Simulation beyond perspective — from noemalab.eu by Pier Luigi Capucci
The discourse of holography as a tool for imagery, art, media studies and science.

Excerpt:

Holography suggests a new visual universe within a culture where the visual simulation is the most effective communication system; and it let us reflect about the need for a more comprehensive definition of “image”. We can believe that future images will also be holographic and that we shall communicate more and more through them, in a delicate balance between presence and absence, immediacy and remoteness, present and past, materiality and immateriality, matter and energy.

 

Frog Disection app from Punflay

Per Nicola Santiago at Punflay:

  • We develop educational iPhone/iPad apps for kids. Our Frog Dissection app which is being used in many schools was awarded the Mark Twain’s Ethical Science award by PETA and was also selected as the Best Science app by IEAR. We also have a Rat Dissection app in the store.

Side reflection from DSC:

This type of work shows the power of using teams of specialists. One person can’t do it all anymore — we need to face up to this fact and stop thinking that simply providing more professional development is the answer. I realize that using textbooks brings in teams of specialists — but it seems to me that we still think that simply by providing more professional development, our teachers and professors will be able to meet the constantly (and quickly) rising bar. That type of approach has outlived its usefulness and it just won’t cut it anymore; we do our students a major disservice by clinging to that outdated, status-quo-based model.

How can we move to using more teams of specialists to create and deliver our educational materials?

Nice work to the teams at Punflay in India!


 

 

 

Multimedia Transformation -- Special Report from Education Week

Excerpt:

In science and math classes across the country, digital tools are being used to conduct experiments, analyze data, and run 3-D simulations to explain complex concepts. Language arts teachers are now pushing the definition of literacy to include the ability to express ideas through media. This report, “Multimedia Transformation,” examines the many ways multimedia tools are transforming teaching and learning as schools work to raise achievement and prepare students for careers that require increasingly sophisticated uses of technology.

Instructional Design for Simulations — from the University of Central Florida

Training and educational programs are now incorporating stand-alone and PC-based simulations and instructional (video) games to enhance human performance. The result has been a growing demand for simulation, game-based training, and instructional systems in corporate, government, and education sectors. The Graduate Certificate in Instructional Design for Simulations takes an interdisciplinary approach to prepare educators, instructional designers, human resource personnel, and training specialists in corporate, industry, and educational settings. Students will acquire the skills to successfully work with engineers, graphic artists, computer programmers, and game developers to design training and instructional systems, focusing on the pedagogical aspects of stand-alone and PC-based desktop training and educational simulations and games. To learn more, visit the Instructional Technology website at: http://education.ucf.edu/insttech.

Required Courses: 15 Total Credit Hours
Courses are available both in Web-based and mixed mode (reduced seat time) formats. This program may be completed entirely online.

EME 6613 Instructional System Design
EME 6601 Instructional Simulation Design for Training and Education
EME 6614 Instructional Game Design for Training and Education
IDS5717C Introduction to Modeling and Simulation
DIG 6432 Transmedia Story Creation

For information contact:
Atsusi Hirumi, Ph.D., Associate Professor
College of Education…

From DSC:
I realize that many in education don’t view Bill and Melinda Gates with a great deal of admiration or respect. However, they and their foundation are about to make a hugely positive difference in — and contribution to — education. I’m sure that these grants will help create solutions that will feature professionally-done, highly-engaging, interactive, multimedia-based, team-created educational content. I hope that many of the solutions will feature sophisticated back-end engines that will allow for highly personalized/customized learning.

This is huge because such solutions are highly scalable. Plus look at who is involved at this point:

  • Pearson
  • Educurious Partners
  • Florida Virtual School
  • Institute of Play
  • Reasoning Mind
  • Quest Atlantis
  • Digital Youth Network
  • EDUCAUSE

Also see:

Also see:

 

A hugely powerful vision: A potent addition to our learning ecosystems of the future

 

Daniel Christian:
A Vision of Our Future Learning Ecosystems


In the near future, as the computer, the television, the telephone (and more) continues to converge, we will most likely enjoy even more powerful capabilities to conveniently create and share our content as well as participate in a global learning ecosystem — whether that be from within our homes and/or from within our schools, colleges, universities and businesses throughout the world.

We will be teachers and students at the same time — even within the same hour — with online-based learning exchanges taking place all over the virtual and physical world.  Subject Matter Experts (SME’s) — in the form of online-based tutors, instructors, teachers, and professors — will be available on demand. Even more powerful/accurate/helpful learning engines will be involved behind the scenes in delivering up personalized, customized learning — available 24x7x365.  Cloud-based learner profiles may enter the equation as well.

