From DSC:

Problem/question:

If you wanted to, how do you make a digital version of 20+ feet worth of writings and drawings on 2+ chalkboards or whiteboards that are put together?

 

 

The applications that I’ve run across so far — whether they are meant for PCs, Macs, tablets, or smartphones — don’t do it, as they’re too limited on screen real estate.

Some have tried using lightboards and making recordings of their equations or other work….

 

 

…but those solutions seem to fall short, at least in my mind, if you need to reference something early on in the long equation…you know, on that first “board” of information that you completed and then erased.  (I suppose if a student was watching a recording, you could tell them to go back to Marker 1 in the video…and they can go back and review that portion of the video…but that requires more time/editing/setup. Time that faculty members often don’t have.)  So, again, lightboards seem somewhat limited in their real estate.

Then, a while back, I saw this 360-degree ring of display screens at Washington State University

 

WSU-ActiveLearningClassroom-Nov2015

 

and it got me to thinking…hmmm…yes…if, as a faculty member was using an application that they could write on and the equation could appear on the screens overhead. Faculty could use something akin to a pen & touch display from Wacom in order to write the equations — but the software would need to allow them to scroll backwards and forwards throughout their long equations. They could use those tools to highlight or further annotate something that was previously covered.

 

WacomTablet-Large-March2016

 

In this type of physical/AV-related solution, it would seem that the students would be best situated on the inside of the circle, looking upwards to watch the equation build on itself.  Having a huge amount of digital space to work with could mean that they could turn their Node Chairs around to see any portion of the equation.  Faculty members could also, I suppose, use laser pointers to point to something up on the displays.

Again though, they would need to be able to scroll left to right, top to bottom, say on something like the 160 acres (vs 20+ feet of chalkboard/whiteboard) you get on a workspace in Bluescape

 

BlueScape-2015

…then you would have a lot of digital real estate to work with. So that was one approach I was wondering about.

But then, I saw some interesting items regarding Virtual Reality, and POW! There it is! An enormous amount of digital screen real estate where the users could go where they wanted to on it.  That is, the vision here would be that each student could control where they want to go within the digital canvas.

Some related items to this:

PCDesktopToVR-Futurism-March2016

See:
Virtual Desktop 1.0 Trailer

 

 

BigScreen-VR-March2016

Obviously, I need to further think this through and investigate what’s possible as time goes by. But I wanted to get this out there in case some vendor can help us get there sooner rather than later.

 

A relevant link:

Playing games on a 19-foot TV, climbing mountains and shooting bows — from polygon.com by Brian Crecente
Excerpt:

But the one I found most compelling was the most mundane creation for Vive: The SteamVR Desktop Theater Mode. Slip on the black plastic headset and instead of dropping into a fantastical world of mouthy orbs, atop a mountain with a robot dog or inside a game, I found myself sitting in a chair in a fairly non-descript room facing a big television screen. To be specific, in this case big means about 19 feet.

 

Addendum of something that’s relevant here and that I just ran across today:

  • The Future of AV Displays — from thejournal.com by Dennis Pierce
    Today, students are interacting with content on large touchscreen flat panels. Soon, they could be using immersive head-mounted displays.

 

 

Key point from DSC:
Digitally-based means of learning are going to skyrocket!!! Far more than what we’ve seen so far!  There are several trends that are occurring to make this so.


 

As background here, some of the keywords and phrases that are relevant to this posting include:

  • Wireless content sharing
  • Wireless collaboration solutions
  • Active learning based classrooms
  • Conference rooms
  • Bring Your Own Device (BYOD)
  • Enterprise wireless display solutions
  • Enterprise collaboration solutions
  • Cross platform support: iOS, Android, Windows
  • Personalized learning
  • Learning analytics

Some of the relevant products in this area include:

  • Bluescape
  • Mezzanine from Oblong Industries
  • Montage from DisplayNote Technologies
  • ThinkHub and ViewHub from T1V
  • Mersive Solstice
  • Crestron AirMedia
  • Barco Clickshare
  • Haworth Workware Wireless
  • Christi Brio
  • AMX enzo
  • NovoConnect from Vivitek
  • Arrive MediaPoint
  • Apple TV
  • Chromecast

From DSC:

First of all, consider the following products and the functionalities they offer.

