

  • Virtual reality (VR): full immersion, a simulated reality.
  • Mixed reality: partial immersion, virtual objects in a real world.
  • Augmented reality (AR): information overlay, simulated information on top of the real world.

Today, we’ll explore how advances in virtual reality are creating worlds that heal.

The next generation of clinical education
The list of possibilities for VR is endless. Augmented and virtual reality medical solutions are removing distractions, improving the quality of critical thinking, and maturing learning solutions, saving time and money while supercharging the learning experience. Explosive developments in 3D virtual and augmented reality have taken clinical education and hands-on learning to the next level.

Innovation is ever present in the virtual reality space for healthcare.

  • Mindmaze has developed a breakthrough platform to build intuitive human-machine interfaces combining virtual reality, computer graphics, brain imaging and neuroscience.
  • MindMotionPRO is a healthcare product offering immersive virtual reality solutions for early motor rehabilitation in stroke patients.
  • Live 360 uses consumer-level virtual reality devices such as the Oculus Rift.
  • Medical Realities offers systems designed to reduce the cost of training.
  • ImmersiveTouch is a surgical virtual reality technology that offers a realistic surgical touch and feel. It also brings patient images to life with AR and VR imaging.
  • BioFlight VR offers a broad range of medical VR and AR services, including VR training and simulations, AR training, behavior modification and 360-degree video.
  • Zspace is an immersive medical learning platform, virtualizing anatomical representations into complete procedural planning. zSpace brings a new dimension to medical learning and visualization across three spaces: gross anatomy VR lab (13,000 plus anatomical objects), teaching presentation view (share the teaching experience with the class via HD TV) and DICOM Viewer (volumetrically render 2D DICOM slices).

 

EyeSim

 

 

 

Digital reality A technical primer — from deloitte.com

Excerpt:

Digital reality is generally defined as the wide spectrum of technologies and capabilities that inhere in AR, VR, MR, 360° video, and the immersive experience, enabling simulation of reality in various ways (see figure 1).

 

 

 

 

Key players in digital reality

In terms of key players, the digital reality space can be divided into areas of activity:

  • Tools/content—platforms, apps, capture tools, etc.
  • Application content—information from industry, analytics, social, etc.
  • Infrastructure—hardware, data systems, HMDs, etc.

Increasing investment in infrastructure may drive the growth of software and content, leading to new practical applications and, possibly, an infusion of digital reality software development talent.

 

 

 

 

This All-Female Founders Pitch Event Was Held in VR — from vrscout.com by Malia Probst
Hailing from 26 countries across the world, people came together in virtual reality to cheer on these top female founders in the XR industry.

 

 

 

 

 

How AR, VR and MR can Revolutionise Consumer Tech — from kazendi.com by Pauline Hohl

Excerpt:

Enterprise leading consumer tech adoption
Concerning the need for a VR/AR eco system Max referred to the challenge of technology adoption: people need to be able to try different use cases and be convinced about the potential of AR ,VR and MR. In order to become available (and affordable) for consumers, the technology would have to be adapted by businesses first as the story of 3D printing shows as one example.

He also highlighted the importance of the right training for users to reduce the general learning curve for immersive technology. Poor instructions in the first instance can lead to bad user experiences and cause doubt and even a dismissall of ‘new’ technologies.

We see this firsthand at Kazendi when users try out Microsoft HoloLens for the first time. Max commented that: ‘When people try to make the basic hand gestures and fail they often take the device off and say it’s broken.’

We do have a robust entry demo process to combat this but at the consumer level, and this is as true for VR as much as it is for MR and AR, there is little room for error when learning curves are concerned.

 

 

 

 

 

Mapping the Trends on Our Doorstep: The Pace of Change Has Changed — from an article that I did out at — and with — evoLLLution.com [where LLL stands for lifelong learning]; my thanks to Mr. Amrit Ahluwalia, Managing Editor out at evolllution.com and to his staff as well!
The higher education industry has changed significantly over the past decade, and given the pace and significance of change hitting other industries as a result of technological advances, it’s fair to say the postsecondary space is ripe for further transformation.

 

From DSC:
From the perspective of those of us working within higher education, we see massive changes occurring in the corporate world, and we see innovations and changes also occurring in the world of K-12. Higher education should also be adapting, changing, questioning, and reflecting upon how we can best prepare our students for a rapidly changing workplace.

