XR for Teaching and Learning — from educause

Key Findings

  • XR technologies are being used to achieve learning goals across domains.
  • Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
  • Integration of XR into curricula faces two major challenges: time and skills.
  • The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
  • The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.

XR for Teaching and Learning

 
 

5 proven ways to make your good online course great — from campustechnology.com

Excerpt:

Recent research uncovered just a handful of distinct elements that set great online teaching apart from the merely good. The findings came out of interviews with eight faculty members who have won awards for their online teaching from three professional associations: the Online Learning Consortium, the Association for Educational Communications & Technology and the United States Distance Learning Association.

Again, the report is here.

 

 

Five companies using virtual reality to improve the lives of senior citizens — from immersivelearning.news

Excerpt:

Virtual reality is emerging as a useful tool to bring about positive change for many, including the elderly. From reducing loneliness to transporting the infirm to far-flung places, without the need to travel, VR is enhancing the lives of senior citizens across the globe.

To mark National Senior Citizen’s Day, I’ve taken a look at some of the companies using the immersive power of virtual reality to make a difference.

 

This former Apple designer is taking on Amazon’s Twitch with $146 million and Fox’s backing — from fastcompany.com by Jeff Beer
Caffeine founder and CEO Ben Keighran talks about why live streaming is much more than gaming—it’s the future of TV.

Excerpt (emphasis DSC):

Live-streaming startup Caffeine, started by former Apple designer Ben Keighran, is emerging out of a two-year beta today and aims to overtake Amazon’s Twitch and Microsoft’s Mixer as the world’s leading live broadcasting platform. The official release version features a completely new design for its website and iOS and Android apps that combines editorial, algorithmic, and social connections to make it easier to discover live broadcasting from gamers, entertainers, and athletes, as well as create your own interactive broadcasts featuring live television content.

Twitch is the undisputed king of live-streamed gaming, but Keighran is betting that Caffeine’s more diverse focus to go beyond gaming—into entertainment and sports—will make it a more attractive place for both viewers and creators.

Keighran says another technological difference between Caffeine and Twitch is in its ease of use and quickness. “In just a couple of clicks, you can stream Red Bull 24/7 and be the commentator, you can stream Fortnite in one click, you can create an entertainment stream and talk about the new sneaker you just got, and you can do that all in one place,” he says. “And it’s all in real-time—there’s no delay in the video, whereas on Twitch, there’s up to a 60-second delay.”

 

From DSC:
Hmmm… social interaction. New platforms for streaming live content. Ability to comment and ask questions (i.e., audience interactions). Interactive chats.

Can we add learning-related experiences to the audiences and applications here?

 

 

A somewhat related item:

 

Turn Your Home Into A Mixed Reality Record Store With Spotify On Magic Leap — from vrscout.com by Kyle Melnick

“We see a time in the not too distant future when spatial computing will extend into the wider world of podcasts, audiobooks and storytelling,” continues Magic Leap in their post. “And this is just the beginning. The launch of Spotify marks an evolution in the way you can see, hear and experience the bands and artists that you love. It’s an exciting time for music. For musicians. For developers. And for music-lovers the world over.”

 

FTI 2020 Trend Report for Entertainment, Media, & Technology [FTI]

 

FTI 2020 Trend Report for Entertainment, Media, & Technology — from futuretodayinstitute.com

Our 3rd annual industry report on emerging entertainment, media and technology trends is now available.

  • 157 trends
  • 28 optimistic, pragmatic and catastrophic scenarios
  • 10 non-technical primers and glossaries
  • Overview of what events to anticipate in 2020
  • Actionable insights to use within your organization

KEY TAKEAWAYS

  • Synthetic media offers new opportunities and challenges.
  • Authenticating content is becoming more difficult.
  • Regulation is coming.
  • We’ve entered the post-fixed screen era.
  • Voice Search Optimization (VSO) is the new Search Engine Optimization (SEO).
  • Digital subscription models aren’t working.
  • Advancements in AI will mean greater efficiencies.