People who are in the same physical space can collaborate with people from all over the world — no matter if they are at home, in another office, on the road, etc.

For several of these products, remote employees/consultants/trainers/learners can contribute content to the discussions, just like someone in the same physical location can.

 

Bluescape-March2016

 

BlueScape-2015

 

Mezzanine-from-Oblong-May2013

Mezzanine-By-Oblong-Jan2016

 

mezzanine-feb-2015

 

 

ThinkHub-March2016

 

mersive-March2016

Montage-March2016

ArriveMediaPoint-March2016

 


From DSC:

Many of these sorts of systems & software are aimed at helping people collaborate — again, regardless of where they are located. Remote learners/content contributors are working in tandem with a group of people in the same physical location. If this is true in business, why can’t it be true in the world of education?

So keep that in mind, as I’m now going to add on a few other thoughts and trends that build upon these sorts of digitally-based means of collaborating.

Q: Towards that end…ask yourself, what do the following trends and items have in common?

  • The desire to capture and analyze learner data to maximize learning
  • Colleges’ and universities’ need to increase productivity (which is also true in the corporate & K-12 worlds)
  • The trend towards implementing more active learning-based environments
  • The increasing use of leveraging students’ devices for their learning (i.e., the BYOD phenomenon)
  • The continued growth and increasing sophistication of algorithms

A: All of these things may cause digitally-based means of learning to skyrocket!!!

To wrap up this line of thought, below are some excerpts from recent articles that illustrate what I’m trying to get at here.


 

Embrace the Power of Data
A continuous improvement mindset is important. Back-end learning analytics, for example, can reveal where large numbers of students are struggling, and may provide insights into questions that require new feedback or content areas that need more development. Data can also highlight how students are interacting with the content and illuminate things that are working well—students’ lightbulb moments.

Five Principles for Your Learning Design Toolkit
from edsurge.com by Amanda Newlin

 

Mitchell gave the example of flight simulators, which not only provide students with a way to engage in the activity that they want to learn, but also have data systems that monitor students’ learning over time, providing them with structured feedback at just the right moment. This sort of data-centric assessment of learning is happening in more and more disciplines — and that opens the door to more innovation, he argued.

A promising example, said Thille, is the use of educational technology to create personalized and adaptive instruction. As students interact with adaptive technology, the system collects large amounts of data, models those data, and then makes predictions about each student based on their interactions, she explained. Those predictions are then used for pedagogical decision-making — either feeding information back into the system to give the student a personalized learning path, or providing insights to faculty to help them give students individualized support.

“We need the models and the data to be open, transparent, peer-reviewable and subject to academic scrutiny.”

“We began to actually examine what we could do differently — based not upon hunches and traditions, but upon what the data told us the problems were for the students we enroll,” said Renick. “We made a commitment not to raise our graduation rate through getting better students, but through getting better — and that gain meant looking in the mirror and making some significant changes.”

A 21st-century learning culture starts with digital content. In 2010, Jackson State University was looking for ways that technology could better address the needs of today’s learner. “We put together what we call our cyberlearning ecosystem,” said Robert Blaine, dean of undergraduate studies and cyberlearning. “What that means is that we’re building a 21st-century learning culture for all of our students, writ large across campus.” At the core of that ecosystem is digital content, delivered via university-supplied iPads.

7 Things Higher Education Innovators Want You to Know
from campustechnology.com by Rhea Kelly

 

 

On Bennett’s wish list right now is an application that allows students to give feedback at specific points of the videos that they’re watching at home. This would help him pinpoint and fix any “problem” areas (e.g. insufficient instructions for difficult topics/tasks) and easily see where students are experiencing the most difficulties.

