Start the School Year by “Awakening Your Dreamers” — from edutopia.org by Suzie Boss

Excerpt (emphasis DSC):

When your students return to the classroom this fall, how many will bring along the interests, talents, and dreams that inspired or delighted them over the summer months? Will they see any connection between school assignments and their own passions?

Bernajean Porter (@bernajeanporter), a longtime advocate of digital storytelling and engaged learning, has a suggestion to get the year off to a good start: “What if your first project was about getting to know the hopes and dreams and talents of your kids?” By investing time to build a positive classroom culture, while also introducing project-based learning practices, you’ll set the stage for more meaningful inquiry experiences all year long.

Imagination Plus Research
Porter has developed and field-tested a classroom resource called, I-imagine: Taking MY Place in the World that guides students on a multimedia journey into their own future. After a series of guided writing and reflection exercises, students eventually produce “vision videos” in which they star as protagonists of the lives they are living, 20 years into the future.


 

From DSC:
Along these lines of trying to figure out what one’s passions, gifts, and talents are — as well as seeing the needs of the world around us — I recently read a book entitled, “Visions of Vocation: Common Grace for the Common Good.”  One of the key questions from that book is:

Knowing what you know about yourself and the world, having read what you’ve read, having seen what you’ve seen, what are you going to do?

Here are some of my notes from that book, in case you know of someone who is trying to ascertain their purpose in this world…someone who is trying to find out more about their calling.  It’s a good book, prompting deep reflection.

 

VisionsOfVocation-2014

 

 

From DSC:
I’d recommend that historians, geographers, geologists, archeologists — and many others as well — keep a sharp and steady eye on what’s happening with Virtual Reality (VR) — as the affordances that VR could bring seem very promising.  Establishing collaborations with teams of specialists could open up some amazing learning experiences for learners in the future.

Consider the items below for example.


 

Virtual reality bringing artifacts to life in London — from thestar.com

Excerpt:

Virtual reality has been increasingly making its way into the museum experience. At London’s National History Museum, visitors can currently experience First Life, a 15-minute VR experience also using the Samsung Gear VR headsets, in which David Attenborough narrates a 3D journey depicting sea creatures from 500 million years ago.

Only a few major museums have hosted their own VR experiences, but several projects are working on bringing the museum experience to the masses using the technology.

Google recently launched its Expeditions project, allowing students equipped with a Cardboard headset and a smartphone to view materials from major institutions such as the American Museum of Natural History.

 

vr-british-museum-2015

 

 

Virtual Reality Takes British Museum Visitors to Bronze Age — from augmentedrealitytrends.com by

Excerpt:

British Museum visitors will now be able to experience the past in a more vivid way. Apart from seeing the historical artifacts, you will be taken to the Bronze Age with the help of virtual reality headsets. You can don a Samsung Gear VR headset and explore a customary roundhouse from the Bronze Age. The exploration will consist of 3D scans of objects that are present in the museum. The museum is launching a VR weekend where this experience can be obtained.

Recreation of Three Bronze Age Objects
Three Bronze Age objects have been digitally recreated and will be shown to the visitors through virtual reality headsets.

One is a gold object which was recently discovered and is still caked with mud. The second object is a splendid bronze Beaune Dirk, which is a princely dagger. However, its shape suggests that it was not meant to be used, as the blade was never sharpened and the end was also not attached to a wooden hilt. The third object is a twist of bronze which looks simple but is most enigmatic. Over 50 such loops have been found within 18 miles of Brighton. They were not found anywhere else in Europe. What they were actually, is still a mystery. Users will be invited to try a replica and provide their opinions.

 

Virtual reality takes Baltimore students to Amazon — from wbaltv.com by Omar Jimenez
Armistead Gardens students use Alchemy Learning’s experiential learning

Excerpt:

Tech start up Alchemy Learning is using virtual reality as a tool for education.

“The ability to have a truly experiential learning moment has not been possible in traditional online education. Whereas with virtual reality you can see the students really are in a different world. They’re able to truly experience what’s around them,” Alchemy Learning co-founder Win Smith said.

 

VR-AlchemyLearning2015

 

 

Adopting Virtual Reality for Education — from alchemylearning.com

“As an educator with 20+ years’ experience integrating technology into curriculum, it is exciting for me to see a technology that so quickly captures the attention of the students, motivates them to make the effort to learn the procedures, and then opens them up to the relevant content.“

-Larry Fallon,
Instructional Technology Coordinator,
Arlington County Public Schools

 

PRAISE: a social network for online music learning  — from ec.europa.eu
Community feedback and advanced analytics, combined with lesson planning and monitoring tools for teachers make this social learning platform, PRAISE, a step forward in collaborative online learning.

