Californians approve big funding boost for arts education — from apnews.com by Julie Watson; with thanks to Goldie Blumenstyk for this resource

Excerpt:

SAN DIEGO (AP) — California voters on Tuesday approved a ballot measure backed by a celebrity lineup that included Barbra Streisand and Los Angeles-born rappers will.i.am and Dr. Dre that could pump as much as $1 billion a year from the state’s general fund into arts education.

Supporters said it would benefit public school programs that go beyond the traditional art, theater, dance and music classes to include graphic design, computer coding, animation, music composition and script writing.

Also from Goldie Blumenstyk:

 

David Hockney exhibition to launch Lightroom immersive arts space— from inavateonthenet.net

Excerpt:

A David Hockney exhibition will mark the launch of Lightroom, a four-storey-high space in London that uses wraparound projection and audio to immerse visitors.

 

Using Virtual Reality for Career Training — from techlearning.com by Erik Ofgang
The Boys & Girls Clubs of Indiana have had success using virtual reality simulations to teach students about career opportunities.

a Woman with a virtual reality set on occupies one half of the screen. The other shows virtual tools that she is controlling.

Excerpts:

Virtual reality can help boost CTE programs and teach students about potential careers in fields they may know nothing about, says Lana Taylor from the Indiana Alliance of Boys & Girls Clubs of America.

One of those other resources has been a partnership with Transfer VR to provide students access to headsets to participate in career simulations that can give them a tactile sense of what working in certain careers might be like.

“Not all kids are meant to go to college, not all kids want to do it,” Taylor says. “So it’s important to give them some exposure to different careers and workforce paths that maybe they hadn’t thought of before.” 


AI interviews in VR prepare students for real jobseeking — from inavateonthenet.net

 

HundrED Global Collection 2023 — from hundred.org
Meet the 100 most impactful innovations that are changing the face of education in a post-COVID world.

The HundrED Global Collection 2023

Excerpt:

The year 2022 has been a year to look to the future, as the global education conversation moves again toward themes of education transformation and the futures of education. The 100 innovations selected for this year’s global collection are impacting the lives of over 95 million students worldwide. The collection highlights the important role of teachers in education innovation; the continued need for students to develop 21st century skills, including social and emotional learning; an increasing focus on student wellbeing and mental health; and equity in education.

For more information, download the full Global Collection 2023 report.
You can also browse the innovation pages of the selected innovators here.
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From DSC:
Here’s an excerpt of the email I received today from EducationHQ out of Australia — though I think it applies here in the United States as well:

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Amplify and value teachers’ voice in education policymaking: researchers — from educationhq.com
Amplify and value teachers’ voice in education policymaking: researchers

Excerpt:

Monash University’s Teachers’ Perceptions of their Work Survey has revealed teachers’ waning satisfaction in their role and highlighted their…

Also from educationhq.com

Teachers changed my life: Trauma-informed education shows kids they matter — from educationhq.com by Beck Thompson
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Nonprofit Bringing Businesses to Life in the Classroom — to the Tune of $400,000 — from the74million.org by Tim Newcomb
Making candles out of crayons, building birdhouses, fashioning furniture: Real World Scholars has helped 50,000 students become entrepreneurs

Not much entices a second grader to skip out on recess to get back to schoolwork. But excitement around a classroom-run business can do just that, especially when it means creating candles out of crayons and selling them in the local community.

Students design their ideal urban home in My ArchiSchool exhibition — from dezeen.com

Students were able to bring family members to the exhibition. Architectural model by Ethan Chan

Excerpt:

Promotion: fifty-two students presented digital designs and architectural models of their ideal home as part of Hong Kong-based education institute My ArchiSchool’s latest exhibition. As part of the exhibition, My ArchiSchool students were asked to design their ideal home within an urban environment. The exhibition, which took place on 2 October 2022 at the Sky100 on the 100th floor of the International Commerce Centre in Hong Kong, showcased photomontages of digital designs presented alongside physical models.

5 Resources that help students become digital citizens — from rdene915.com by Rachelle Dene Poth

Excerpt:

We need to create opportunities for students to become more digitally aware and literate, and to be responsible when using technology. There are many ways to do this, depending on our content area and grade level. We can model best practices for our students, bring in a specific digital citizenship curriculum to guide them through their learning, or use digital tools and resources available to have students explore and create.

Helping students learn to safely navigate what has become a highly digital world is something that we are all responsible for. Students need to be aware of the impact of their posts online, how to create and manage social accounts and protect their information, and how to properly access and use resources they obtain through technology.

3 Reasons School and District Leaders Should Get on Social Media — from edweek.org by Marina Whiteleather

Excerpt:

School and district leaders can—and should—be using social media in their work.

That’s the message shared by Stephanie McConnell, a superintendent in the Hawkins Independent School District in Texas, and Salome Thomas-El, a K-8 principal in Delaware, during an Education Week K-12 Essentials forum on Oct. 13.

At the event, McConnell and Thomas-El provided insights and advice for school leaders who are hesitant to post on certain social platforms or unsure how to use them.

 

What might the ramifications be for text-to-everything? [Christian]

From DSC:

  • We can now type in text to get graphics and artwork.
  • We can now type in text to get videos.
  • There are several tools to give us transcripts of what was said during a presentation.
  • We can search videos for spoken words and/or for words listed within slides within a presentation.

Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.



This raises some ideas/questions for me:

  • What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
  • What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
  • Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
  • How might this type of thing impact storytelling?
  • Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
  • What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
  • Will this kind of thing be standard in the next version of the Internet (Web3)?
  • Will this help people with special needs — and way beyond accessibility-related needs?
  • Will data be next (instead of typing in text)?

Hmmm….interesting times ahead.