TechSmith’s now-retired “Ask3” video platform, for example, would have done the trick. It allowed users to watch a video and ask text-based questions at the point where playback was stopped. “I’d like to be able to look at my content and say, ‘Here’s a spot where there are a lot of questions and confusion,'” said Bennett, who also sees potential in an “I get it” button that would allow students to hit the button when everything clicks. “That would indicate the minimum viable video that I’d need to produce.” Learning Catalytics offers a similar product at a fee, Bennett said, “but I can’t charge my students $20 a year to use it.”

6 Flipped Learning Technologies To Watch in 2016
from thejournal.com by Bridget McCrea

 


All of these trends lend themselves to causing a major increase in the amount of learning that occurs via digitally-based means and methods.


 

 
 

What are the learning-related ramifications of technologies that provide virtual personal assistants? [Christian]

Everything Siri can do for you and your Apple TV — from imore.com by Lory Gill

Excerpt:

When you ask Siri what it can search for, it will respond, “I can search by title, people (actor, director, character name, guest star, producer, or writer), ratings (like PG or TV-G), reviews (such as best or worst), dates (like 2012 or the 80s), age (like kid-friendly or teen), seasons, episodes, and studio. And of course, I can search by genre.”

But, what else can Siri do?

Siri has a fairly robust search feature with multi-layer filtering.

While you are watching a movie or TV show, or listening to music, you can get a little extra help from Siri. It’s like having a buddy sitting next to you — but they don’t shush you when you ask a question.

You can search for content in the Music app on Apple TV by artist, album, or song title. With a little know-how, you can also turn Siri into your personal deejay.

While you may normally look to your smartphone for your weather predictions, Siri can be just as helpful about the conditions around the world as your local weatherman or app. All you have to do is ask.

 

From DSC:
Following this trajectory out a bit into the future — and in light of significant developments that continue to occur with artificial intelligence, the development and use of algorithms, the potential use of web-based learner profiles (think LinkedIn.com/Lynda.com, MOOCs, the use of nanodegrees), second screen-based apps, and the like — one has to wonder:

“What are the ramifications of this for learning-related applications?!”

 

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

 

 

 

 

Labster: Empowering the Next Generation of Scientists to Change the World
Laboratory Simulations for Educators to Empower their STEM Students

From DSC:
I recently met Maaroof Fakhri at the Next Generation Learning Spaces Conference. It was a pleasure to meet him and hear him speak of the work they are doing at Labster (which is located in Denmark). He is very innovative, and he shines forth with a high degree of energy, creativity, and innovation.

Keep an eye on the work they are doing. Very sharp.

 

labster-march2016

 

 

Also see:

 

 

 

activelearning-labster-dec2015

 

 

learnathon

 

Learnathons, on the other hand are optimized sessions that teach participants how to apply what they learn as soon as possible. They are on the opposite end of how classroom teaching is organized, with lessons spread out over the course of a semester focusing on theory and weekly practice. They are a fairly new concept, but have created an environment for learning that is speeding up comprehension and application to levels that aren’t seen elsewhere.

 

 

 

Addendum on 3/16/16:

What are Remote Labs? <– from ilabcentral.org

Making high school science labs more real, more engaging, and more accessible
Remote Online laboratories (iLabs) are experimental facilities that can be accessed through the Internet, allowing students and educators to carry out experiments from anywhere at any time.

 

iLabCentral-march2016

 

 

MicrosoftHololensDevelopmentKit-March2016

 

Introducing first ever experiences for the Microsoft HoloLens Development Edition — from blogs.windows.com by Kudo Tsunoda

Excerpt:

I am super excited about today’s announcement that the Microsoft HoloLens Development Edition is available for pre-order. We set out on a mission to deliver the world’s first untethered holographic computer and it is amazing to finally be at this point in time where developers will be receiving the very first versions so they can start building their own holographic experiences.