Excerpt:

Feedback is essential for learning,’ says Carles Sierra, Research Professor at the Spanish National Research Council and coordinator of the PRAISE project. The project aims at filling a gap in online learning by creating a social network for music education with tools for giving and receiving feedback.

Using PRAISE’s Music Circle platform, music students can upload recordings of their playing and receive detailed feedback from other members of the community. Advanced tools let reviewers place their comments as annotations at exactly the right place in the audio signal representation.

‘Students’ peers can say “this crescendo is very nice” or “this passage is very expressive”,’ explains Professor Sierra. ‘This timeline of structured comments and this level of granularity have been lacking in online approaches to giving feedback on music.’

 

Also see their videos at:

 

praise-music-online-learning-july2015

 

Beyond Active Learning: Transformation of the Learning Space — from educause.edu by Mark S. Valenti

Excerpt:

The past decade has seen exciting developments in learning space design. All across the United States and around the world, across seemingly every discipline, there is interest in creating new, active, project-based learning spaces. Technology-rich and student-centric, the new learning spaces are often flexible in size and arrangement and are a significant departure from the lecture hall of yesterday. These developments are not the result of any one factor but are occurring as the result of changes in student demographics, technology advances, and economic pressures on higher education and as the result of increasing demands from employers. The nature of work today is inherently team-based and collaborative, often virtual, and geographically distant. Companies are seeking creative, collaborative employees who have an exploratory mindset. Employers seek graduates who can be more immediately productive in today’s fast-paced economy. Colleges and universities around the country are responding by creating flexible, multimodal, and authentic learning experiences. It’s a complex ecosystem of education—and it’s evolving right before our eyes. What an amazing time to be in education and to be a part of the transformation of the learning space!

The next generation of learning spaces will take all the characteristics of an active learning environment—flexibility, collaboration, team-based, project-based—and add the capability of creating and making. Project teams will be both interdisciplinary and transdisciplinary and will likely need access to a broad array of technologies. High-speed networks, video-based collaboration, high-resolution visualization, and 3-D printing are but a few of the digital tools that will find their way into the learning space.

 

figure 1

Figure 1. The T-Shaped Professional

Credit: Developed by IBM (Jim Spohrer, IBM Labs) and Michigan State University and
modified on March 16, 2015. Reprinted with permission.

 

 

 

 

CMU’s active learning classrooms improve STEM students’ learning — from cmich.edu; with thanks to Krista Spahr for this item
Environments support collaborative conversation, development of real-world skills

Excerpt:

The active learning difference
Through state-of-the-art technology, students spend their class time in active learning classrooms collaborating on assignments and solving problems rather than listening to lectures. Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.

Studies have shown that active learning classrooms and their settings allow students to learn up to three times more and retain greater knowledge, strengthen student-faculty relationships and improve student performance. Active learning also is proven to increase the likelihood that students in STEM disciplines will continue in those programs and removes the gap between the success of male and female students.

The flipped classroom can be associated with more collaborative, experiential, constructivist learning. “Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.”

 

 

 

6 Secrets of Active Learning Classroom Design — from campustechnology.com by Dian Schaffhauser
While the basic elements of active learning classrooms are well known, no one-size-fits-all template exists. Here’s how to achieve the custom fit your school needs.

Excerpt:

4 Questions to Guide Classroom Design
By next year, the University of Oklahoma will have nearly a dozen active learning spaces, up from one in 2012. Every single classroom looks different from the others, and that’s by design. Chris Kobza, manager of IT learning spaces, and Erin Wolfe, director of strategic initiatives, have honed their process down to four simple questions:

  1. What’s the vision?
  2. What’s the focus?
  3. How flexible?
  4. What’s the budget?

The process starts when they sit down with the person or people who want to redo a room to find out what they envision — is it maximum technology or maximum flexibility? “It’s a real casual conversation but you can learn enough about what their expectations for the space are, what the expectations for their faculty are, what they hope the students get out of the space,” said Kobza.

