Imagine what learning could look like w/ the same concepts found in Skreens!


From DSC:
Imagine what learning could look like w/ the same concepts found in the
Skreens kickstarter campaign?  Where you can use your mobile device to direct what you are seeing and interacting with on the larger screen?  Hmmm… very interesting indeed! With applications not only in the home (and on the road), but also in the active classroom, the boardroom, and the training room.


See
Skreens.com
&
Learning from the Living [Class] Room


 

DanielChristian-AVariationOnTheSkreensTheme-9-29-15

 

 

Skreens-Sept2015Kickstarter

 

Skreens2-Sept2015Kickstarter

 

 

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

From DSC:
Some of the phrases and concepts that come to my mind:

  • tvOS-based apps
  • Virtual field trips while chatting or videoconferencing with fellow learners about that experience
  • Virtual tutoring
  • Global learning for K-12, higher ed, the corporate world
  • Web-based collaborations and communications
  • Ubiquitous learning
  • Transmedia
  • Analytics / data mining / web-based learner profiles
  • Communities of practice
  • Lifelong learning
  • 24×7 access
  • Reinvent
  • Staying relevant
  • More choice. More control.
  • Participation.
  • MOOCs — or what they will continue to morph into
  • Second screens
  • Mobile learning — and the ability to quickly tie into your learning networks
  • Ability to contact teachers, professors, trainers, specialists, librarians, tutors and more
  • Language translation
  • Informal and formal learning, blended learning, active learning, self-directed learning
  • The continued convergence of the telephone, the television, and the computer
  • Cloud-based apps for learning
  • Flipping the classroom
  • Homeschooling
  • Streams of content
  • …and more!

 

 

 

 

Addendum:

Check out this picture from Meet the winners of #RobotLaunch2015

Packed house at WilmerHale for the Robot Launch 2015 judging – although 2/3rds of the participants were attending and pitching remotely via video and web conferencing.

 

Empowering Students Through Multimedia Storytelling — from edutopia.org by Michael Hernandez

 

Excerpt:

Recent studies have proven that stories can change perceptions and even make people more tolerant. Rather than wait to be defined by others, it’s important that students learn to create understanding by sharing their story, their worldview, their concerns, and their triumphs with others.

Groups like Youth Radio and Cause Beautiful are empowering teens in poor and minority-majority neighborhoods to become multimedia journalists. Kids in these programs learn how to tell and share their own stories with a local or national audience.

No matter your class demographics or grade level, ELA and social studies teachers should integrate similar projects in their own classrooms, because every student will benefit from learning to craft a compelling visual story backed by persuasive facts and ideas.

What Is Multimedia Storytelling?
Students use video, audio, photography, web, and social media to craft documentaries and nonfiction stories about the world around them. These interdisciplinary projects allow students to focus on creating an authentic product that many people outside the classroom and their neighborhoods will see.

 

From DSC:
I am passionate about multimedia because the components of it — digital audio, digital video, text, graphics, animations, digital photography, and more — can create hugely powerful pieces of communication. Students need to be able to communicate — online. But it’s not just students. Each one of us needs to have an online-based footprint now in order to remain marketable.  Multimedia can help relay our stories, our work, our dreams.  It unleashes enormous amounts of energy and creativity inside of us.

I wish that more teachers and faculty members would seek to integrate multimedia-based assignments into their courses — or at least encourage the idea that this can be one of the acceptable ways that assignments can be turned in. At the same time, it can be one of the more interesting ways to assess learning and comprehension. Online-based resources like Lynda.com can help get students, teachers, and professors up the learning curves.

 

From DSC:
Right upfront, I want you to know that I am not being paid for this posting. Rather I want to pass along some valuable information for those folks out there who want a powerful screencasting and video editing tool for the Mac. You should check out ScreenFlow from Telestream.net.  The tool can record your desktop, your iPhone, and/or your iPad as well as can record audio from multiple sources.