With HoloLens, we are committed to providing the development community with the best experience possible. In order to help get developers started creating experiences for HoloLens, we’ve provided a number of great resources. First of all, there is a complete set of documentation provided to developers both by the people who have created the platform and by the people who have been building holographic experiences. We want to share all of our holographic knowledge with developers so they can start bringing their holographic dreams to reality as easily as possible. We have also provided a host of tutorial videos to help people along. All of the documentation and videos can be found at dev.windows.com/holographic.

 

 

MicrosoftHololensDevelopmentKit2-March2016

 

 

 

From DSC:
Don’t rule out tvOS for some powerful learning experiences / new affordances.  The convergence of the television, the telephone, and the computer continues…and is now coming into your home. Trainers, faculty members, teachers, developers, and others will want to keep an eye on this space. The opportunities are enormous, especially as second screen-based apps and new forms of human computer interfaces (HCI) unfold.

The following items come to my mind:

Online-based communities of practice. Virtual reality, virtual tutoring. Intelligent systems. Artificial intelligence. Global learning. 24×7, lifelong learning. Career development. Flipping the classroom. Homeschooling.  Learning hubs. Online learning. Virtual schools. Webinars on steroids.

With the reach of these powerful technologies (that continue to develop), I would recommend trying to stay informed on what’s happening in the world of tvOS-based apps in the future. Towards that end, below are some items that might help.


 

techtalk-apple-feb2016

 

 

 

Apple releases Apple TV Tech Talks video series for building better tvOS apps — by AppleInsider Staff

Excerpt:

Apple on Wednesday released to developers a series of videos focusing on Apple TV and its tvOS operating system, offering a detailed look at the underlying SDK, resources and best practices associated with coding for the platform.

 

Also see:

 

TVTechTalk-fe3b2016

 

 

Addendum on 2/26/16:

  • Apple Adds Multiple New App Categories to tvOS App Store — from macrumors.com by Juli Clover
    Excerpt:
    [On 2/25/16] Apple updated the tvOS App Store to add several new app categories to make it easier for Apple TV 4 owners to find content on their devices. As outlined by AfterPad, a site that showcases Apple TV apps, the new categories are rolling out to Apple TV users and may not be available to everyone just yet. Some users may only see the new categories under Purchased Apps until the rollout is complete.

 

 
 

Harvard’s new official tour app leverages augmented reality — from betaboston.com

 

New York Times showcases virtual reality technology — from browndailyherald.com by Harry August
Virtual reality, used to craft more immersive storytelling, risks providing less narrative context

 

Oculus preview event to highlight multiplayer games — from uploadvr.com

 

Woofbert are using VR to bring great art to everyone — from roadtovr.com by Kent Bye
Voices of VR Podcast – Episode #303

 

Woofbert VR

woofbertVR-Feb2016

 

Microsoft developing video calling that projects people in front of yYou — from gadgets.ndtv.com by Robin Sinha

 

Facebook has created a new ‘Social VR’ team to explore how we’ll communicate in virtual reality — from businessinsider.com by Jillian D’Onfro

 

I planned out my last vacation in virtual reality — here’s what it was like — from Business Insider By Brandt Ranj

 

Augmented reality looks to future where screens vanish — from interaksyon.com by Glenn Chapman

 

VR And AR will be mobile’s demand driver, not its replacement — from techcrunch.com by Mike Hoefflinger

Excerpt:

Projections for the big players
If things go in this direction, here’s how it may play out for The Big Six:

  • Apple…
  • Google…
  • Facebook…
  • Samsung…
  • Sony…
  • Microsoft…

 

 

Addendum:

 

LeapMotion-Feb2016

 

 

 

2020 Vision: Experts Predict the Future of Virtual Reality — from vrscout.com by Eric Chevalier

Excerpt:

  1. VR will be the new internet.
  2. You will spend your flights in virtual reality.
  3. AR will beat VR.
  4. There will be no MMO. [yet]
  5. Virtual reality will change the film industry.
  6. Parallax technology won’t be able to support augmented reality.
  7. The space we’ll explore won’t be in the sky.
  8. We will see a MMO game with a million subscribers.
  9. The Divine Comedy will provide a model for successful VR storytelling.
  10. Robots will touch you in VR and you’ll like it.
  11. Journalism will be forever transformed.

