New: Futurist Friday Podcast Interview with Gerd Leonhard: TheGoodFuture? — from futuristgerd.com by Gerd Leonhard

Excerpt:

Over the course of the summer of 2022, DonMacPherson and 12 Geniuses are releasing 12 interviews with futurists and forward thinkers in order to help their global audience of leaders become better visionaries for their organizations and be more prepared for the uncertain future.

In this episode, Gerd Leonhard joins the show. First, he points out that “the future is already here, we just haven’t paid enough attention to it.” He talks about how technology is promising to make us superhuman, that we are in the biggest shift era in recent history as far as energy and climate is concerned, and that machines and artificial intelligence are starting to emulate humanity.

 

Top Content Providers For Immersive Learning (2022) — from elearningindustry.com by Christopher Pappas

Summary: 

Immersive learning experiences allow learners to interact by simulating real-life scenarios. Are you ready to offer engaging virtual environments and experiences to your workforce? Dive right into this thoroughly curated top list featuring the best content providers for VR training and bring your teams one step closer to the Metaverse.

 

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

 

5 creative ways to share your passions (with classroom ideas, too!) — from classtechtips.com by Dr. Monica Burns

Excerpt:

If we’re anything alike, there are topics you just can’t stop talking about. I am definitely guilty of being “that” person who talks about the latest piece of advice they heard on a podcast or a recipe from TikTok that they can’t wait to try out. You might also find me going on and on about how fun it was to visit a new school, a new lesson idea I want to try out, or an EdTech tool that totally changed the way I think about [fill in the blank]. In today’s blog post, I put together a list of five creative ways to share your passions. You’ll also find creative classroom ideas to go along with each one.

Some of these are part of my regular practice of sharing things I’m passionate about. Others I’ve tried a few times and loved, even if they’re not my daily, weekly, or monthly way of sharing.

Best of all… all of these ideas are ones your students can try, too.


Also relevant/see:

Liven up your lesson with a comic strip twist — from classtechtips.com by Dr. Monica Burns

 
 

Virtual reality gives humans a turtle’s-eye view of wildlife — from phys.org by Laurel Hamers, University of Oregon

Excerpt:

A virtual reality simulation designed by a University of Oregon (UO) professor could help spur people to environmental action.

Participants in Project Shell don a virtual reality headset and take on the body of a loggerhead sea turtle, sporting flippers instead of arms. During a 15-minute immersive experience, they journey from a hatchling to an adult turtle, dodging hazards like ships and wayward fishing gear.

Participating in the simulation increased people’s empathy and concern for environmental issues, new research shows. 

“Embodiment of non-human bodies is a powerful tool that environmental storytellers can use,” said Daniel Pimentel, a professor in the UO’s School of Journalism and Communication who led the work. “I hope that this experience can help raise awareness and hopefully engage the public in a way that trickles down to more support.”

From DSC:
While we’re talking turtles, see these miniature creations!

 

Metaverse, NFTs, Web3 And Virtual Land In The Sandbox — from forbes.com by Bernard Marr

Excerpt (emphasis DSC):

So, what does Borget – undeniably one of the pioneers of the concept – think the metaverse actually is?

“For us, metaverse is really this myriad of worlds,” he tells me during our recent webinar conversation, “that users can experience through an avatar that becomes a 3D representation of themselves.”

These avatars are the key to unlocking “all sorts of new experiences … more creative, more immersive, unlike what we’ve seen before with traditional virtual worlds, where users can already socialize … here, what’s important is the ability of users to truly own their own identity, own their own belongings, digital assets, virtual land, houses … and are able to move that identity from one world to another without being constrained.”

“There will be millions of virtual worlds, places where users can take their avatars,” Borget continues. “What’s important is this ability to move from one to another while … keeping all their content they create in one and using it in others.”


Also see:

Metaverse Opportunities, risks and policy implications — from europarl.europa.eu by the European Parliamentary Research Service (EPRS)
Metaverse Opportunities, risks and policy implications

Summary:

One of the most talked about concepts in modern technology, the metaverse can be described as an immersive and constant virtual 3D world where people interact by means of an avatar to carry out a wide range of activities. Such activities can range from leisure and gaming to professional and commercial interactions, financial transactions or even health interventions such as surgery. While the exact scope and impact of the metaverse on society and on the economy is still unknown, it can already be seen that the metaverse will open up a range of opportunities but also a number of risks in a variety of policy areas.

Major tech companies are scaling up their metaverse activities, including through mergers and acquisitions. This has given impetus to a debate on how merger regulations and antitrust law should apply. Business in the metaverse is expected to be underpinned largely by cryptocurrencies and non-fungible tokens, raising issues of ownership, misuse, interoperability and portability. Furthermore, the huge volume of data used in the metaverse raises a number of data protection and cybersecurity issues (e.g. how to collect user consent or protect avatars against identity theft).

There is considerable scope for a wide range of illegal and harmful behaviours and practices in the metaverse environment. This makes it essential to consider how to attribute responsibility, inter alia, for fighting illegal and harmful practices and misleading advertising practices, and for protecting intellectual property rights. Moreover, digital immersion in the metaverse can have severe negative impacts on health, especially for vulnerable groups, such as minors, who may require special protection. Finally, the accessibility and inclusiveness of the metaverse remain areas where progress has still to be made in order to create an environment of equal opportunities.


Also see the following from the Legal Talk Network — with Dennis Kennedy and Tom Mighell

  • Metavisting the Metaverse – Dennis and Tom plunge into the metaverse—its trends, current tech, and possibilities for the future.
  • The Wild World of NFTs – Dennis and Tom dive into these unique digital objects (art, video, and much more) and outline the issues surrounding their current hype and value in the real world.

