Myths and Facts About Flipped Learning — from er.educause.edu by Robert Talbert

Key Takeaways

  • The combination of rapidly-accumulating research on the effectiveness of active learning combined with improvements in technology have created an ideal environment for almost any instructor to move their courses from a traditional to a flipped model.
  • Many articles on flipped learning contain misconceptions that can lead potential practitioners into error or away from using flipped learning entirely, to the detriment of their students and themselves.
  • This article looks at some of the myths about flipped learning and provides contradictory facts about this pedagogical approach.

 

Flipped learning, sometimes called the “flipped classroom,” is a pedagogical approach which uses time and space in a different way from the way courses are typically taught. In traditional instruction, students’ first contact with new ideas happens in class, usually through direct instruction from the professor; after exposure to the basics, students are turned out of the classroom to tackle the most difficult tasks in learning — those that involve application, analysis, synthesis, and creativity — in their individual spaces. Flipped learning reverses this, by moving first contact with new concepts to the individual space and using the newly-expanded time in class for students to pursue difficult, higher-level tasks together, with the instructor as a guide.

Flipped learning is a pedagogical approach whose time has come. The combination of rapidly-accumulating research on the effectiveness of active learning combined with improvements in technology have created an ideal environment for almost any instructor to move their courses from a traditional to a flipped model. At the same time, despite its popularity and the efforts of groups like the Flipped Learning Network to explain and operationalize flipped learning, it remains a somewhat poorly-understood concept among many. Many published articles on flipped learning contain misconceptions that can lead potential practitioners into error or away from using flipped learning entirely, to the detriment of their students and themselves.

Let’s take a look at some of the myths about flipped learning and try to find the facts.

 

 

 

Is VR the future of employee training? — from biztechmagazine.com by Phil Goldstein
UPS, Walmart and other companies are experimenting with virtual reality to prepare and coach workers.

Excerpt:

VR is becoming an increasingly common training tool for a variety of businesses. Although the relatively new tactic is not widespread, its proponents say it is the wave of the future. The latest company to adopt VR training is UPS, which recently announced plans to roll out the technology to instruct student parcel delivery drivers.

Executives at companies that use VR for training say that the technology provides users with immersive experiences that simulate real-world examples and situations they are likely to face on the job. That makes them better prepared for when they swap the headsets for the road, warehouse or store floor.

UPS Tests VR Training for Drivers
This month, UPS will start training student delivery drivers to spot and identify road hazards using VR headsets at its nine UPS Integrad training facilities.

 

 

 

 

 

Video on Its Way to Becoming Education Norm — from campustechnology.com by Dian Schaffhauser

Excerpt:

Video has become as ubiquitous in higher education classrooms as big screens in the fitness center and Hulu in residential halls. The use cases abound. The most popular use right now is to help with remote teaching and learning; 73 percent of institutions in a recent survey report the use of video for that purpose. That’s followed by the showing of video in classrooms (70 percent), as supplementary course material (66 percent) and for lecture capture (65 percent). But video is also gaining steam in student assignments, teaching skills and recording students as they practice them, recording campus events for on-demand viewing, as part of library media collections, to deliver personal introductions and to give feedback on student assignments and instructor teaching practices.

These examples aren’t the only ones cited in the latest results of Kaltura’s “The State of Video in Education.” The 2017 survey, done in May and June 2017, drew responses from more than a thousand people, 81 percent of whom work in higher ed (the rest from K–12 and other educational organizations). Most of the survey respondents hold one of four primary roles: instructional design, IT, faculty and media. Kaltura is a company that sells video products and services.

 

 

 

Also see:

Survey: Blended Learning on the Rise — from campustechnology.com by Rhea Kelly
Most faculty in our second annual Teaching with Technology Survey said they employ a mix of online and face-to-face instruction, and many are using the flipped model in their courses.

Excerpt:

In a nationwide survey on the use of technology for teaching and learning, an increasing number of higher education faculty members said they employ a mix of online and face-to-face learning in their courses. A full 73 percent of respondents said they use the blended model — that’s up from 71 percent in 2016. And while 15 percent of faculty are still teaching exclusively face-to-face, 12 percent have gone fully online (an increase from 10 percent teaching online in 2016).