 

 

 

Teachers-in-training-VR-Feb2016

 

Teachers-in-training learn through virtual reality — from thedmonline.com by Madeleine Beck

Excerpt:

The UM School of Education is using a program that allows teachers-in-training to practice classroom skills in a virtual setting before sending them into local elementary and secondary schools.

The simulated TeachLivE classroom consists of an 80-inch monitor with five student avatars. Each avatar has his or her own personality.

“All five avatar children are actually controlled by somebody in Florida, an actor or actress,”  Dean of the School of Education David Rock said. “They’re set up with equipment so that if the actor raises his hand in Florida, the avatar child will raise his hand on the screen.”

 

 

EON Reality launches EON Creator AVR, a do-it-yourself augmented and virtual reality knowledge content creation application for teachers and students
EON Creator AVR empowers students and teachers to make engaging AR and VR knowledge transfer applications without programming skills.

Excerpt:

IRVINE, CA, February 16th, 2016 – EON Reality Inc., the world leader in Virtual Reality based knowledge transfer for industry, education, and edutainment, announced the upcoming release of EON Creator AVR (Augmented Virtual Reality), a mobile based application that enables users to easily create, share, collaborate, and publish Augmented Reality (AR) and Virtual Reality (VR) knowledge content. Using EON Reality’s patent pending Augmented Virtual Reality (AVR) technology, EON Creator AVR combines both Augmented Reality and Virtual Reality with a large AR/VR component library and assessment database to create one of a kind learning experiences. EON Creator AVR also leverages built in intelligence to help students and teachers quickly create highly interactive learning content directly on their tablets, smart phones, VR headsets, or AR glasses without requiring programming skills.

 

eonreality-feb2016

 

 

5 top augmented reality apps for education — from hongkiat.com by Gabriela Jugaru

Excerpt:

1. Google Sky Map
This is an augmented reality app which makes learning about astronomy interesting and fun. Instead of looking at descriptions of constellations in a book and then attempting to identify them in the sky, you can use Google Sky Map to directly identify stars and constellations using the camera on your smartphone.

Google Sky Map

 

 

 

How virtual reality could soon help stroke victims recover — from cnet.com by Max Taves
A $100 million investment in a Swiss startup highlights how VR offers more than just fun and games.

Excerpt:

Doctors could soon start prescribing an unusual solution to help stroke victims in the US: virtual reality goggles.

That’s the hope of Switzerland-based MindMaze, which on Wednesday got a $100 million investment to bring its blend of virtual reality hardware and neuroscience to market. The four-year-old startup’s technology has already won approval from regulators in Europe, where its applications for brain injury victims showcase what could soon be possible in the United States.

MindMaze’s 34-year-old founder and CEO Tej Tadi explains how: Imagine a stroke victim who’s lost control of her left hand but can still move her right hand. After putting on MindMaze goggles, the patient sees a 3-D image, or avatar, of her left hand that moves as she moves her right hand.

“That triggers areas in the brain to say, ‘Wait, let’s regain control of this hand’,” says Tadi. “The hand that was not working now works.” And that process of tricking the brain into seeing something that’s actually not there in the real world accelerates recovery, he says.

 

 

The Associated Press is partnering with AMD for more virtual reality journalism — from theverge.com by Adi Robertson

Excerpt:

After moving into virtual reality video journalism last year, the Associated Press is partnering with chip maker AMD for a new push into VR. Today, the companies announced that they’re launching a web portal for AP virtual reality, promising more journalistic endeavors soon — including “lifelike VR environments” built with the help of AMD.