The chances for creativity,  innovation, and entrepreneurship that are coming will be mind-blowing! What employers will be looking for — and where they can look for it — may change as well.

What we know today as the “television” will most likely play a significant role in this learning ecosystem of the future. But it won’t be like the TV we’ve come to know. It will be much more interactive and will be aware of who is using it — and what that person is interested in learning about. Technologies/applications like Apple’s AirPlay will become more standard, allowing a person to move from device to device without missing a  beat. Transmedia storytellers will thrive in this environment!

Much of the professionally done content will be created by teams of specialists, including the publishers of educational content, and the in-house teams of specialists within colleges, universities, and corporations around the globe. Perhaps consortiums of colleges/universities will each contribute some of the content — more readily accepting previous coursework that was delivered via their consortium’s membership.

An additional thought regarding higher education and K-12 and their Smart Classrooms/Spaces:
For input devices…
The “chalkboards” of the future may be transparent, or they may be on top of a drawing board-sized table or they may be tablet-based. But whatever form they take and whatever is displayed upon them, the ability to annotate will be there; with the resulting graphics saved and instantly distributed. (Eventually, we may get to voice-controlled Smart Classrooms, but we have a ways to go in that area…)

Below are some of the graphics that capture a bit of what I’m seeing in my mind…and in our futures.

Alternatively available as a PowerPoint Presentation (audio forthcoming in a future version)

 



 

 

 

 

 

 

 

 

 

 

 

 

— from Daniel S. Christian | April 2011

See also:

Addendum on 4-14-11:

 

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Science Simulations: A Virtual Learning Environment — from Journey in Technology by Dolores Gende

Where do I find simulations?

One of the best websites for science simulations is PhET from the University of Colorado at Boulder. Originally founded by Physics Nobel Prize laureate Carl Weiman, PhET provides fun, interactive, research-based simulations of physical phenomena for free. These simulations can be downloaded or played directly on your browser.

Teachers can access the Teacher Ideas & Activities page for teacher-submitted contributions, designed to be used in conjunction with the simulations.

These are the links to the core science courses simulations. The PhET website also contains excellent Math simulations.

Simulation Resources

Biology
Chemistry
Earth Science/Geology
Physics

When textbooks and social media collide — CampusTechnology.com by Bridget McCrea
A professor at a Christian liberal arts college in Michigan puts textbooks together with social networking to get students jazzed about historical events.

Right around the time that the term “social networking” was starting to roll off the tongues of school administrators and teachers, Christian Spielvogel was already deep in the throes of a project that would combine the next concept with traditional textbooks.

The year was 2007, and Spielvogel, now an associate professor of communication at Hope College in Holland, MI, was experimenting with the idea of implementing gaming and computer simulations while on sabbatical at the University of Virginia. Having conducted intensive research into the public memory of the Civil War period, Spielvogel wanted to “un-romanticize” public perception of the conflict and create a more realistic, engaging, and even risky learning experience for high school and college students.

Using the University of Virginia’s Valley of the Shadow digital archive as a guide–and funding from the National Endowment for the Humanities and Virginia Foundation for the Humanities for financial support–Spielvogel developed an online reenactment and multiplayer role-playing simulation that takes place during the American Civil War.

Little did Spielvogel know at the time, but his creation would become an early example of how computer gaming can be successfully combined with education. “At the time, there had already been some efforts made to develop games and simulations with most of them based on single-player models,” said Spielvogel, “but the whole idea of a multiplayer experience that allowed a group to become involved in the game and interact online was still pretty new.”

Models for the Future of Learning — from KnowledgeWorks by Katherine Prince, Jesse Moyer, Lisa Scheerer, and Jamie Feltner
January 2011
This report was prepared for, and with the support of, Yellow Springs School District as part of a series of engagements related to its Class of 2020 initiative.


IEEE Transactions on Learning Technologies TLT is a scholarly archival journal published quarterly using a delayed open access publication model.

IEEE Transactions on Learning Technologies (TLT) is an archival journal published quarterly. TLT covers research on such topics as Innovative online learning systems, Intelligent tutors, Educational software applications and games, and Simulation systems for education and training.