Those findings came out of Campus Technology‘s 2017 Teaching with Technology Survey, in which we asked faculty to dish on their approach to teaching, use of technology, views of the future and more.

 

 

 

 

From DSC:
The vast majority of the lessons being offered within K-12 and the lectures (if we’re going to continue to offer them) within higher education should be recorded.

Why do I say this?

Well…first of all…let me speak as a parent of 3 kids, one of whom requires a team of specialists to help her learn. When she misses school because she’s out sick, it’s a major effort to get her caught up. As a parent, it would be soooooo great to log into a system and obtain an updated digital playlist of the lessons that she’s missed. She and I could click on the links to the recordings in order to see how the teacher wants our daughter to learn concepts A, B, and C. We could pause, rewind, fast forward, and replay the recording over and over again until our daughter gets it (and I as a parent get it too!).

I realize that I’m not saying anything especially new here, but we need to do a far better job of providing our overworked teachers with more time, funding, and/or other types of resources — such as instructional designers, videographers and/or One-Button Studios, other multimedia specialists, etc. — to develop these recordings. Perhaps each teacher — or team — could be paid to record and contribute their lessons to a pool of content that could be used over and over again. Also, the use of RSS feeds and content aggregators such as Feedly could come in handy here as well. Parents/learners could subscribe to streams of content.

Such a system would be a huge help to the teachers as well. They could refer students to these digital playlists as appropriate — having updated the missing students’ playlists based on what the teacher has covered that day (and who was out sick, at another school-sponsored event, etc.). They wouldn’t have to re-explain something as many times if they had recordings to reference.

—–

Also, within the realm of higher education, having recordings/transcripts of lectures and presentations would be especially helpful to learners who take more time to process what’s being said. And while that might include ESL learners here in the U.S., such recordings could benefit the majority of learners. From my days in college, I can remember trying to write down much of what the professor was saying, but not having a chance to really process much of the information until later, when I looked over my notes. Finally, learners who wanted to review some concepts before a mid-term or final would greatly appreciate these recordings.

Again, I realize this isn’t anything new. But it makes me scratch my head and wonder why we haven’t made more progress in this area, especially at the K-12 level…? It’s 2017. We can do better.

 



Some relevant tools here include:



 

 

 

Smartwatches Deemed Least Valuable Technology in the Classroom — from campustechnology.com by Rhea Kelly
In our second annual Teaching with Technology Survey, faculty revealed what technologies they use in the classroom, the devices they most value, what they wish for and more.

Excerpts:

Smartwatches may be one of the hottest gadgets in the consumer market — making up nearly a third of all wearables sales this year — but the climate in the classroom is noticeably cooler for the wrist-worn devices. In our 2017 Teaching with Technology Survey, smartwatches came in dead last in the list of technologies faculty consider essential or valuable for teaching and learning. Just 9 percent of faculty called the devices “valuable” (an increase from 5 percent in 2016), and not a one deemed them “essential.” What’s more, 9 percent of respondents considered smartwatches “detrimental.”

When we asked faculty what computing devices were most valuable for teaching and learning, laptops came out on top, considered “essential” by 54 percent of respondents (up from 49 percent in 2016). Workstations (defined as higher-end computers with faster processors, more RAM, more storage and dedicated graphics cards) came in second, followed by all-in-one computers, traditional desktops and detachable tablets. (The lineup was similar last year.)

 

 

 

Under the Hood: Learning Design Behind Georgia Tech’s Degrees at Scale — from evolllution.com by Shabana Figueroa and Yakut Gazi

Excerpt:

Rolling out the MM program in May and the degree program in August meant design coordination and creation of eight new online courses in less than a year. We needed a new approach that employed strategies for efficiency and effectiveness.

The Learning Design Team
GTPE’s learning design team partners with faculty members to develop their online courses from start to end, providing the heavy lifting for course production. A director of learning design oversees both the instructional design and production aspects of the course production across the entire program. This cross-functional team approach eliminates the silos created by independent instructional design and studio production teams, which in turn, minimizes hand-off points, decreases friction among teams, allows for long-term thinking that leads to smarter course design and development decisions, provides fluidity of talent and roles within the team, and fuels productivity.