Several news outlets have now started producing 360-degree videos, which can be watched through a Google Cardboard headset or a smartphone. The New York Times, which partnered with production house Vrse.works, offers documentary video about topics like child refugees and the 2016 presidential election in a dedicated NYT VR app. Vice has similarly partnered with Vrse.works, and ABC News worked with Jaunt to record a 360-degree version of a tour in North Korea. So far, the AP has partnered with a VR studio called RYOT, whose past work includes a short film about the April 2015 earthquake in Nepal.

 

 

Blippar’s new augmented reality app is supposed to recognize any object you point it at (video) — from recode.net by Lauren Goode

Excerpt:

But it’s safe to say that augmented reality is coming into a new phase: The contextual information being supplied is getting smarter, and people are gradually becoming more aware of the capabilities of AR and virtual reality (some are even excited to wear headsets, if you can believe it). So Blippar, in an effort to evolve along with the rest of the AR world, has just launched a new version of its smartphone app that is supposed to recognize literally any object you point at it — whether it has been “tagged” with an AR code or not.

 

 

 

Meta Unveils Incredible Augmented Reality Headset at TED — from uploadvr.com

Excerpt:

Redwood City-based Meta showed its latest AR glasses live on stage at TED in Vancouver.

The Meta 2 was demonstrated live by CEO Meron Gribetz with a person-to-person “call” showing a hand-off of a 3D model from a holographic person. Gribetz’ perspective was shown through the glasses as he reached out and took a model of a brain — a 3D hologram — from the hands of a colleague he saw projected in front of him.

“We’re all going to be throwing away our external monitors,” Gribetz said.

 

 

 

 

 

EdTech: These four b-schools are exploring virtual reality with Oculus, Google, Samsung — from businessbecause.com by Seb Murray
Elite schools place bets on next big innovation in online learning

Excerpt:

The immersive potential of virtual reality has Silicon Valley’s finest pouring vast sums of money into headsets and other whizzy innovations.

Google, Apple and Samsung are betting that these sci-fi concepts will become a staple of everyday life, with potential uses in gaming, advertising, marketing and increasingly, education.

The hype surrounding VR and the more complex augmented reality, is not lost on universities and business schools, who are eyeing its early pioneers and conducting secretive trials of head-mounted VR displays.

Four of the world’s top-ranked schools have told BusinessBecause they are exploring VR in tie-ups with Oculus, Samsung, and Google, as they place bets on the next big innovation in online learning.

 

 

How Google is reimagining books — from fastcodesign.com by Meg Miller
Editions at Play” sees designers and authors working simultaneously to build a new type of e-book from the ground up.

Excerpt:

The first sign that Reif Larsen’s Entrances & Exits is not a typical e-book comes at the table of contents, which is just a list of chapters titled “Location Unknown.” Click on one of them, and you’ll be transported to a location (unknown) inside Google Street View, facing a door. Choose to enter the house and that’s where the narrative, a sort of choose-your-own-adventure string of vignettes, begins. As the book’s description reads, it’s a “Borgeian love story” that “seamlessly spans the globe” and it represents a fresh approach to the book publishing industry.

Larsen’s book is one of the inaugural titles from Editions at Play, a joint e-books publishing venture between Google Creative Lab Sydney and the design-driven publishing house Visual Editions, which launched this week. With the mission of reimagining what an e-book can be, Editions at Play brings together the author, developers, and designers to work simultaneously on building a story from the ground up. They are the opposite of the usual physical-turned-digital-books; rather, they’re books that “cannot be printed.”

 

From DSC:
Interesting to note the use of teams of specialists here…

 

 

 

Winner revealed for Microsoft’s HoloLens App Competition — from vrfocus.com by Peter Graham

Excerpt:

Out of the thousands of ideas entered, Airquarium, Grab the Idol and Galaxy Explorer were the three that made it through. Out of those the eventual winner was Galaxy Explorer with a total of 58 per cent of the votes. The app aims to give users the ability to wander the Milky Way and learn about our galaxy. Navigating through the stars and landing on the myriad of planets that are out there.