ScreenFlow-Telestream-2015

 

From their website:

Screenflow is award-winning, powerful screencasting & video editing software for Mac that lets you create high-quality software or iPhone demos, professional video tutorials, in-depth video training, and dynamic presentations.

 

http://www.telestream.net/screenflow/images/screenshots/HighestQualityRecording.png

 

The timeline-based editor reminds me of the editing interface within iMovie 6 (one of the most intuitive interfaces I’ve seen in iMovie throughout the years). In our Teaching & Learning Digital Studio at Calvin College, the feedback from clients has been very positive.

 

http://www.telestream.net/screenflow/images/screenshots/PowerfulEditingTools.png

 

And you can export your creation to multiple outlets:

 

http://www.telestream.net/screenflow/images/screenshots/MorePublishingOptions.png

 

It’s a solid tool; check it out.

 

 

 

Now we’re talking! One step closer! “The future of TV is apps.” — per Apple’s CEO, Tim Cook

OneStepCloser-DanielChristian-Sept2015

 

From DSC:
We’ll also be seeing the integration of the areas listed below with this type of “TV”-based OS/platform:

  • Artificial Intelligence (AI)
  • Data mining and analytics
  • Learning recommendation engines
  • Digital learning playlists
  • New forms of Human Computer Interfaces (HCI)
  • Intelligent tutoring
  • Social learning / networks
  • Videoconferencing with numerous other learners from across the globe
  • Virtual tutoring, virtual field trips, and virtual schools
  • Online learning to the Nth degree
  • Web-based learner profiles
  • Multimedia (including animations, simulations, and more)
  • Advanced forms of digital storytelling
  • and, most assuredly, more choice & more control.

Competency-based education and much lower cost alternatives could also be possible with this type of learning environment. The key will be to watch — or better yet, to design and create — what becomes of what we’re currently calling the television, and what new affordances/services the “TV” begins to offer us.

 

MoreChoiceMoreControl-DSC

 

 

 

From Apple’s website:

Apple Brings Innovation Back to Television with The All-New Apple TV
The App Store, Siri Remote & tvOS are Coming to Your Living Room

Excerpt:

SAN FRANCISCO — September 9, 2015 — Apple® today announced the all-new Apple TV®, bringing a revolutionary experience to the living room based on apps built for the television. Apps on Apple TV let you choose what to watch and when you watch it. The new Apple TV’s remote features Siri®, so you can search with your voice for TV shows and movies across multiple content providers simultaneously.

The all-new Apple TV is built from the ground up with a new generation of high-performance hardware and introduces an intuitive and fun user interface using the Siri Remote™. Apple TV runs the all-new tvOS™ operating system, based on Apple’s iOS, enabling millions of iOS developers to create innovative new apps and games specifically for Apple TV and deliver them directly to users through the new Apple TV App Store™.

tvOS is the new operating system for Apple TV, and the tvOS SDK provides tools and APIs for developers to create amazing experiences for the living room the same way they created a global app phenomenon for iPhone® and iPad®. The new, more powerful Apple TV features the Apple-designed A8 chip for even better performance so developers can build engaging games and custom content apps for the TV. tvOS supports key iOS technologies including Metal™, for detailed graphics, complex visual effects and Game Center, to play and share games with friends.

 

Addendum on 9/11/15:

 

From DSC:
On 9/9/15, Apple held their September Event 2015. Below are some of the articles/items that capture some of the announcements from that event.


From Apple.com:

 

 

AppleAnnouncements-9-9-15

 

Apple Watch Finally Getting Native Apps, New Features Next Week — from wsj.com by Nathan Olivarez-Giles

Excerpt:

Native apps will arrive on the Apple Watch as a part of a major update known as WatchOS 2. The promise is that native apps will be able to run faster on the watch, though the watch isn’t free of the iPhone yet. The Apple Watch doesn’t have it’s own cellular connection, so any information an app wants to pull from the Internet (like live sports scores, transit times, or messages from friends) it’ll still rely on an iPhone to pull all that off.