Below is another interesting item that I believe gives credence to the idea that we are now on an exponential pace of change. Companies are coming and going on the S&P Index…at an ever faster pace.

The 33-year average tenure of companies on the S&P 500 in 1964 narrowed to 24 years by 2016 and is forecast to shrink to just 12 years by 2027 (Chart 1).

 

Here is the video:

This is the transcript with the original graphs in it.

This is a nice PDF file from evoLLLution.com with the transcript, with some different graphics and some other

 

 

 

 
 

From DSC:
Here’s a quote that has been excerpted from the announcement below…and it’s the type of service that will be offered in our future learning ecosystems — our next generation learning platforms:

 

Career Insight™ enables prospective students to identify programs of study which can help them land the careers they want: Career Insight™ describes labor market opportunities associated with programs of study to prospective students. The recommendation engine also matches prospective students to programs based on specific career interests.

 

But in addition to our future learning platforms pointing new/prospective students to physical campuses, the recommendation engines will also provide immediate access to digital playlists for the prospective students/learners to pursue from their living rooms (or as they are out and about…i.e., mobile access).

 

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

 

 

Artificial intelligence working with enormous databases to build/update recommendation engines…yup, I could see that. Lifelong learning. Helping people know what to reinvent themselves to.

 

 


 

Career Insight™ Lets Prospective Students Connect Academic Program Choices to Career Goals — from burning-glass.com; also from Hadley Dreibelbis from Finn Partners
New Burning Glass Technologies Product Brings Job Data into Enrollment Decisions

BOSTON—Burning Glass Technologies announces the launch of Career Insight™, the first tool to show prospective students exactly how course enrollment will advance their careers.

Embedded in institutional sites and powered by Burning Glass’ unparalleled job market data, Career Insight’s personalized recommendation engine matches prospective students with programs based on their interests and goals. Career Insight will enable students to make smarter decisions, as well as improve conversion and retention rates for postsecondary institutions.

“A recent Gallup survey found that 58% of students say career outcomes are the most important reason to continue their education,” Burning Glass CEO Matthew Sigelman said. “That’s particularly true for the working learners who are now the norm on college campuses. Career Insight™ is a major step in making sure that colleges and universities can speak their language from the very first.”

Beginning an educational program with a firm, realistic career goal can help students persist in their studies. Currently only 29% of students in two-year colleges and 59% of those in four-year institutions complete their degrees within six years.

Career Insight™ enables prospective students to identify programs of study which can help them land the careers they want:

  • Career Insight™ describes labor market opportunities associated with programs of study to prospective students. The recommendation engine also matches prospective students to programs based on specific career interests.
  • The application provides insights to enrollment, advising, and marketing teams into what motivates prospective students, analysis that will guide the institution in improving program offerings and boosting conversion.
  • Enrollment advisors can also walk students through different career and program scenarios in real time.

Career Insight™ is driven by the Burning Glass database of a billion job postings and career histories, collected from more than 40,000 online sources daily. The database, powered by a proprietary analytic taxonomy, provides insight into what employers need much faster and in more detail than any other sources.

Career Insight™ is powered by the same rich dataset Burning Glass delivers to hundreds of leading corporate and education customers – from Microsoft and Accenture to Harvard University and Coursera.

More information is available at http://burning-glass.com/career-insight.

 


 

 

Faculty Learning Communities: Making the Connection, Virtually — from by Angela Atwell, Cristina Cottom, Lisa Martino, and Sara Ombres

Excerpt (emphasis DSC):

Research has shown that interactions with peers promotes faculty engagement (McKenna, Johnson, Yoder, Guerra, & Pimmel, 2016). Faculty learning communities (FLC) have become very popular in recent years. FLCs focus on improving teaching and learning practice through collaboration and community building (Cox, 2001). Usually, FLCs are face-to-face meetings hosted at a physical location at a specific date and time. We understand the benefit of this type of experience. However, we recognize online instructors will likely find it difficult to participate in a traditional FLC. So, we set out to integrate FLC principles to provide our faculty, living and working all over the globe, a similar experience.

Recently, our Center for Teaching and Learning Excellence took the plunge and offered a Virtual Faculty Learning Community (V-FLC) for instructors at our Worldwide Campus. The first experience was open only to adjunct instructors teaching online. The experience was asynchronous, lasted eight weeks, and focused on best practices for online teaching and learning. Within our Learning Management System, faculty led and participated in discussions around the topics that were of interest to them. Most topics focused on teaching practices and ways to enhance the online experience. However, other topics bridged the gap between teaching online and general best teaching practices. 