 

 

 

Also see:

Virtual Reality in 2016: What to expect from Google, Facebook, HTC and others in 2016 — from tech.firstpost.com by Naina Khedekar

Excerpt:

Many companies have made their intentions for virtual reality clear. Let’s see what they are up to in 2016.

 

 

Also see:

 

Somewhat related, but in the AR space:

Except:
Augmented reality(AR) has continued to gain momentum in the educational landscape over the past couple of years. These educators featured below have dove in head first using AR in their classrooms and schools. They continue to share excellent resources to help educators see how augmented reality can engage students and deepen understanding.

 

 

 

Intel launches x-ray-like glasses that allow wearers to ‘see inside’ objects — from theguardian.com by
Smart augmented reality helmet allows wearers to overlay maps, schematics and thermal images to effectively see through walls, pipes and other solid objects

Excerpt:

Unlike devices such as HoloLens or Google Glass, which have been marketed as consumer devices, the Daqri Smart Helmet is designed with industrial use in mind. It will allow the wearer to effectively peer into the workings of objects using real-time overlay of information, such as wiring diagrams, schematics and problem areas that need fixing.

 

 

50 of the best teaching & learning apps for 2016 — from teachthought.com

Excerpt:

What are the best teaching and learning apps for 2016? That’s a good question this post looks to answer.

Every year, we put together a collection of what we believe are the best teaching and learning apps for that year. (Here, for example, is our 2015 version of the list below, where you will notice about half the apps are the same, and half have changed. That’s not bad for progress, is it?

This year, we were asked by the good folks at Easelly (the infographic and visual data platform) to create a collection of resources that while including their apps, would curate a lot of good stuff teachers would benefit from in 2016. Since we were preparing to release our TeachThought Editor’s Choice: 2016 Best Teaching and Learning Apps–and have used Easelly for years ourselves–we combined the two projects to give you something you can use to guide your #edtech integration this year.

 

 

6 ed tech tools to try in 2016 — from cultofpedagogy.com by Jennifer Gonzalez

Excerpt:

About a year ago, I published an e-book called the Teacher’s Guide to TechOver the last month, I have been updating it for 2016, adding over 30 new tools and refreshing the information I had about the original ones. I have to say, the 2015 version was excellent, but now it’s SO MUCH BETTER. (To take a peek at the guide, scroll to the bottom of this post.)

In the process, I discovered some tools that I absolutely fell in love with, and I wanted to share them with you here. Each of these tools can make your teaching more efficient and effective, and your students’ learning deeper and more engaging.

Let’s take a look.

 

6toolstotry-2016

 

 

Visit Shakespeare’s London at FIU’s new virtual reality facility — from cec.fiu.edu

Excerpt:

It’s 1598, and you’re on your way to the Globe Theater to watch one of Shakespeare’s plays. You walk along the dirt roads and the green fields of London and you realize you can see the London Bridge in the distance. A vagabond asks you for a coin, and you find the village houses and the town market bustling with customers. Once you arrive at the theater, you watch the first few minutes of the opening monologue of “Henry V.”

This is a virtual world created by a multidisciplinary team of FIU students – and you can immerse yourself in this time-travel journey starting Jan. 29 when the I-CAVE opens at Modesto A. Maidique Campus.

.

 

 

Google brings commenting to sheets and slides on mobile— from techcrunch.com by Frederic Lardinois

Excerpt:

Google announced [on 1/28/16] a couple of updates to the commenting features in its Google Apps productivity suite.

These include the launch of mobile commenting in the iOS and Android apps for Slides and Sheets. Thanks to this, the commenting experience in Google’s apps is now (almost) the same across all of its apps — whether on the web or on mobile. I’m not sure why Google didn’t already offer this before, but better late than never, right?

 

 

10 very good tools for student researchers — from educatorstechnology.com

Excerpt:

One of the onerous parts in essay and academic writing is the bibliography section. Managing, organizing and citing references can sometimes be a real challenge especially if you don’t keep track of what and who you cite. The last thing you  want after a strenuous writing task is a messy bibliography with one reference missing a page number, the other needs publication date or, worse of all, having to go back to your sources to check for the source of that quotation you included in your conclusion. If you find yourself constantly grappling with problems such as these, the web tools below are absolutely something you might need to consider. These are some of the best applications for organizing, managing, and publishing bibliographies, citations and references. Some of these softwares are integrated with Google Scholar.