 

active learning classroom design

 

 

 

 

Reasons and Research – Why Schools Need Collaborative Learning Spaces — from emergingedtech.com by Kelly Walsh
There are Many Reasons Why Flexible, Active Learning Classrooms Should be Widely Adopted

Excerpt:

The power of Active Learning: “Many of today’s learners favor active, participatory, experiential learning—the learning style they exhibit in their personal lives. But their behavior may not match their self-expressed learning preferences when sitting in a large lecture hall with chairs bolted to the floor.”

Collaborative-Flexible-Elearnroom

 

 

Kelly references the
Learning Spaces compilation out at Educause:

Learning Spaces

 

 

From DSC:
Don’t like the phrase “active learning?” I’m compiling a list of other words/phrases/thoughts that one can use:

  • Collaborating on assignments and solving problems
  • Collaborative learning
  • Actively engaged learning
  • Peer instruction
  • Thinking out loud with one another
  • Constructionist / constructivist learning
  • Developing real-world skills such as problem solving, critical thinking, negotiating, and teamwork
  • Students have the opportunity to work in groups, solve complex problems and be creative
  • Emphasis on small-group activities
  • Immersed in discussion
  • Flexible in size and arrangement
  • Experiences and opportunities to better understand the material
  • Students are extremely engaged in what they are doing, and their thinking is being refined.
  • Creating and making; creativity
  • Effective interactions of small groups of people within communal spaces
  • Putting the focus on students doing the work of learning
  • Increased motivation via more hands-on opportunities
  • Sharing / exchanging ideas
  • Participatory

 

‘The shift is changing the way teachers plan, present lessons and share information. Students no longer need to all do the same thing to learn about a topic. This change is enhancing the quality of work teachers are receiving back from students, and is creating an environment where students are involved in the creation (versus consumption) of content that aids their learning. “A major change comes in the direct instruction piece. As teachers, we’re moving from simply giving information and offering a passive learning experience, to serving as a facilitator and guiding student inquiries. This method is allowing them to be active participants in their own education,” said Alder Creek Middle School teacher Vicki Decker. (Source)

 

 

Addendum on 7/17/15:

  • Designing Active Learning Classrooms — from dbctle.erau.edu; with thanks to Tim Holt out at holtthink.tumblr.com for the original posting that led me to this resource
    Excerpt:
    Active Learning Classrooms (also known as Active Learning Spaces or Learning Studios) are classrooms or other physical spaces designed with active learning in mind.  In particular they are student-centered rather than instructor-centered.  Students often sit in groups instead of rows to support collaborative learning, and some classrooms even have movable tables or desks.  Students also sometimes have their own computers or tablets, and there may be multiple displays around the classroom, since students are not facing in one direction.  Researchers have found that active learning classrooms have positive influences on student learning and engagement.  Below are videos, examples, research studies, and assessment instruments related to active learning spaces.

A somewhat related addendum:

 

 

Technology and The Evolution of Storytelling — from medium.com by John Lasseter; with a shout out to The Digital Rocking Chair for the Scoop on this

Excerpts:

“People aren’t going to sit still for a feature-length cartoon. Are you nuts?”

But Walt was a visionary.

Walt saw beyond what people were used to. They were used to the short cartoon.

There’s a famous statement by Henry Ford that before the Model T if you asked people what they wanted, they would say, “A faster horse.”

My own partner at Pixar for 25 years, Steve Jobs, never liked market research. Never did market research for anything.

 

“It’s not the audience’s job to tell us what they want in the future, it’s for us to tell them what they want in the future.” — Steve Jobs

 

 

It was because people didn’t understand what the technology ***could*** do. — John Lasseter

I wanted to learn as much as I could.

The more you dig into the technology and the more you learn it, you are going to get ideas you would never have thought of without knowing your technology.

The goal was to make the technology invisible.

 

 

New Media Consortium (NMC) 2015 Idea Lab Winners


 

Bring It On – A Formula for Successful BYOD Programming in Museums
Scott Sayre (Corning Museum of Glass)

 

Dickinson Makes – Connecting Campus Makerspaces
Brenda Landis (Dickinson College) | Andrew Petrus (Dickinson College)

 

Don’t Just Upload Your Videos, Annotate Them!
Sharon Hu (University of British Columbia) | Thomas Dang (University of British Columbia)

 

Exploring Visualization: Creating A Cross-Disciplinary Collaborative Course Enhanced By Technology
Dolores Fidishun (Pennsylvania State University) | William Cromar (Penn State Abington)
Jacob Benfield (Pennsylvania State University)