Still, the promise of any added speed here is significant. Unlike smartphone apps which are built to consume your attention for minutes at a time, Apple Watch apps are built to get you in and out with the information you need in a matter of seconds.

 

Developers can register now to apply for a new Apple TV hardware ahead of general release, supplies limited — from 9to5mac.com

 

Apple unveils next generation iPhone 6s, 6s Plus — from by Jason Cipriani
The tech giant introduced a new touch-sensitive technology called 3D Touch to its next generation smartphones.

Excerpt:

Apple added pressure-sensitive technology to its new iPhones, which the company is calling 3D Touch. The technology can launch features and perform a variety of functions when varying levels of force are applied to the screen.

 

 


A side comment from DSC for those students involved with graphic design, digital media, and/or with communications:
Study the work that the folks did who were in charge of presenting the complex, technical information — but doing so in a way that was extremely polished, engaging, and professionally done. The videos, for example, were very well done. My hats off to these extremely creative folks — they are clearly at the top of their industry.


 

 

 

Addendum on 9/11/15:

 

Augmented Reality


Augmented reality app brings art history to life — from creativebloq.com

Excerpt:

Dazzle It is a cool new augmented reality app that lets you remix artwork from artists including the Sir Peter Blake, Godfather of Pop Art –  best known for designing the 1967 Beatles’ Sgt Pepper’s Lonely Hearts Club Band album cover.

Developed by digital design agency, Corporation Pop, it combines the latest augmented reality techniques with design to bring history to life. And notably, unlike most augmented reality apps, you don’t need a pre-supplied marker to view what you create in a real-world scene.

 

7 Great Augmented Reality Apps for Your Classroom — from teachercast.net

Apps Discussed on the Show:

  • Aurasma
  • Anatomy 4D
  • ColAR
  • Spacecraft 3D
  • AR Flash Cards
  • Elements 3D
  • Google Translate

 

Angus park to host augmented reality performance — from scotsman.com with thanks to Woontack Woo for his posting on this

Excerpt:

A FOREST park in Angus is to host the UK’s first live ­theatrical performance featuring augmented reality (AR) technology.

By downloading an app, ­audiences will be able to spot magical creatures through their smartphones and capture them on camera, before sharing the images with friends and family on social media.

DragonQuest, which will be performed in Monikie Country Park, allows visitors to wander around a forest using their smartphone to create images of fantastical creatures in addition to real-life characters and events on the set.

 

Here are the signs that point to Apple’s next big innovation in computing, according to one analyst — from businessinsider.com

 

 

Check Out How These Teachers and Students are Using Augmented Reality — from emergingedtech.com

 

 

Using Augmented Reality for Learning and Teaching — from edtechreview.in by Prasanna Bharti

Excerpt:

Various Application of Augmented Reality in Learning Different Subjects

Astronomy: AR can be used to make student understand about the relationship between the Sun and the Earth. Here AR technology can be used with 3D rendered sun and earth shapes.

Chemistry: Teachers can demonstrate what a molecule and atoms consist of using AR technology.

Biology: Teachers can use Augmented Reality to showcase their student’s body structure or anatomy. Teachers can show their students different types of organ and how they look in a 3D atmosphere. Students can even study human body structure on their own by using devices with AR embedded technology in it.

Physics: Physics is one of the subjects where AR technology can be used perfectly. Various kinematics properties can be easily understood by using AR technology.

 

 


Virtual Reality


Virtual reality can take us to the world’s greatest museums — from venturebeat.com by Mike Minotti

London's The Courtauld Gallery.

 

How Virtual Reality Can Close Learning Gaps in Your Classroom — from edsurge.com

Excerpt:

Virtual Reality (VR) may be the type of educational breakthrough that comes along once in a generation, heralding a tectonic shift toward immersive content for teaching and instruction.