 

 

Fresco News app brings crowdsourced journalism to Apple TV — from imore.com by Dan Thorp-Lancaster

Excerpt:

Fresco News, an app that crowdsources news footage by allowing citizen journalists to upload and share their photos videos of current events around the globe, has officially launched an Apple TV app. With the app, users can check out first-hand accounts of events around the world on the big screen through their Apple TV.

 

 

5 Apple TV fitness apps to get in shape on a budget — from macworld.com by Caitlin McGarry
There are tons of streaming TV apps, but I’m on the hunt for a streaming workout app that won’t cost a fortune.

Excerpt:

The fourth-generation Apple TV now has more than 3,600 tvOS apps, Apple revealed in its first-quarter earnings call Tuesday. Most of those are games or streaming video apps, and there are tons of great options in both categories. When it comes to fitness, which seems to me a natural fit for the TV, the selection is sparse. But still, I was sure at least one Apple TV app would have what I was looking for: a cheap way to stay in shape. But it wasn’t that easy.

 

 

Codespark.org

 

codespark-jan2016

 

 

Codemonkey

codemonkey-jan2016

 

 

Best iPhone 6 and 6s tripods for stablizing and mounting — from imore.com by Brent Zaniewski
A dependable tripod can enhance your iPhone photography skills and help you get an otherwise impossible shot.

 

 

 

Livestream unveils new device for affordable multi-camera productions — from bizbash.com by Mitra Sorrells
The tiny Movi camera links with an iOS app for real-time recording, editing, and streaming from events.

Excerpt:

Planners interested in creating multi-camera video productions at their events will soon have a new, inexpensive option. Livestream, the company behind live online events for brands such as Tesla, Salesforce.com, the N.B.A., and more, has created a 2.5-inch device that lets users record and edit in real time between nine virtual high-definition cameras. Movi is available for preorder for delivery in April, currently at a price of $299.

 

 

This lens can widen your view into a classroom for only $10 — from blog.edthena.com

 

 

How Five EdTech Start-Ups Are Using Big Data To Boost Business Education — from by Seb Murray
MOOC platforms explore analytics with b-school partners

Excerpt:

Education tech companies including Coursera, edX, Udacity and their b-school and university partners are delving deeper into big data analytics to improve teaching and student learning.

Simon Nelson, CEO of online learning company FutureLearn, says: “The potential is incredible — and we are just scratching the surface.”

A report to be published in January by the UK’s Higher Education Commission (HEC) envisages that big data will help identify risk of failure; give students instant feedback; and benchmark their performance against peers.

Addendum on 2/1/16:

Addendum on 2/2/16:

 

 

Augmented reality transforms biopharma — from genengnews.com by Gail Dutto
Shed the rose-colored glasses, says AFS, and put on smart glasses to achieve real-time oversight

Excerpt:

AFS’s technology combines smart glasses with biopharma-specific software to let people essentially see through others’ eyes. The software also overlays tags on equipment and lets wearers access data in their glasses, leaving their hands free for other tasks.

These capabilities improve outcomes from remote troubleshooting and training, enhance situational awareness among maintenance personnel and operators, and increase efficiency for researchers and other technical employees.

“The best technicians can only be in so many places. Now a novice with smart glasses can collaborate with engineers or seasoned technicians for better service.”

Enabling an engineer to see in real time — on a phone or tablet — what an operator is seeing brings immediate technical expertise to the problem without having to call an engineer onsite in the middle of the night or engage in the ambiguity of phone or text messages. And, if the engineer circles a panel or button on a tablet or smart phone, the operator sees that in the glasses, minimizing the chance of mistakes and reducing the need for emergency site visits, Pignata asserts.

 
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