 

Leveraging 3D Technologies For Learning
Kirsten Butcher (University of Utah) | Madlyn Runburg (University of Utah)

 

Making Real from Real: Three “Tangible” Experiments from the Special Collection of the Kelvin Smith Library at Case Western Reserve University
Jared Bendis (Case Western Reserve University) | Melissa Hubbard (Case Western Reserve University)

 

Modding Games: Creating Historical Scenarios in Civilization V
Todd Bryant (Dickinson College)

 

 

 

Surprising insights: How teachers use games in the classroom — from ww2.kqed.org (MindShift) by Holly Korbey

Excerpt:

More teachers are using digital games in the classroom, and they’re using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.

The survey, which interviewed 694 K-8 teachers with an average of 14.5 years of teaching experience, aims to understand how and why teachers are using digital games in the classroom.

Almost half the teachers surveyed — 47 percent — said low-performing students who’ve been struggling in traditional school settings benefited the most from using games. Conversely, only 15 percent of teachers said that high-performing students benefited from playing games.

 

 

How digital games can help kids learn — from thedianerehmshow.org

Description:
For as long as there have been schools, teachers have tried to find ways to keep children engaged in the classroom. Today a growing number of schools are using video and other digital games as teaching tools. Many of the games incorporate incentives and rewards to keep students engaged. Experts say the best of them are challenging as well as fun. But critics question whether game designers are promising too much. Some say not enough is known about how these games can affect the learning skills and developing brains of children. A discussion of the role of digital play in schools.

Guests

  • Greg Toppo national education and demographics reporter, USA Today; author of a new book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”
  • Keith Devlin mathematician and co-founder and executive director of Stanford University’s H-STAR institute; he’s the co-founder and president of BrainQuake,an educational technology company. He’s also the “Math Guy” on NPR.
  • Leah Hirsch science teacher and curriculum designer at Quest to Learn, a public middle school in New York City.
  • Robert Pondiscio senior fellow with the Thomas B. Fordham Institute, an education policy think tank.

 

 

Also see:

Games vs Game-based Learning vs Gamification - Key Differences

 

 

Addendum on 6/29/15:

 

Addendum on 6/30/15:

  • Top 6 Benefits Of Gamification In eLearning — from elearningindustry.com by Asha Pandey
    Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification.

 

 

AdobeCreativeCloud2015

 

Some resources on this announcement:

  • Adobe Unveils Milestone 2015 Creative Cloud Release — from adobe.com
    Excerpt:
    At the heart of Creative Cloud is Adobe CreativeSync, a signature technology that intelligently syncs creative assets: files, photos, fonts, vector graphics, brushes, colors, settings, metadata and more. With CreativeSync, assets are instantly available, in the right format, wherever designers need them – across desktop, web and mobile apps. Available exclusively in Creative Cloud, CreativeSync means work can be kicked off in any connected Creative Cloud mobile app or CC desktop tool; picked up again later in another; and finished in the designer’s favorite CC desktop software..

  • Adobe updates Creative Cloud in milestone 2015 release — from creativebloq.com
    Powerful updates to Photoshop CC, Illustrator CC, Premiere Pro CC and InDesign CC; new mobile apps for iOS and Android and more. Here’s everything you need to know.

  • Adobe launches Adobe Stock, included in Creative Cloud, as well as a stand-alone service — from talkingnewmedia.com by D.B. Hebbard
    Pricing for CC customers is $9.99 for a single image; $29.99 per month for 10 images monthly; and $199 per month for 750 images monthly
    Excerpt:
    [On 6/15/15] Adobe has launched Adobe Stock, its new stock photography service. It is now included in CC and will appear as one of the five top menu items in the CC app (Home, Apps, Assets, Stock and Community). Many will have noticed the update to the app that came through yesterday.
    .
  • Adobe launches radical new stock image service — from creativebloq.com
    Excerpt:
    Adobe has launched Adobe Stock, a new service that simplifies the process of buying and using stock content, including photos, illustrations and vector graphics. Part of the milestone 2015 Creative Cloud release announced this morning, Adobe Stock is a curated collection of 40 million high-quality photos, vector graphics and illustrations. The aim? To help creatives jump-start their projects.