By presenting a complete view of the world in which it is situated, VR offers a new opportunity to close some of the pedagogical gaps that have appeared in 21st century classroom learning. These gaps stem from the fact that curriculum and content in education have not caught up with rapid technology advancements.

Below I introduce three of these gaps and how they might be addressed by virtual reality content soon to be produced and distributed commercially.

 

Google Cardboard offers virtual trip for Lawrence students — from www2.ljworld.com

Excerpt:

The Lawrence school district recently purchased 20 Google Cardboards, which beginning this school year are available for teachers to check out for use in their classrooms, said Joe Smysor, the district’s technology integration specialist. Cardboard works in conjunction with a smartphone app to deliver a 3-D, 360-degree navigable image. Students can use apps with Cardboard to virtually visit museums, landmarks or cities around the world.

“It’s going to allow teachers to take their class on field trips where school buses couldn’t otherwise go,” Smysor said. “That could be back 100 years in the past, or underwater.”

 

Virtual college tours with cardboard, a smartphone and YouVisit — from mystatesman.com by Omar L. Gallaga

Excerpt:

While college students are settling into their dorms, it’s already time for next year’s class of high school students to narrow down their potential school choices and schedule campus visits. Or maybe they can just stay home and start the journey virtually.

A site called YouVisit has a surprisingly large set of virtual-reality college tours available. All the major Texas colleges are represented, and one of them, Trinity University, has been making a big push to get cheap sets of cardboard VR goggles out to families at recruiting events such as college fairs. Trinity sent me a pair of the cardboard glasses. The virtual visit to the campus certainly wasn’t the same as being there, but to get at least a visual sense of what the campus looks like and to be generally wowed by the 3-D/360-degree effect, it was worth the trip.

 

Regis University Creates Remote Campus Tours with Primacy’s Virtual Reality Experience — from businesswire.com
Jesuit university builds on rich tradition of innovation by enabling immersive virtual tours using Oculus Rift technology and virtual reality headsets

Excerpt:

FARMINGTON, Conn. & DENVER–(BUSINESS WIRE)–Regis University today unveiled a unique new way for prospective students to tour and experience the school’s scenic 100-acre campus. Through an interactive, immersive experience created by independent agency Primacy, students are able to put on an Oculus Rift virtual reality (VR) headset and immediately be transformed to the campus where they can get a full, 360-degree tour as if they were on site – including viewing daybreak runs at Red Rocks, being immersed in Regis’ experiential nursing skills lab and visiting the campus pub to watch a live Jenga game.

 

 

GoPro is now selling its crazy 16-camera virtual reality rig — from theverge.com by Sean O’Kane
‘Odyssey’ is only available to pros

Excerpt:

Odyssey is the first camera rig built specifically for Google’s Jump platform, which was also announced at this year’s I/O conference. Jump is an entire virtual reality ecosystem that, in theory, will make it easier to both create and consume VR content. With Jump, Google created open plans that companies can use to build their own 16-camera rig (GoPro just happened to be the first), as well as assemble software that can recreate the scene being captured in much higher quality than most existing image stitching software can. Eventually, Jump videos will be hosted in YouTube; think of it as the next logical step following YouTube’s inclusion of 360-degree videos earlier this year.

 

Behind the Scenes of a Virtual Reality Beethoven Concert — from recode.net by Eric Johnson

Excerpt:

Are you a classical music fan? It’s a question most people would probably say no to, and the Los Angeles Philharmonic knows that.

“People are intimidated by classical music,” said Amy Seidenwurm, the Philharmonic’s director of digital initiatives. “They don’t come to concerts because they feel it might not be for them.”

But to change those minds, the LA Phil is turning to virtual reality. For the next month, it will be driving around the Los Angeles area to parks, festivals and museums, in a van outfitted with real carpeting and seats from the Walt Disney Concert Hall — and six Samsung Gear VR headsets, which have been loaded with a special video performance of Beethoven’s Fifth Symphony. (You know the one: Dun-dun-dun DUNNNN.)

The interior of the Van Beethoven van.