 

 

Everyday Media Literacy — from routledge.com by Sue Ellen Christian
An Analog Guide for Your Digital Life, 1st Edition

Description:

In this graphic guide to media literacy, award-winning educator Sue Ellen Christian offers students an accessible, informed and lively look at how they can consume and create media intentionally and critically.

The straight-talking textbook offers timely examples and relevant activities to equip students with the skills and knowledge they need to assess all media, including news and information. Through discussion prompts, writing exercises, key terms, online links and even origami, readers are provided with a framework from which to critically consume and create media in their everyday lives. Chapters examine news literacy, online activism, digital inequality, privacy, social media and identity, global media corporations and beyond, giving readers a nuanced understanding of the key concepts and concerns at the core of media literacy.

Concise, creative and curated, this book highlights the cultural, political and economic dynamics of media in our contemporary society, and how consumers can mindfully navigate their daily media use. Everyday Media Literacy is perfect for students (and educators) of media literacy, journalism, education and media effects looking to build their understanding in an engaging way.

 

Using technology to inspire creativity boosts student outcomes — from thejournal.com by Sara Friedman

Transformative technology uses include using tablets or computers to create multimedia projects, conduct research and analyze information.

Teachers’ use of creativity in learning was determined how many times students were allowing to:

  • Choose what to learn in class.
  • Try different ways of doing things, even if they might not work.
  • Come up with their own ways to solve a problem
  • Discuss topics with no right or wrong answer.
  • Create a project to express what they’ve learned.
  • Work on a multidisciplinary project.
  • Work on a project with real-world applications.
  • Publish or share projects with people outside the classroom.
 

The impact of voice search on firms — from lawtechnologytoday.org

Excerpts:

“Alexa, where can I find an attorney near me who specializes in…?”

“What is my liability if a tree in my yard falls on my neighbor’s house because of a storm?”

“…voice-activated legal searches are coming, and probably faster than you expect.”

 

From DSC:
The other day, I put this post out there.

Now, I’d like to add to that information with information from Mr. Joseph Byerwalter, who pointed me to the following videos re: LEGO BOOST!

 

LEGO® BOOST lets children create models with motors and sensors, and then bring their creations to life through simple, icon-based coding commands. The free LEGO BOOST tablet app includes easy step-by-step building instructions for creating and coding multifunctional models.

P.S. I am not getting paid by LEGO or anyone else here.
I just think learning should be engaging and fun!

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

Addendum on 10/18/19:

 

DC: In the future…will there be a “JustWatch” or a “Suppose” for learning-related content?

DC: In the future...will there be a JustWatch or a Suppose for learning-related content?

 

5 good tools to create whiteboard animations — from educatorstechnology.com

Excerpt:

In short, whiteboard animation (also called video scribing or animated doodling) is a video clip in which the recorder records the process of drawing on a whiteboard while using audio comment. The final result is a beautiful synchronization of the drawings and the audio feedback. In education, whiteboard animation videos  are used in language teaching/learning, in professional development sessions, to create educational tutorials and presentations and many more. In today’s post, we are sharing with you some good web tools you can use to create whiteboard animation videos.

 

 

 

 

Top eLearning Gamification Companies 2019 — from elearningindustry.com by Christopher Pappas

Excerpt:

The Top Performing eLearning Gamification Companies 2019
As community leaders, here at eLearning Industry, we have evaluated hundreds of eLearning content development companies in the past. As we are constantly on the lookout for new advancements and trends in the eLearning field that are relevant to the industry, we decided to take a very close look at outstanding providers of gamification. We have focused on prestige, influence, application of gamification tools, activity in the eLearning field, gamification innovations, and many more subcategories.

For the list of the Top eLearning Gamification Companies 2019, we chose and ranked the best gamification companies based on the following 7 criteria:

  • Gamification eLearning quality
  • Customer reviews
  • eLearning expertise
  • Niche specialization on gamification
  • Gamification industry innovation
  • Company’s social responsibility
  • Gamification features and capabilities
 

Per Jane Hart on LinkedIn:

Top 200 Tools for Learning 2019 is now published, together with:

PLUS analysis of how these tools are being used in different context, new graphics, and updated comments on the tools’ pages that show how people are using the tools.

 

 

 
© 2024 | Daniel Christian