    Photographers and designers can also contribute work to Adobe Stock. Adobe says it will offer industry-leading rates, while giving creatives access to a global community of stock content buyers.
    .
  • Adobe Illustrator CC is now 10 times faster — from creativebloq.com
    .
  • The best new features in Adobe Photoshop CC — from creativebloq.com

Adobe Photoshop CC

 

 

Every learner is different but not because of their learning styles — from clive-shepherd.blogspot.com by Clive Sheperd

Excerpt:

I’ve been reading Make it Stick: The Science of Successful Learning by Peter Brown and Henry Roediger (Harvard University Press, 2014). What a great book! It provides a whole load of useful tips for learners, teachers and trainers based on solid research.

Finishing this book coincides with The Debunker Club’s Debunk Learning Styles Month. And learning styles really do need debunking, not because we, as learners, don’t have preferences, but because there is no model out there which has been proven to be genuinely helpful in predicting learner performance based on their preferences.

 

 

Learning Styles are NOT an Effective Guide for Learning Design — from debunker.club

Excerpt:

Strength of Evidence Against
The strength of evidence against the use of learning styles is very strong. To put it simply, using learning styles to design or deploy learning is not likely to lead to improved learning effectiveness. While it may be true that learners have different learning preferences, those preference are not likely to be a good guide for learning. The bottom line is that when we design learning, there are far better heuristics to use than learning styles.

The weight of evidence at this time suggests that learning professionals should avoid using learning styles as a way to design their learning events. Still, research has not put the last nail in the coffin of learning styles. Future research may reveal specific instances where learning-style methods work. Similarly, learning preferences may be found to have long-term motivational effects.

Debunking Resources — Text-Based Web Pages

 

 

Learning Styles Or Learning Preference? — from learndash.com by Justin Ferriman

Excerpts (emphasis DSC):

There are fewer buzzwords in the elearning industry that result in a greater division than “learning style”. I know from experience. There have been posts on this site related to the topic which resulted in a few passionate comments (such as this one).

As such, my intent isn’t to discuss learning styles. Everyone has their mind made up already. It’s time to move the discussion along.

Learner Preference & Motivation
If we bring the conversation “up” a level, we all ultimately agree that every learner has preferences and motivation. No need to cite studies for this concept, just think about yourself for a moment.

You enjoy certain things because you prefer them over others.

You do certain things because you are motivated to do so.

In the same respect, people prefer to learn information in a particular way. They also find some methods of learning more motivating than others. Whether you attribute this to learning styles or not is completely up to you.

 

 

How to respond to learning-style believers – from Cathy Moore

Excerpt:

First, the research
These resources link to or summarize research that debunks learning styles:

 

 

Are Learning Styles Going out of Style? — from mindtools.com by Bruce Murray

Excerpt (emphasis DSC):

Their first conclusion was that learners do indeed differ from one another. For example, some learners may have more ability, more interest, or more background than their classmates. Second, students do express preferences for how they like information to be presented to them… Third, after a careful analysis of the literature, the researchers found no evidence showing that people do in fact learn better when an instructor tailors their teaching style to mesh with their preferred learning style.

The idea of matching lessons to learning styles may be a fashionable trend that will go out of style itself. In the meantime, what are teachers and trainers to do? My advice is to leave the arguments to the academics. Here are some common-sense guidelines in planning a session of learning.

Follow your instincts. If you’re teaching music or speech, for example, wouldn’t auditory-based lessons make the most sense? You wouldn’t teach geography with lengthy descriptions of a coastline’s contours when simply showing a map would capture the essence in a heartbeat, right?

Since people clearly express learning style preferences, why not train them in their preferred style? If you give them what they want, they’ll be much more likely to stay engaged and expand their learning.

 

 

Do Visual, Auditory, and Kinesthetic Learners Need Visual, Auditory, and Kinesthetic Instruction? — from aft.org by Daniel T. Willingham

Excerpt (emphasis DSC):

Question: What does cognitive science tell us about the existence of visual, auditory, and kinesthetic learners and the best way to teach them?

The idea that people may differ in their ability to learn new material depending on its modality—that is, whether the child hears it, sees it, or touches it—has been tested for over 100 years. And the idea that these differences might prove useful in the classroom has been around for at least 40 years.

What cognitive science has taught us is that children do differ in their abilities with different modalities, but teaching the child in his best modality doesnt affect his educational achievement. What does matter is whether the child is taught in the contents best modality. All students learn more when content drives the choice of modality. In this column, I will describe some of the research on matching modality strength to the modality of instruction. I will also address why the idea of tailoring instruction to a students best modality is so enduring—despite substantial evidence that it is wrong.