The Web revolution, the popularity of on-line learning, and the broad availability of computers in schools, colleges, universities, workplaces and in other social settings has caused a qualitative change in the field of learning technologies. Both the variety and the complexity of e-learning tools have increased dramatically over the last 10 years. A number of new conferences emerged to provide a forum for researchers and practitioners in the field of learning technologies to discuss their work. Yet, there are very few journals, which embrace the field as a whole and provide a space to publish archival quality papers. The goal of IEEE Transactions on Learning Technologies (TLT) is to bridge this gap.TLT covers all advances in learning technologies, including but not limited to the following topics:

  • Innovative online learning systems
  • Intelligent tutors
  • Educational software applications and games
  • Simulation systems for education and training
  • Collaborative learning tools
  • Devices and interfaces for learning
  • Interactive techniques for learning
  • Personalized and adaptive learning systems
  • Tools for formative and summative assessment
  • Ontologies for learning systems
  • Standards and web services that support learning
  • Authoring tools for learning materials
  • Computer support for peer tutoring
  • Learning via discovery, field, and lab work
  • Learning with mobile devices
  • Social learning techniques
  • Social networks and infrastructures for learning and knowledge sharing
  • Creation and management of learning objects

IEEE Transactions on Learning Technologies
The IEEE Transactions on Learning Technologies will publish archival research papers and critical survey papers. Topics within the scope include technology advances in online learning systems; intelligent tutors; educational software applications and games; simulation systems for education and training; collaborative learning tools, devices and interfaces for learning; interactive techniques for learning; tools for formative and summative assessment; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring and learning via discovery or project work or field or lab work; and creation and management of learning objects. A paper must either describe original research or offer a critical review of the state of the art in a particular area. Papers concerned with evaluation of technology are only appropriate if the technology itself is novel or if significant technical insights are provided. In order to best serve the community, the TLT will be published online, using a delayed open-access policy under which paying subscribers and per-article purchasers have access to newly published content, and then 12 months after the publication of each issue, all readers will have access to the content, free of charge.

James Morrison -- Higher Education in Transition

Example slides/excerpts:

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One example — of several great slides — regarding the old vs. the new paradigm:

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From DSC:
Re: one of the bullet points on the last slide — i.e. “Faculty work as part of instructional team” — here’s my take on what that team increasingly needs to look like in order to engage our students and to compete:

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7 Ways to Spot Tomorrow’s Trends Today — from the World Future Society’s Forecasts for the Next 25 Years

In the more than 40 years since the World Future Society was founded, futurists have developed a range of techniques to study the future. Here are a few techniques futurist use to spot new opportunities and potential problems. These methods give individuals and organizations an edge to help them succeed in a fast-changing world:

  1. Scan the Media to Identify Trends—Futurists often conduct an ongoing and systematic surveys of news media and research institutes. These surveys help spot significant trends and technology breakthroughs. Futurists call this environmental scanning.
  2. Analyze and Extrapolate Trends—After the trends are identified, the next step is to plot the trends to show their direction and development into the future. Trend analysis and extrapolation can show the nature, causes, speed, and potential impacts of trends.
  3. Develop Scenarios—Futurists often describe the future development of a trend, a strategy, or a wild-card event in story form. These scenarios can paint a vivid picture that can help you visualize possible future developments and show how you can prepare effectively for future risks and opportunities. Scenarios help you to blend what you know about the future with imagination about the uncertain. Scenarios help you move from dreaming to planning and then to accomplishment.
  4. Ask Groups of Experts—Futurists also conduct “Delphi Polls” which are carefully structured surveys of experts. Polling a wide range of experts in a given field can yield accurate forecasts and suggestions for action.
  5. Use Computer Modeling—Futurists often use computer models to simulate the behavior of a complex system under a variety of conditions. For example, a model of the U.S. economy might show the effects of a 10 percent increase in taxes.
  6. Explore Possibilities with Simulations—Futurists create simulations of a real-world situations by means of humans playing different roles. For example, in war games, generals test out tactics they may later use on the battlefield, or corporate executives can explore the possible results of competitive strategies.
  7. Create the Vision—Futurists help organizations and individuals systematically develop visions of a desirable future. Visioning creates the big picture of the possibilities and prepares the way for goal setting and planning.
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Millions of TV’s (as completely converged/Internet-connected devices) = millions of learners?!?

From DSC:

The other day, I created/posted the top graphic below. Take the concepts below — hook them up to engines that use cloud-based learner profiles — and you have some serious potential for powerful, global, ubiquitous learning! A touch-sensitive panel might be interesting here as well.

Come to think of it, add social networking, videoconferencing, and web-based collaboration tools — the power to learn would be quite impressive.  Multimedia to the nth degree.

Then add to that online marketplaces for teaching and learning — where you can be both a teacher and a learner at the same time — hmmm…

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From DSC:
Then today, I saw Cisco’s piece on their Videoscape product line! Check it out!

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How will technologies like AirPlay affect education? I suggest 24x7x365 access on any device may be one way. By Daniel S. Christian at Learning Ecosystems blog-- 1-17-11.

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Addendum on 1-20-11:
The future of the TV is online
— from telegraph.co.uk
Your television’s going to get connected, says Matt Warman


© 2024 | Daniel Christian