 

 

 

Hacking Real-World Problems with Virtual and Augmented Reality — from campustechnology.com by Mary Grush
A Q&A with Tilanka Chandrasekera

Excerpt:

Oklahoma State University’s first inaugural “Virtual + Augmented Reality Hackathon” hosted January 26-27 by the Mixed Reality Lab in the university’s College of Human Sciences gave students and the community a chance to tackle real-world problems using augmented and virtual reality tools, while offering researchers a glimpse into the ways teams work with digital media tools. Campus Technology asked Dr. Tilanka Chandrasekera, an assistant professor in the department of Design, Housing and Merchandising at Oklahoma State University about the hackathon and how it fits into the school’s broader goals.

 

Also, on a different note, but also involving emerging technologies, see:
Campus Technology News Now Available on Alexa Devices — from campustechnology.com by Rhea Kelly

Excerpt:

To set up the audio feed, use the Alexa mobile app to search for “Campus Technology News” in the Alexa Skills catalog. Once you enable the skill, you can ask Alexa “What’s in the news?” or “What’s my Flash Briefing?” and she will read off the latest news briefs from Campus Technology.

 

 

 

A WMU Professor Is Using Microsoft’s HoloLens AR Technology to Teach Aviation — from news.elearninginside.com by Henry Kronk

Excerpt:

Computer simulations are nothing new in the field of aviation education. But a new partnership between Western Michigan University and Microsoft is taking that one big step further. Microsoft has selected Lori Brown, an associate professor of aviation at WMU, to test out their new HoloLens, the world’s first self-contained holographic computer. The augmented reality interface will bring students a little closer to the realities of flight.

When it comes to the use of innovative technology in the classroom, this is by no means Professor Brown’s first rodeo. She has spent years researching the uses of virtual and augmented reality in aviation education.

“In the past 16 years that I’ve been teaching advanced aircraft systems, I have identified many gaps in the tools and equipment available to me as a professor. Ultimately, mixed reality bridges the gap between simulation, the aircraft and the classroom,” Brown told WMU News.

 

 

 

 

 

 

 

VR and AR: The Art of Immersive Storytelling and Journalism — from er.educause.edu by Emory Craig and Maya Georgieva

Excerpt:

Storytelling traces its roots back to the very beginning of human experience. It’s found its way through multiple forms, from oral traditions to art, text, images, cinema, and multimedia formats on the web.

As we move into a world of immersive technologies, how will virtual and augmented reality transform storytelling? What roles will our institutions and students play as early explorers? In the traditional storytelling format, a narrative structure is presented to a listener, reader, or viewer. In virtual reality, in contrast, you’re no longer the passive witness. As Chris Milk said, “In the future, you will be the character. The story will happen to you.”

If the accepted rules of storytelling are undermined, we find ourselves with a remarkably creative opportunity no longer bound by the rectangular frame of traditional media.

We are in the earliest stages of virtual reality as an art form. The exploration and experimentation with immersive environments is so nascent that new terms have been proposed for immersive storytelling. Abigail Posner, the head of strategic planning at Google Zoo, said that it totally “shatters” the storytelling experience and refers to it as “storyliving.” At the Tribeca Film Festival, immersive stories are termed “storyscapes.”

 

 

 

 

Virtual Reality in Education: How VR can be Beneficial to the Classroom — from edtechtimes.com by Coralie Hentsch

Excerpt:

Learning through a virtual experience
The concept to use VR as an educational tool has been gaining success amongst teachers and students, who apply the medium to a wide range of activities and in a variety of subjects. Many schools start with a simple cardboard viewer such as the Google cardboard, available for less than $10 and enough to play with simple VRs.

A recent study by Foundry10 analyzed how students perceived the usage of VR in their education and in what subjects they saw it being the most useful. According to the report, 44% of students were interested in using VR for science education, 38% for history education, 12% for English education, 3% for math education, and 3% for art education.

Among the many advantages brought by VR, the aspect that generally comes first when discussing the new technology is the immersion made possible by entering a 360° and 3-dimensional virtual space. This immersive aspect offers a different perception of the content being viewed, which enables new possibilities in education.