 


From DSC:
Given the controversies over the phrase “learning styles,” I like to use the phrase “learning preferences” instead.  Along these lines, I think our goal as teachers, trainers, professors, SME’s should be to make learning enjoyable — give people more choice and more control. Present content in as many different formats as possible.  Give them multiple pathways to meet the learning goals and objectives.  If we do that, learning can be more enjoyable and the engagement/motivation levels should rise — resulting in enormous returns on investment over learners’ lifetimes.


 

Addendum on 6/17/15:

 

Addendum on 7/14/15:

 

7 things you should know about developments in Instructional Design — from educause.edu

Excerpt:

What is it?
In recent years, instructional design has been undergoing significant changes resulting from developments in areas including pedagogy, learning science, and technology. Whereas instructional design had often been somewhat circumscribed, almost templatized, the complexity of the learning environment is turning instructional design into a more dynamic activity, responding to changing educational models and expectations. The science of learning is showing us how people learn, leading to new educational activities, such as active learning and peer learning. Flipped classrooms, makerspaces, and competency-based learning are changing how instructors work with students, how students work with course content, and how mastery is verified. Mobile computing, cloud computing, and data-rich repositories have altered ideas about where and how learning takes place. Now anyone with a mobile device can photograph a leaf, submit the image to a database for matching, and receive prompt plant identification. In this complex climate, instructional designers face unfamiliar challenges and explore new opportunities.
What are the implications for teaching and learning?
Developments in the role of the instructional designer in higher education have the potential to benefit both teachers and learners in important ways. By helping align educational activities with a growing understanding of the conditions, tools, and techniques that enable better learning, instructional designers can help higher education take full advantage of new and emerging models of education. Instructional designers bring a cross-disciplinary approach to their work, showing faculty how learning activities used in particular subject areas might be effective in others. In this way, instructional designers can cultivate a measure of consistency across courses and disciplines in how educational strategies and techniques are incorporated. Designers can also facilitate the creation of inclusive learning environments that offer choices to students with varying strengths and preferences. In these and other ways, instructional designers are becoming an important part of face-to-face as well as online and blended learning environments.

 

 

From DSC:
In watching the video below, note how this presenter is able to initiate cameras/feeds/effects with a touch of a button (so to speak). What if recording studios could be setup for professors, teachers, and trainers to use like this?  It could be sharp — especially given the movement towards flipping the classroom and implementing active learning based environments.


 

 

 

2015SpeakUp

 

Click here to download the PDF of the report.
Click here to view the report in HTML.

 

Also see:

Key findings from [the April 30th, 2015 Project Tomorrow] briefing include — from projecttomorrowblog.blogspot.com

Excerpt (emphasis DSC):

  • When students have access to technology as part of their learning, especially school-provided or enabled technology, their use of the digital tools and resources is deeper and more sophisticated.
  • The availability of online learning continues to increase with only 27 percent of high school principals reporting that they are not yet offering any online courses for students. Interest among students continues to grow, with 24% of high school students saying they wish they could take all their classes online – a large increase from 8% in 2013.
  • Almost three-quarters of students with school-provided devices as well as students with limited or non-existent technology access at school agreed that every student should be able to use a mobile device during the school day for learning.
  • Students connect the use of technology tools within learning to the development of college, career, and citizenship skills that will empower their future capabilities.
  • Digital experiences for students in a 100 percent virtual environment are much different than those in traditional schools. For instance, 72 percent of high school students in virtual schools take online tests, compared with 58 percent of traditional students.
  • Students see the smartphone as the ideal device for communicating with teachers (46%) and classmates (72%) and for social media (64%).
  • A gender bias exists in STEM interest –middle school girls are 38% less likely and high school girls are 32% less likely than their male peers to say they are very interested in a STEM career.

 

Excerpt from Press Release (emphasis DSC):

Students Report Digital Learning Supports Goals of Self-Directed and Collaborative Education, National Survey Finds
Nearly 60 Percent of High School Students Report Using Their Own Mobile Devices in School for Learning
Report Explores Differences Among Students in Blended Learning, Online Learning, STEM Learning and School-Sponsored Mobile Device Environments

Washington, D.C. – The ultimate learning experience for students is both highly collaborative and extremely personalized, supported by mobile devices and digital content, reports Project Tomorrow in their latest Speak Up report.

