Slido Lesson Plan — from techlearning.com by Stephanie Smith Budhai, Ph.D.
This Slido Lesson Plan is designed to help educators implement the digital tool into their instruction

Excerpt:

Slido is an exciting online engagement edtech tool that can be used to connect all students with academic content while getting them involved in the lesson.

While Slido is often used to incorporate polling into virtual workshops and presentations, there are a wide range of student engagement features within the Slido platform that can be used by teachers during lessons.

Also see:

Slido -- your go-to interaction app for hybrid meetings

 
 

Opportunities for Education in the Metaverse -- from downes.ca by Stephen Downes

Opportunities for Education in the Metaverse — from downes.ca by Stephen Downes

Excerpt:

This short presentation introduces major elements of the metaverse, outlines some applications for education, discusses how it may be combined with other technologies for advanced applications, and outlines some issues and concerns.

Also relevant/see:

What Should Higher Ed in the Metaverse Look like? – from linkedin.com by Joe Schaefer

Excerpt:

The Metaverse is coming whether we like it or not, and it is time for educators to think critically about how it can benefit students. As higher education continues to evolve, I believe every learning product and platform working with or within the Metaverse should, at least, have these functionalities:


Addendum on 5/23/22:


 

We need to use more tools — that go beyond screen sharing — where we can collaborate regardless of where we’re at. [Christian]

From DSC:
Seeing the functionality in Freehand — it makes me once again think that we need to use more tools where faculty/staff/students can collaborate with each other REGARDLESS of where they’re coming in to partake in a learning experience (i.e., remotely or physically/locally). This is also true for trainers and employees, teachers and students, as well as in virtual tutoring types of situations. We need tools that offer functionalities that go beyond screen sharing in order to collaborate, design, present, discuss, and create things.  (more…)

 

Zoom Announces New Education Features, Enhancing Hybrid [Hyflex] Learning Experience for Educators & Students — from edtechreview.in by Stephen Soulunii

Excerpt:

According to a news release, the features span Zoom’s Chat and Meeting offerings and are designed to support teachers who need to engage and manage students joining class remotely or submitting homework assignments.

Breakout Rooms Enhancements
Breakout rooms, a popular education feature, also received enhancements in this latest release. Program Audio allows meeting hosts to share content with audio to breakout rooms, adding the ability to share videos with audio. With the LTI Pro integration enhancement, educators can populate breakout rooms from the course roster. This can be used to assign breakout rooms in advance, and then automatically sort students into breakout rooms.

Anywhere Polls
Anywhere Polls will allow polling content to live in a central repository that can be accessed from any meeting on an account, instead of being associated with a particular meeting. This will make it easier for instructors to reuse polls and will also be beneficial for grading. This feature will be available this year.

 

Short and Sweet: The Educational Benefits of Microlectures and Active Learning — from er.educause.edu by Hua Zheng; with thanks to the Learning Now TV Newsletter – April 2022
The combination of short videos and the techniques of active learning can create rich, engaging educational experiences to maximize learning.

Excerpt:

The goal of interspersing a microlecture with active learning approaches is to improve student engagement and learning performance when participating in online, hybrid, or face-to-face instruction. Empirical studies have shown that active learning approaches, such as combining pause points with interactive quizzes, tasks requiring written responses, or note taking, can improve student performance.

 

 

Innovative and practical applications of the metaverse — from mckinsey.com

In this episode of the At the Edge podcast, McKinsey expert Richard Ward speaks with McKinsey’s Mina Alaghband.

Excerpts:

One of the things that we’ve learned during the pandemic is that if you put these metaverse design rooms up on the internet, your clients and other expert engineers can log in remotely, and the experience takes on the quality of Zoom in 3-D, which allows a new level of engineering to happen. The beauty of it is that people are able to do highly productive engineering design work without getting on an airplane. And that has a lot of rollover value for what we’re doing long term.

One of the great lessons we’ve had from the pandemic, as horrible as it’s been, is that things that people had said were impossible for decades are now possible. Like the idea that you can’t possibly have everybody not be in the office—it’s been proven wrong.

Also relevant/see:

 

Global Pandemics is a cutting-edge, browser-based, digital learning experience—designed to enhance student understanding of the role of pandemics in world history.

Global Pandemics — from historyadventures.co with thanks to Andrea Boros for the resource

Excerpts:

Global Pandemics is “a cutting-edge, browser-based, digital learning experience—designed to enhance student understanding of the role of pandemics in world history. One year in the making, and involving a talented, interdisciplinary team from around the world—the new product features cutting-edge digital learning design, web animation, interaction design, and digital storytelling.”