…the paradigm shift to a learner-focused, team-based approach to course production and delivery, and collaboration of campus partners and groups…

 

 

From DSC:
Note the use of a team-based approach here. I think that the team-based approach will be the most beneficial to the world at large. Those teams will be able to deliver a high-quality learning experience, with high production values and carefully planned/crafted instructional designs. 

 



Also see:

Learning How to Learn: Anatomy of a good MOOC — from linkedin.com by Bill Ferster

Excerpts:

Barbara Oakley’s MOOC, Learning How to Learn [2] is the exception to this trend. It is well-produced, informative, and fully embraces the new medium. With over 2 million registered students and completion rates of over 20% [3], (the average MOOC completion rate is 5%), Learning How to Learn is clearly resonating with its audience.

The question is why is it so popular? Intrigued, I enrolled the short MOOC to understand why it was so popular, and what lessons it might have for other MOOC authors to make their offerings more effective their “filmed plays.”

Oakley has clearly bucked the overall MOOC trend and has made good use of the inexpensive technologies with well-lit scenes that are clearly edited and make use of the green screen overlay technologies found in her Adobe Premiere video editor. She used a large teleprompter to ensure a fluid delivery of her message and high-quality audio.

Learning to Learn is effective because Oakley put a significant amount of effort making it effective. Good content, coupled with high production values, and sound pedagogy take time to produce and clearly pays off in the final product.

 



 

 

7 years after Steve Jobs waged war on Flash, it’s officially dying – from finance.yahoo.com by Kif Leswing

Excerpt:

Adobe is killing Flash, the software that millions used in the early 2000s to play web games and watch video in their web browsers.

The company announced the software was “end-of-life” in a blog post on Tuesday. From the blog post:

“Given this progress, and in collaboration with several of our technology partners – including Apple, Facebook, Google, Microsoft and Mozilla – Adobe is planning to end-of-life Flash. Specifically, we will stop updating and distributing the Flash Player at the end of 2020 and encourage content creators to migrate any existing Flash content to these new open formats.”

 

Campus Technology 2017: Virtual Reality Is More Than a New Medium — from edtechmagazine.com by Amy Burroughs
Experts weigh in on the future of VR in higher education.

Excerpts:

“It’s actually getting pretty exciting,” Georgieva said, noting that legacy companies and startups alike have projects in the works that will soon be on the market. Look for standalone, wireless VR headsets later this year from Facebook and Google.

“I think it’s going to be a universal device,” he said. “Eventually, we’ll end up with some kind of glasses where we can just dial in the level of immersion that we want.”

— Per Emery Craig, at Campus Technology 2017 Conference


“Doing VR for the sake of VR makes no sense whatsoever,” Craig said. “Ask when does it make sense to do this in VR? Does a sense of presence help this, or is it better suited to traditional media?”

 

 

Virtual Reality: The User Experience of Story — from blogs.adobe.com

Excerpt:

Solving the content problems in VR requires new skills that are only just starting to be developed and understood, skills that are quite different from traditional storytelling. VR is a nascent medium. One part story, one part experience. And while many of the concepts from film and theater can be used, storytelling through VR is not like making a movie or a play.

In VR, the user has to be guided through an experience of a story, which means many of the challenges in telling a VR story are closer to UX design than anything from film or theater.

Take the issue of frameless scenes. In a VR experience, there are no borders, and no guarantees where a user will look. Scenes must be designed to attract user attention, in order to guide them through the experience of a story.

Sound design, staging cues, lighting effects, and movement can all be used to draw a user’s attention.

However, it’s a fine balance between attraction to distraction.

“In VR, it’s easy to overwhelm the user. If you see a flashing light and in the background, you hear a sharp siren, and then something moves, you’ve given the user too many things to understand,” says Di Dang, User Experience Lead at POP, Seattle. “Be intentional and deliberate about how you grab audience attention.”

 

VR is a storytelling superpower. No other medium has the quite the same potential to create empathy and drive human connection. Because viewers are for all intents and purposes living the experience, they walk away with that history coded into their memory banks—easily accessible for future responses.