Over the last few years of the Speak Up survey, more students and administrators have signaled the importance of being able to access mobile devices in the classroom, whether through Bring Your Own Device policy consideration and implementation or through school-provided technology. This year, nearly half of teachers (47 percent) said their students have regular access to mobile devices in their classrooms. Among high school students, 58 percent said they now use their own mobile device at school to support learning activities.

 

From DSC:
This is a great pulse check on students’ use of ed tech — and on some things that they might be coming to expect.

 

Here’s how you build an augmented reality game for HoloLens — from theverge.com by Adi Robertson

Excerpt:

Programming a hologram sounds like something that should be done with some kind of special cybergloves on a computer the size of a ‘60s IBM mainframe. But at Build 2015, Microsoft has been quietly taking developers through the “Holographic Academy,” a 90-minute training session that teaches them the basics of building projects for its HoloLens augmented reality headset. I’m not a developer, but Microsoft let me and some other journalists go through it as well — and it turns out that basic hologram creation is, if not exactly straightforward, at least pretty understandable.

 

From DSC:
Will designing learning-related games for augmented reality and virtual reality become an area of specialty within Instructional Design? Within Programming/Computer Studies-related programs? Within Human Computer Interface design programs or User Experience Design programs?  Will we need a team-based approach to deliver such products and services?

I wonder how one would go about getting trained in this area in the future if you wanted to create games for education or for the corporate training/L&D world? Will institutions of higher education respond to this sort of emerging opportunity or will we leave it up to the bootcamps/etc. to offer?

 

 

Also see:

 

P90178908_highRes

 

 

Also see:

  • New Demo of Microsoft HoloLens Unveils the Future of Holographic Computing — from seriouswonder.com by B.J. Murphy
    Excerpt:
    What happens when you combine holographic technology with augmented reality and the Internet of Things (IoT)? Well, it would appear that you’ll soon be getting a hands-on experience of just that, all thanks to the Microsoft HoloLens. At the Build Developers Conference, Microsoft had unveiled the HoloLens and shocked the world on just how far we’ve come in developing legitimate, functional augmented reality and holographic computing.

 

future-hololens

 

FutureDigitalLearningDede-Adobe-April2015

 

From DSC:
Chris uses ecoMOBILE and ecoMUVE to highlight the powerful partnerships that can exist between tools and teachers — to the benefits of the students, who can enjoy personalized learning that they can interact with.  Pedagogical approaches such as active learning are discussed and methods of implementing active learning are touched upon.

Chris pointed out the National Research Council’s book from 2012 entitled, “Education for Life and Work: Developing Transferable Knowledge & Skills in the 21st Century” as he spoke about the need for all of us to be engaged in lifelong learning (Chris uses the term “life-wide” learning).

Also, as Chris mentioned, we often teach as we were taught…so we need communities that are able to UNlearn as well as to learn.

 

 

ecomobile-april2015

 

Also see:

 

AdobeCreate-YouTubeChannel

 

 

FinallyAdoptHTML5

 

7 powerful reminders to finally adopt HTML5 in corporate eLearning  — from elearningindustry.com by Alfredo Leone

Excerpt:

Mobility, ubiquity and portability are key requirements for any type of learning as the market fully embraces to the demand of learners to access knowledge when and where is needed. Learners today expect access to relevant and useful information on various types of mobile devices connected via networks of ever cheaper and faster bandwidth.

This trend toward multi-device and multi-access learning is solidifying day after day, making responsive content design one of the most critical components of any production process for online training material. The premise today is for learning to “follow” the person and not the other way around.

In this dynamic online learning scenario, HTML5 is finally going mainstream as the leading technology to structure and present learning content online. Here are some powerful reasons to adopt HTML5 today even when legacy constrains seem to favor a “wait and see” approach:

 

 

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Also see:

2015 Business eLearning Trends Infographic — from elearninginfographics.com

 

Addendum on 4/28/15:

How soon is now for the mobile web? — from visionmobile.com by Matt Asay

Excerpt:

That’s one primary takeaway from VisionMobile’s “How Can HTML5 Compete With Native?” report. As report author Dimitris Michalakos concludes, “The question is no longer *whether* HTML5 can produce quality apps, but *how* easy it is to create quality web apps.” Given that “HTML5 is like driving a car without a dashboard,” the key is to deliver better dashboards, or tools, to make it easier to build great web apps.

 

 
© 2024 | Daniel Christian