 

Denis Kennedy and Tom Mighell -- run the Legal Talk Network podcast

 


 

Adobe—yes, Adobe—has one of the best free video-makers out there — from by Jeremy Caplan
Spark Video is best for beginners or those looking for something quick and easy.

Excerpt:

Adobe’s professional software has long struck me as unnecessarily clunky and complex. Adobe Premiere, Illustrator, Photoshop and other such apps are powerful, but daunting for beginners to learn.

So I was surprised to discover that Adobe Spark Video is one of the best free apps for making a quick slideshow-style video.

 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 

Animated Series: What’s Up with the Metaverse — from joetechnologist.com by Joseph Raczynski with creative by Elise Harmening, Esq.

Video description (emphasis DSC):

What’s Up with the Metaverse, published on June 2, 2022, was written by Joseph Raczynski of Thomas Reuters, a member of the Governing Council for the Center for Innovation, and created by Elise Harmening, Esq., Project Specialist Manager at the Center for Innovation. Innovation and You is a production by The American Bar Association’s Center for Innovation to help lawyers and our members think about innovative legal technology and practices as the legal landscape continues to change. Join the conversation on Twitter @ABAInnovation.

 

Also see:

Animated Series: What is an API? — from joetechnologist.com by Joseph Raczynski with creative by Elise Harmening, Esq.

 

The 2022 L&D Global Sentiment Survey — from donaldtaylor.co.uk by Donald Taylor

Excerpt:

This year’s L&D Global Sentiment Survey, the ninth, shows L&D at a turning point, as the result of two forces. One is the demands of organisations, as they emerge from the pandemic, for more training delivery, very often with unchanged or reduced resources for L&D. The other is the need to deal with the emergency measures put in place in 2020 to deal with the immediate impact of COVID-19.

This sense of practitioners being under pressure is amply illustrated by responses to the free text question ‘What is your biggest L&D challenge in 2022?’ 40% of respondents answered, with the answers painting a picture of practitioners being asked to do more, in difficult circumstances, to support the learning of overworked employees and uninterested employers.

It is tempting to see this as a return to business-as-usual for L&D. Hasn‘t it always been the case that the department needed to fight for the attention of both executives and employees? Behind this undeniable reality, however, there are definite signs of longer-term trends emerging.


 


 

Facebook Seems to Be Adding Video-Course Features. For Edtech, That Raises Old Fears. — from edsurge.com by Daniel Mollenkamp

Excerpts:

The tech giant Meta, widely known under its previous name Facebook, seems to be eyeing a way to allow users to offer video classes.

Since at least last year, Meta has experimented with Facebook Classes, a program designed to make online instruction through its platform smoother. A consultant recently noticed a company announcement about the features in the U.K. version of the platform and shared a screenshot on Twitter.

The company did not respond to questions about the program. But recent reports have speculated that the company could “bootstrap an online course ecosystem.”

Meta’s learning offering could be most trouble for other tech behemoths like Google Classroom and Microsoft Teams, according to some speculations.

Either way, Meta’s possible entrance into the market plays into a long-standing fear of big tech in the edtech industry.

 

Higher ed investments in student systems doubled last year, report finds — from highereddive.com by Natalie Schwartz

Dive Brief:

  • Higher education investments in student technology systems doubled in 2021 compared to the year before, marking the largest annual increase over the past decade, according to a new report from the Tambellini Group, a technology research and advisory firm.
  • However, many college leaders are hesitant to invest in modern cloud student systems because most of these products still lack the functionalities institutions seek. The Tambellini Group based its findings on technology spending by more than 3,600 U.S. institutions.
  • Vendors are adding new tools and enhancements to their student technology systems to respond to increased pressures on colleges to improve their enrollment, retention and other student success metrics. That includes by providing engagement analytics and automated alerts.

Also from highereddive.com:

 

Slido Lesson Plan — from techlearning.com by Stephanie Smith Budhai, Ph.D.
This Slido Lesson Plan is designed to help educators implement the digital tool into their instruction

Excerpt:

Slido is an exciting online engagement edtech tool that can be used to connect all students with academic content while getting them involved in the lesson.

While Slido is often used to incorporate polling into virtual workshops and presentations, there are a wide range of student engagement features within the Slido platform that can be used by teachers during lessons.

Also see:

Slido -- your go-to interaction app for hybrid meetings

 

Boost Usability of Libraries & Knowledge Hubs with Automation — from learningsolutionsmag.com by Markus Bernhardt

Excerpts (emphasis DSC):

Our article series looks at the top three areas where we see automation and AI revolutionizing the way in which successful L&D teams work: Asset libraries and knowledge hubs; hyper-personalized, truly adaptive learning; and capability mapping. This article examines the impact of AI and automation on maintaining asset libraries and knowledge hubs.

Thus, the contextualization engine becomes a powerful content management tool. It is also easy to use and requires no particular subject matter knowledge of the user; the librarian who has read everything does that for the user. And this works, of course, with articles, slide decks, audio, video, and even VR/AR content, and basically any file type.

Assets can be mapped to competencies, skills, learning objectives, departments, the requirements of a specific course or workshop, or to the horizontals and verticals of an organization’s internal restructuring model. And this takes place within seconds and minutes, and at scale.

With the ability to map content as well as practice exercises, questions, and assessments automatically into each concept’s complexity tree, it is now possible to use automation and AI to deliver adaptive and truly personalized learning content and learning paths. 
 
© 2025 | Daniel Christian