 

Why text-to-speech tools might have a place in your classroom with Dr. Kirsten Kohlmeyer – Easy TeTech Podcast 183 — from classtechtips.com by Monica Burns

Excerpt:

In this episode, Assistive Technology Director, Dr. Kirsten Kohlmeyer, joins to discuss the power of accessibility and text-to-speech tools in classroom environments. You’ll also hear plenty of digital resources to check out for text-to-speech options, audiobooks, and more!

Assistive tools can provide:

  • Text-to-speech
  • Definitions/vocabularies
  • Ability to level the Lexile level of a reading
  • Capability to declutter a website
  • More chances to read to learn something new
  • and more

Speaking of tools, also see:

 

Arts Integration and STEAM Resources for K-12 Educators

Unlock the power of creativity -- arts integration and STEAM resources for K-12 educators

Official Trailer (Art Works for Teachers)

Excerpt:

Introducing the Art Works for Teacher Podcast Trailer! Get a quick sneak peek at what you can expect from this new show, launching September 22, 2022. New episodes will be available each Thursday on your favorite podcast platform, on YouTube, and right here on our site.


From DSC:
Along these lines, also see WEST MICHIGAN CENTER FOR ARTS + TECHNOLOGY. Such a learning environment builds skills and creativity while supercharging participation and engagement!

 

 

The next chapter for Learning on YouTube — from blog.youtube by Jonathan Katzman

Next year, qualified creators can begin offering free or paid Courses to provide in-depth, structured learning experiences for viewers. Viewers who choose to buy a Course can watch the video ad-free and play it in the background.

…to help learners apply what they’ve learned, we’re introducing Quizzes — a new way for creators to help viewers test their knowledge.”

.

 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
.

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

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Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

The Metaverse Is Not a Place — from oreilly.com by Tim O’Reilly
It’s a communications medium.

Excerpt:

Foundations of the metaverse
You can continue this exercise by thinking about the metaverse as the combination of multiple technology trend vectors progressing at different speeds and coming from different directions, and pushing the overall vector forward (or backward) accordingly. No new technology is the product of a single vector.

So rather than settling on just “the metaverse is a communications medium,” think about the various technology vectors besides real-time communications that are coming together in the current moment. What news from the future might we be looking for?

  • Virtual Reality/Augmented Reality
  • Social media
  • Gaming
  • AI
  • Cryptocurrencies and “Web3”
  • Identity

#metaverse #AI #communications #gaming #socialmedia #cryptocurrencies #Web3 #identity #bots #XR #VR #emergingtechnologies

 

The Metaverse Will Reshape Our Lives. Let’s Make Sure It’s for the Better. — from time.com by Matthew Ball

Excerpts (emphasis DSC):

The metaverse, a 30-year-old term but nearly century-old idea, is forming around us. Every few decades, a platform shift occurs—such as that from mainframes to PCs and the internet, or the subsequent evolution to mobile and cloud computing. Once a new era has taken shape, it’s incredibly difficult to alter who leads it and how. But between eras, those very things usually do change. If we hope to build a better future, then we must be as aggressive about shaping it as are those who are investing to build it.

The next evolution to this trend seems likely to be a persistent and “living” virtual world that is not a window into our life (such as Instagram) nor a place where we communicate it (such as Gmail) but one in which we also exist—and in 3D (hence the focus on immersive VR headsets and avatars).

 

Forget long screen recordings. These tools automate your company’s how-tos. — from protocol.com by Lizzy Lawrence
Scribe and Tango take screen recordings and automatically turn them into step-by-step lists.

Excerpt (emphasis DSC):

If only there were a better way of transferring this knowledge, Smith thought at the time. Later, she worked in venture capital and kept hearing the same thing: How do we efficiently spread the company wisdom that’s trapped inside people’s heads? Without the thick binder or the 45-minute screen recording? Thus began Scribe.

To use Scribe, you record your screen as you go through a standard workplace process. When you finish recording, Scribe automatically generates a step-by-step written guide with screenshots that you can edit and share with whomever you want. It’s a browser extension and a desktop app, meant to be as easy as possible for both the sender and recipient of information.

 

From DSC:
The following two items make me wonder how Extended Reality (XR)-related techs will impact theatre, gaming, opera, & other forms of entertainment.


AR Opera Glasses Could Change Broadway Forever — from vrscout.com by Kyle Melnick

Excerpt:

Immersive technology brings the stage to life like never before.

Students from the South Korean Hongik University have developed a pair of reimagined 19th-century opera glasses that utilize AR technology to immerse spectators in Broadway shows in a variety of unique and imaginative ways. The device is compatible with popular shows such as Wicked, Aladdin, Cats, Mamma Mia, and Frozen.

Reddot_Rene from ???/??????? on Vimeo.


What ‘Shakespeare Karaoke’ Teaches About the Virtual Reality Future — from edsurge.com by Rebecca Koenig
Does technology work better as a solo encounter or a group experience?

Excerpt:

To immerse, or not to immerse?

For professors designing virtual reality versions of Shakespeare’s plays, that is the question. The answer(s) may have implications for designing new edtech tools—and VR technology intended to be used beyond the classroom, too.

The Bard’s masterpieces, plays written in the late 1500s and early 1600s, have received all kinds of digital makeovers in the 21st century. Two current efforts designed by academics for use in teaching draw on extended reality tools that invite users to actively participate in scenes from works like “Romeo and Juliet.”

Play the Knave is a video game that helps users design actor-avatars they can direct with their bodies around virtual theater spaces. Shakespeare-VR is a project-in-development that will enable users to don a VR headset, step on to a virtual Elizabethan stage and perform alongside avatars voiced by professional actors.

Play the Knave* is a mixed reality video game that enables virtual design and performance of dramatic scenes from Shakespeare--or any text you choose

 
 
© 2025 | Daniel Christian