 

 

 

Google’s latest VR experiment is teaching people how to make coffee — from techradar.com by Parker Wilhelm
All in a quest to see how effective learning in virtual reality is

Excerpt:

Teaching with a simulation is no new concept, but Google’s Daydream Labs wants to see exactly how useful virtual reality can be for teaching people practical skills.

In a recent experiment, Google ran a simulation of an interactive espresso machine in VR. From there, it had a group of people try their virtual hand at brewing a cup of java before being tasked to make the real thing.

 

 



 

Addendum on 7/26/17:

 



 

 

 

A Starter Kit for Instructional Designers — from edsurge.com by Amy Ahearn

Excerpts:

2016 report funded by the Gates Foundation found that in the U.S. alone, there are 13,000 instructional designers. Yet, when I graduated from college in 2008, I didn’t know this field existed. Surely a lot has changed!

Instructional design is experiencing a renaissance. As online course platforms proliferate, institutions of all shapes and sizes realize that they’ll need to translate content into digital forms. Designing online learning experiences is essential to training employees, mobilizing customers, serving students, building marketing channels, and sustaining business models.

The field has deep roots in distance education, human computer interaction, and visual design. But I’ve come to believe that contemporary instructional design sits at the intersection of three core disciplines: learning science, human-centered design, and digital marketing. It requires a deep respect for the pedagogical practices that teachers have honed for decades, balanced with fluency in today’s digital tools.

Below are some of the lessons and resources that I wish I knew of when I first went on the job market—a combination of the academic texts you read in school along with practical tools that have been essential to practicing instructional design in the real world. This is not a complete or evergreen list, but hopefully it’s a helpful start.

 

So You Want to Be an Instructional Designer? — from edsurge.com by Marguerite McNeal

Excerpt:

Good listener. People person. Lifelong learner. Sound like you? No, we’re not trying to arrange a first date. These are some common traits of people with successful careers in a booming job market: instructional design.

Colleges, K-12 schools and companies increasingly turn to instructional designers to help them improve the quality of teaching in in-person, online or blended-learning environments.

 

 

 

The case for a next generation learning platform [Grush & Christian]

 

The case for a next generation learning platform — from campustechnology.com by Mary Grush & Daniel Christian

Excerpt (emphasis DSC):

Grush: Then what are some of the implications you could draw from metrics like that one?

Christian: As we consider all the investment in those emerging technologies, the question many are beginning to ask is, “How will these technologies impact jobs and the makeup of our workforce in the future?”

While there are many thoughts and questions regarding the cumulative impact these technologies will have on our future workforce (e.g., “How many jobs will be displaced?”), the consensus seems to be that there will be massive change.

Whether our jobs are completely displaced or if we will be working alongside robots, chatbots, workbots, or some other forms of AI-backed personal assistants, all of us will need to become lifelong learners — to be constantly reinventing ourselves. This assertion is also made in the aforementioned study from McKinsey: “AI promises benefits, but also poses urgent challenges that cut across firms, developers, government, and workers. The workforce needs to be re-skilled to exploit AI rather than compete with it…”

 

 

A side note from DSC:
I began working on this vision prior to 2010…but I didn’t officially document it until 2012.

 

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

 

Learning from the Living [Class] Room:

A global, powerful, next generation learning platform

 

What does the vision entail?

  • A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:

“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.

  • A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
  • A customizable learning environment that will offer up-to-date streams of regularly curated content (i.e., microlearning) as well as engaging learning experiences
  • Along these lines, a lifelong learner can opt to receive an RSS feed on a particular topic until they master that concept; periodic quizzes (i.e., spaced repetition) determines that mastery. Once mastered, the system will ask the learner whether they still want to receive that particular stream of content or not.
  • A Netflix-like interface to peruse and select plugins to extend the functionality of the core product
  • An AI-backed system of analyzing employment trends and opportunities will highlight those courses and streams of content that will help someone obtain the most in-demand skills
  • A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
  • A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
  • A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
  • Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
  • (Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
  • (Potentially) Direct access to popular job search sites
  • (Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)
  • (Potentially) Integration with one-on-one tutoring services

Further details here >>

 

 

 



Addendum from DSC (regarding the resource mentioned below):
Note the voice recognition/control mechanisms on Westinghouse’s new product — also note the integration of Amazon’s Alexa into a “TV.”