 

Inside Industrial Light & Magic’s secret Star Wars VR lab — from theverge.com by Bryan Bishop
ILMxLab isn’t just exploring the future of entertainment… they’re already making it

 

IndustrialLightMagic-2015

 

 


Addendums on 9/10/15:

 

Sony morpheus

 

 

5 augmented reality apps to alter your world — from cbronline.com with thanks to Woontack Woo for his posting on this
Learn more about Dazzle It, Streetmuseum, Skyview, Blippar and Colorblind Fix.

Excerpt:

Ever wanted to see the world around you in a different way? These apps will transform your phone into a portal to a world of altered perceptions.

 


 

HBX Intros HBX Live Virtual Classroom — from campustechnology.com by Rhea Kelly

Excerpt:

Harvard Business School‘s HBX digital learning initiative today launched a virtual classroom designed to reproduce the intimacy and synchronous interaction of the case method in a digital environment. With HBX Live, students from around the world can log in concurrently to participate in an interactive discussion in real time, guided by an HBS professor.

Built to mimic the amphitheater-style seating of an HBS classroom, the HBX Live Studio features a high-resolution video wall that can display up to 60 participants. Additional students can audit sessions via an observer model. An array of stationary and roaming cameras capture the action, allowing viewers to see both the professor and fellow students.

 

HBX Live

HBX Live’s virtual amphitheater
(PRNewsFoto/Harvard Business School)

 

Also see HBX Live in Action

I think that this type of setup could also be integrated with a face-to-face classroom as well (given the right facilities). The HBX Live concept fits right into a piece of my vision entitled, “Learning from the Living [Class] Room.”

Several words/phrases comes to mind:

  • Convenience. I don’t have to travel to another city, state, country. That type of convenience and flexibility is the basis of why many learners take online-based courses in the first place.
  • Global — learning from people of different cultures, races, backgrounds, life experiences.
  • The opportunities are there to increase one‘s cultural awareness.
  • HBX Live is innovative; in fact, Harvard is upping it’s innovation game yet again — showing a firm grasp/display of understanding that they realize that the landscape of higher education is changing and that institutions of traditional higher education need to adapt.
  • Harvard is willing to experiment and to identify new ways to leverage technologies — taking advantage of the affordances that various technologies offer.

BTW, note how the use of teams is a requirement here.

 

HBXLive-8-26-2015

 

 

Also see:

Harvard Business School really has created the classroom of the future — from fortune.com by  John A. Byrne

Excerpt:

Anand, meantime, faces the images of 60 students portrayed on a curved screen in front of him, a high-resolution video wall composed of more than 6.2 million pixels that mimics the amphitheater-style seating of a class HBS tiered classroom

 

Flipped Classroom Survey Highlights Benefits and Challenges — from facultyfocus.com

Excerpt/Key findings:

Results from the survey are based on the responses from the 1,089 Faculty Focus readers who completed the survey. Highlights include:

  • More than two-thirds (69.5%) have tried flipping an activity, class, or course, and plan to do it again. Another 5.49% have tried flipping, but don’t plan to do it again.
  • Roughly one-third (31.8%) of those who have flipped did so within the past year.
  • The majority of faculty who have flipped rated the experience as positive for themselves (70.3%) and their students (64.8%).
  • The top reasons for flipping include a desire to increase student engagement (79.3%) and improve student learning (75.8%).
  • In terms of the actual benefits, nearly three-fourths of respondents saw greater student engagement (74.9%), while just over half noticed evidence of improved student learning (54.66%).
  • More than 80% said students are more collaborative and 76.61% said they ask more questions, while almost half (48.75%) also noted some student resistance.
  • The most frequently reported barrier to experimenting with flipped learning practices came down to one word: time—a combined 70% of faculty said it was a significant or very significant challenge.
  • Of those respondents who are not interested in flipped learning, 38.9% said they don’t know enough about it and 27.4% felt it was a fad.
 

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.

 

 
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