This browser-based digital learning experience introduces multiple novel technologies, including:

  • 3D Motion Design to Recreate History
  • Advanced Web Animation to Simulate Pathogens
  • Immersive 360 Panoramas of Historical Locations
  • Animated Historical Timeline & Maps
  • Choice-based Narrative Design
  • Interactive Original Historical Documents
  • Media-Rich Adaptive Assessments

Also see:

 

The Metaverse Will Radically Change Content Creation Forever — from forbes.com by Falon Fatemi

Excerpt:

Although the metaverse promises to touch nearly every person in our society, there’s one demographic that will almost certainly see disproportionately strong disruption: creators. The metaverse has the potential to fundamentally disrupt the content creation process.

The metaverse is slated to help creators make more interactive and immersive content, thanks in large part to advances in VR and AR. The stakes will be raised as creators will be expected to build more immersive and interactive content than ever before.

Also related/see:

The Amazing Possibilities Of Healthcare In The Metaverse — from forbes.com by Bernard Marr

Excerpts:

What’s generally agreed on, however, is that it’s effectively the next version of the internet – one that will take advantage of artificial intelligence (AI), augmented reality (AR), virtual reality (VR), and ever-increasing connectivity (for example, 5G networks) to create online environments that are more immersive, experiential and interactive than what we have today.

Metaverse involves the convergence of three major technological trends, which all have the potential to impact healthcare individually. Together, though, they could create entirely new channels for delivering care that have the potential to lower costs and vastly improve patient outcomes. These are telepresence (allowing people to be together virtually, even while we’re apart physically), digital twinning, and blockchain (and its ability to let us create a distributed internet).

From DSC:
That last paragraph could likely apply to our future learning ecosystems as well. Lower costs. A greater sense of presence. Getting paid for one’s teaching…then going to learn something new and paying someone else for that new training/education.

 

MUHC uses artificial intelligence to train neurosurgery students — from montreal.ctvnews.ca by Rob Lurie

Excerpt:

“I think above all it just provides an opportunity for junior learners to get some hands-on exposure,” said medical student Ali Fazlollahi.

“Basically, it was inspired by the idea of how do we prevent error in the operating room,” said Neurosurgeon Dr. Rolando De Maestro. Maestro says virtual reality has been a game-changer when it comes to teaching.

 

Why the World’s First Virtual Reality High School Changes Everything — from steve-grubbs.medium.com by Steve Grubs

Excerpts:

The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.

The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.

Also see:

This is a snapshot from the Geo Guesser VR game

 

Exploring Virtual Reality [VR] learning experiences in the classroom — from blog.neolms.com by Rachelle Dene Poth

Excerpt:

With the start of a new year, it is always a great time to explore new ideas or try some new methods that may be a bit different from what we have traditionally done. I always think it is a great opportunity to stretch ourselves professionally, especially after a break or during the spring months.

Finding ways to boost student engagement is important, and what I have found is that by using tools like Augmented Reality (AR) and Virtual Reality (VR), we can immerse students in unique and personalized learning experiences. The use of augmented and virtual reality has increased in K-12 and Higher Ed, especially during the past two years, as educators have sought new ways to facilitate learning and give students the chance to connect more with the content. The use of these technologies is increasing in the workplace, as well.

With all of these technologies, we now have endless opportunities to take learning beyond what has been a confined classroom “space” and access the entire world with the right devices.

 

22 Augmented Reality Trends to Keep an Eye on for 2022 — from linkedin.com by Tom Emrich

Excerpts:

#1 Metaverse remains at peak hype as the next iteration of the Internet feels so close but is actually much further away

#2 The smartphone continues to become an even more powerful augmented reality machine with advancements in chips, displays and connectivity

#3 Early consumer smartglasses reinforce the need for smartphones rather than attempt to replace them

The metaverse is defined differently by different people but for me, the metaverse is an aha moment. It is a realization by industry that the next wave of computing is comprised of a stack of emerging technologies (including blockchain, AI, IoT, AR and VR) that will all work together to create a fundamental shift in our relationship with technology. 

 



Also see:

 

Theater companies in the U.K., home to one of the world’s oldest and grandest performing traditions, are increasingly integrating digital technology into interactive theater performances. They’re even getting help from the government to do it, The New York Times reported.

Along these lines, also see:

 
© 2022 | Daniel Christian