 

Westinghouse’s Alexa-equipped Fire TV Edition smart TVs are now available — from theverge.com by Chaim Gartenberg

 

The key selling point, of course, is the built-in Amazon Fire TV, which is controlled with the bundled Voice Remote and features Amazon’s Alexa assistant.

 

 

 

Finally…also see:

  • NASA unveils a skill for Amazon’s Alexa that lets you ask questions about Mars — from geekwire.com by Kevin Lisota
  • Holographic storytelling — from jwtintelligence.com
    The stories of Holocaust survivors are brought to life with the help of interactive 3D technologies.
    New Dimensions in Testimony is a new way of preserving history for future generations. The project brings to life the stories of Holocaust survivors with 3D video, revealing raw first-hand accounts that are more interactive than learning through a history book.  Holocaust survivor Pinchas Gutter, the first subject of the project, was filmed answering over 1000 questions, generating approximately 25 hours of footage. By incorporating natural language processing from the USC Institute for Creative Technologies (ICT), people are able to ask Gutter’s projected image questions that trigger relevant responses.

 

 

 

 

AI will make forging anything entirely too easy — from wired.com by Greg Allen

Excerpt:

Today, when people see a video of a politician taking a bribe, a soldier perpetrating a war crime, or a celebrity starring in a sex tape, viewers can safely assume that the depicted events have actually occurred, provided, of course, that the video is of a certain quality and not obviously edited.

But that world of truth—where seeing is believing—is about to be upended by artificial intelligence technologies.

We have grown comfortable with a future in which analytics, big data, and machine learning help us to monitor reality and discern the truth. Far less attention has been paid to how these technologies can also help us to lie. Audio and video forgery capabilities are making astounding progress, thanks to a boost from AI. In the future, realistic-looking and -sounding fakes will constantly confront people. Awash in audio, video, images, and documents, many real but some fake, people will struggle to know whom and what to trust.

 

 

Also referenced in the above article:

 

 

 

 
 

What a future, powerful, global learning platform will look & act like [Christian]


Learning from the Living [Class] Room:
A vision for a global, powerful, next generation learning platform

By Daniel Christian

NOTE: Having recently lost my Senior Instructional Designer position due to a staff reduction program, I am looking to help build such a platform as this. So if you are working on such a platform or know of someone who is, please let me know: danielchristian55@gmail.com.

I want to help people reinvent themselves quickly, efficiently, and cost-effectively — while providing more choice, more control to lifelong learners. This will become critically important as artificial intelligence, robotics, algorithms, and automation continue to impact the workplace.


 

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

 

Learning from the Living [Class] Room:
A global, powerful, next generation learning platform

 

What does the vision entail?

  • A new, global, collaborative learning platform that offers more choice, more control to learners of all ages – 24×7 – and could become the organization that futurist Thomas Frey discusses here with Business Insider:

“I’ve been predicting that by 2030 the largest company on the internet is going to be an education-based company that we haven’t heard of yet,” Frey, the senior futurist at the DaVinci Institute think tank, tells Business Insider.

  • A learner-centered platform that is enabled by – and reliant upon – human beings but is backed up by a powerful suite of technologies that work together in order to help people reinvent themselves quickly, conveniently, and extremely cost-effectively
  • An AI-backed system of analyzing employment trends and opportunities will highlight those courses and “streams of content” that will help someone obtain the most in-demand skills
  • A system that tracks learning and, via Blockchain-based technologies, feeds all completed learning modules/courses into learners’ web-based learner profiles
  • A learning platform that provides customized, personalized recommendation lists – based upon the learner’s goals
  • A platform that delivers customized, personalized learning within a self-directed course (meant for those content creators who want to deliver more sophisticated courses/modules while moving people through the relevant Zones of Proximal Development)
  • Notifications and/or inspirational quotes will be available upon request to help provide motivation, encouragement, and accountability – helping learners establish habits of continual, lifelong-based learning
  • (Potentially) An online-based marketplace, matching learners with teachers, professors, and other such Subject Matter Experts (SMEs)
  • (Potentially) Direct access to popular job search sites
  • (Potentially) Direct access to resources that describe what other companies do/provide and descriptions of any particular company’s culture (as described by current and former employees and freelancers)