Schools today seem to be getting more and more concerned with making their students “future-ready.” By bringing the revolutionary medium of VR to the classroom and letting kids experiment with it, they help prepare them for the digital world in which they will grow and later start a career.

Last but not least, the new medium also adds a considerable amount of fun to the classroom as students get excited to receive the opportunity, sometimes for the first time, to put a headset viewer on and try VR.

VR also has the potential to stimulate enthusiasm within the classroom and increase students’ engagement. Several teachers have reported that they were impressed by the impact on students’ motivation and in some cases, even on their new perspective toward learning matter.

These teachers explained that when put in control of creating a piece of content and exposed to the fascinating new medium of VR, some of their students showed higher levels of participation and in some cases, even better retention of the information.

 

“The good old reality is no longer best practice in teaching. Worksheets and book reports do not foster imagination or inspire kids to connect with literature. I want my students to step inside the characters and the situations they face, I want them to visualize the setting and the elements of conflict in the story that lead to change.”

 

 

 

 

 

The Link to Content in 21st-Century Libraries — from er.educause.edu by Joan Lippincott

Excerpt (emphasis DSC):

At the 2017 Designing Libraries for the 21st Century annual conference, architect Craig Dykers asked the audience what he described as a rhetorical question: Are libraries places for information, with people in them, or are they places for people, with information in them? He concluded that ideally, today’s libraries, as they have always been, are places for the interaction of people, knowledge, and technologies. One reason that library renovations have brought record numbers of people into the physical building is that the notion of how people interact with content began to expand when available technologies were introduced to libraries in the 1990s. Two specific concepts motivated many of the changes in library spaces beginning at that time. First was the realization that libraries could become places for students and faculty to create content rather than places merely to access content. Second was an increased emphasis in higher education pedagogy on active, collaborative learning, in contrast to the traditional, passive lecture mode. These trends led to some pervasive changes in library space configurations, but sometimes the emphasis on information or content got lost along the way.

 

Architect Craig Dykers asked the audience what he described as a rhetorical question: Are libraries places for information, with people in them, or are they places for people, with information in them? He concluded that ideally, today’s libraries, as they have always been, are places for the interaction of people, knowledge, and technologies.

 

From DSC:
I agree with my friend and colleague, Mr. Eric Kunnen (Associate Director, eLearning and Emerging Technologies at GVSU), when he mentions on Twitter that it would have been good to highlight the beautifully done Mary Idema Pew Library Learning and Information Commons in this solid article.

 

 

 

How to Use Questions to Promote Student Learning — from scholarlyteacher.com by Spencer Benson

Excerpt:

Developing Faculty Generated Questions
Developing good questions that enhance student learning and engage all students is difficult. The challenge is constructing questions that engage learning and are “un-Googleable” meaning that students cannot find the answer with a simple online search engine. Some ways to help make questions “un-Googleable” are to

  • Avoid questions that simply ask for facts or definitions,
  • Ask the students to answer the questions based on their own personal experience,
  • Ask students for their personal opinion on an issue,
  • Ask students to describe the answer a different person might give, e.g., a relative, a famous person (historic or present), the textbook or assigned readings author, etc.

 

 

These three questions align with the various levels of Bloom’s cognitive taxonomy, “what” asks about facts and content (remembering), “how” asks about relationships (understanding and analyzing), and “why” asks about higher cognitive level skills (creating and evaluating).

 

 

 

The top 7 programming languages to learn in 2018 — from ecampusnews.com by Speros Misirlakis
Which programming languages are the ones employers want most?

Excerpt:

Software development is a dynamic field. New programming languages, frameworks, and technologies can emerge, become popular, and then fade away in the course of a few years. Developers need to constantly be learning new skills to stay relevant. At Coding Dojo, we’re continually evaluating which programming languages are in high demand from employers so we can prepare our students to enter the job market. There are many ways to measure a programming language’s popularity, but we believe examining job demand is most useful because it shows developers how to improve their career prospects.

To accomplish that, we analyzed data from job website Indeed.com on 25 programming languages, stacks, and frameworks to determine the top seven most in-demand coding languages as we move into 2018. This analysis is based on the number of job postings for each language. Some languages like Swift and Ruby didn’t make the top seven because they have lower job demand, even though developers love them. You can read the results of similar analysis from 2016 and 2017 on our blog.

Here’s our list, in order from most to least in-demand.

 

 

 

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