Further details:
While basic courses will be accessible via mobile devices, the optimal learning experience will leverage two or more displays/devices. So while smaller smartphones, laptops, and/or desktop workstations will be used to communicate synchronously or asynchronously with other learners, the larger displays will deliver an excellent learning environment for times when there is:

  • A Subject Matter Expert (SME) giving a talk or making a presentation on any given topic
  • A need to display multiple things going on at once, such as:
  • The SME(s)
  • An application or multiple applications that the SME(s) are using
  • Content/resources that learners are submitting in real-time (think Bluescape, T1V, Prysm, other)
  • The ability to annotate on top of the application(s) and point to things w/in the app(s)
  • Media being used to support the presentation such as pictures, graphics, graphs, videos, simulations, animations, audio, links to other resources, GPS coordinates for an app such as Google Earth, other
  • Other attendees (think Google Hangouts, Skype, Polycom, or other videoconferencing tools)
  • An (optional) representation of the Personal Assistant (such as today’s Alexa, Siri, M, Google Assistant, etc.) that’s being employed via the use of Artificial Intelligence (AI)

This new learning platform will also feature:

  • Voice-based commands to drive the system (via Natural Language Processing (NLP))
  • Language translation (using techs similar to what’s being used in Translate One2One, an earpiece powered by IBM Watson)
  • Speech-to-text capabilities for use w/ chatbots, messaging, inserting discussion board postings
  • Text-to-speech capabilities as an assistive technology and also for everyone to be able to be mobile while listening to what’s been typed
  • Chatbots
    • For learning how to use the system
    • For asking questions of – and addressing any issues with – the organization owning the system (credentials, payments, obtaining technical support, etc.)
    • For asking questions within a course
  • As many profiles as needed per household
  • (Optional) Machine-to-machine-based communications to automatically launch the correct profile when the system is initiated (from one’s smartphone, laptop, workstation, and/or tablet to a receiver for the system)
  • (Optional) Voice recognition to efficiently launch the desired profile
  • (Optional) Facial recognition to efficiently launch the desired profile
  • (Optional) Upon system launch, to immediately return to where the learner previously left off
  • The capability of the webcam to recognize objects and bring up relevant resources for that object
  • A built in RSS feed aggregator – or a similar technology – to enable learners to tap into the relevant “streams of content” that are constantly flowing by them
  • Social media dashboards/portals – providing quick access to multiple sources of content and whereby learners can contribute their own “streams of content”

In the future, new forms of Human Computer Interaction (HCI) such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) will be integrated into this new learning environment – providing entirely new means of collaborating with one another.

Likely players:

  • Amazon – personal assistance via Alexa
  • Apple – personal assistance via Siri
  • Google – personal assistance via Google Assistant; language translation
  • Facebook — personal assistance via M
  • Microsoft – personal assistance via Cortana; language translation
  • IBM Watson – cognitive computing; language translation
  • Polycom – videoconferencing
  • Blackboard – videoconferencing, application sharing, chat, interactive whiteboard
  • T1V, Prsym, and/or Bluescape – submitting content to a digital canvas/workspace
  • Samsung, Sharp, LCD, and others – for large displays with integrated microphones, speakers, webcams, etc.
  • Feedly – RSS aggregator
  • _________ – for providing backchannels
  • _________ – for tools to create videocasts and interactive videos
  • _________ – for blogs, wikis, podcasts, journals
  • _________ – for quizzes/assessments
  • _________ – for discussion boards/forums
  • _________ – for creating AR, MR, and/or VR-based content

 

 

EON CREATOR AVR

The EON Creator AVR Enterprise and Education content builder empowers non-technical users to create compelling AR and VR applications in minutes, not weeks.

ENTERPRISE
With no programming required, EON Creator AVR Enterprise empowers workers to accelerate learning and improve performance, safety, and efficiency in the workplace.

EDUCATION
Teachers and students can create, experience, and share AVR learning applications with EON Creator AVR and quickly add them to their current classroom, seamlessly.

 

 

 

 

Also see:

 

 

 

Also see:

 

 

 
 
© 2025 | Daniel Christian