3 reasons KM and learning systems will soon be amazing — from blog.feathercap.net by Feathercap staff; with thanks to Mr. Tim Seager for this resource

Excerpt:

We’re at an amazing time today as all manner of learning vendors and knowledge management systems are going through a renaissance. Vendors have understood that no one has time to learn required job skills as a separate learning event, and must gain the skills they need in real time as they perform their jobs. A big driver are the technology changes such as the availability of AI approaches accelerating this trend.

From the Knowledge management (KM) providers to the Learning Management Systems (LMS), we’re seeing big improvements. For over a decade LMSs in their present form track and deliver on-demand learning and classroom training. Then came micro learning vendors, with a focus on bite size / 10 min or less training with the Knowledge management (KM) tools and systems growing at the same time. KMs were built to make findable the institutional knowledge an organization uses for each person to do their job. Finally, we have Learning Experience Platforms (LXP), which focus on delivering and recommending micro and macro learning content (macro – longer than 10 minutes to consume) at the moment of need. There has been a downside to all of these approaches however, they all require the workforce, SMEs and content authors to manicure all this content to ensure it is both fresh and useful. Here are the three reasons all of these approaches will soon be amazing…

 

 

From DSC:
The other day, I put this post out there.

Now, I’d like to add to that information with information from Mr. Joseph Byerwalter, who pointed me to the following videos re: LEGO BOOST!

 

LEGO® BOOST lets children create models with motors and sensors, and then bring their creations to life through simple, icon-based coding commands. The free LEGO BOOST tablet app includes easy step-by-step building instructions for creating and coding multifunctional models.

P.S. I am not getting paid by LEGO or anyone else here.
I just think learning should be engaging and fun!

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

Addendum on 10/18/19:

 

DC: In the future…will there be a “JustWatch” or a “Suppose” for learning-related content?

DC: In the future...will there be a JustWatch or a Suppose for learning-related content?

 

5 good tools to create whiteboard animations — from educatorstechnology.com

Excerpt:

In short, whiteboard animation (also called video scribing or animated doodling) is a video clip in which the recorder records the process of drawing on a whiteboard while using audio comment. The final result is a beautiful synchronization of the drawings and the audio feedback. In education, whiteboard animation videos  are used in language teaching/learning, in professional development sessions, to create educational tutorials and presentations and many more. In today’s post, we are sharing with you some good web tools you can use to create whiteboard animation videos.

 

 

 

My Favorite Book about Teaching and Learning is…33 Books to Inspire You! — from linkedin.com by Barbi Honeycutt

Excerpt:

…I recently posted this fill-in-the-blank question to all of my social media pages:

My favorite book about teaching and learning is ______________.

The response has been fantastic! Professors, instructors, teachers, educators, and faculty development professionals from a variety of disciplines from around the world responded with their favorite book about teaching and learning.

I’ve compiled the list and here are the 33 books recommended by colleagues throughout my network (many books were recommended more than once).

 

Accessibility and Usability Resource site from Quality Matters

 

Meet AURS — Your go-to resource for addressing accessibility challenges — from wcetfrontiers.org and Quality Matters

Excerpt:

Accessibility is not only one of the main areas of focus for WCET, but a consistent issue and opportunity for higher education institutions. In order to support faculty, instructional designers, and others who work in the area, Quality Matters, a WCET member, created a new resource site for educators to get information on how to address key accessibility and usability concerns. Today’s post introduces the new website, AURS, and reviews the development process for the site and the resources.

 

 

Top eLearning Gamification Companies 2019 — from elearningindustry.com by Christopher Pappas

Excerpt:

The Top Performing eLearning Gamification Companies 2019
As community leaders, here at eLearning Industry, we have evaluated hundreds of eLearning content development companies in the past. As we are constantly on the lookout for new advancements and trends in the eLearning field that are relevant to the industry, we decided to take a very close look at outstanding providers of gamification. We have focused on prestige, influence, application of gamification tools, activity in the eLearning field, gamification innovations, and many more subcategories.

For the list of the Top eLearning Gamification Companies 2019, we chose and ranked the best gamification companies based on the following 7 criteria:

  • Gamification eLearning quality
  • Customer reviews
  • eLearning expertise
  • Niche specialization on gamification
  • Gamification industry innovation
  • Company’s social responsibility
  • Gamification features and capabilities
 
 

Screen Mirroring, Screencasting and Screen Sharing in Higher Education — from edtechmagazine.com by Derek Rice
Digital learning platforms let students and professors interact through shared videos and documents.

Excerpt (emphasis DSC):

Active learning, collaboration, personalization, flexibility and two-way communication are the main factors driving today’s modern classroom design.

Among the technologies being brought to bear in academic settings are those that enable screen mirroring, screencasting and screen sharing, often collectively referred to as wireless presentation solutions.

These technologies are often supported by a device and app that allow users, both students and professors, to easily share content on a larger screen in a classroom.

“The next best thing to a one-to-one conversation is to be able to share what the students create, as part of the homework or class activity, or communicate using media to provide video evidence of class activities and enhance and build out reading, writing, speaking, listening, language and other skills,” says Michael Volpe, marketing manager for IOGEAR.

 

‘The Dangers of Fluent Lectures’ — from insidehighered.com by Colleen Flaherty
A study says smooth-talking professors can lull students into thinking they’ve learned more than they actually have — potentially at the expense of active learning.

Excerpt:

The paper also provides important insight into why active learning hasn’t taken deeper root in academe, despite the many studies that have previously identified its effectiveness as compared to more passive approaches (namely the lecture). In a word: students. That is, while professors are often seen as the biggest impediments to innovative teaching, the study describes an “inherent student bias against active learning that can limit its effectiveness and may hinder the wide adoption of these methods.”

Compared with students in traditional lectures, students in active classes perceived that they learned less, while in reality they learned more. Students also rated the quality of instruction in passive lectures more highly, and expressed a preference to have “all of their physics classes taught this way,” despite their lower test scores.

In some ways, he said, “the study confirms what we have suspected anecdotally for a long time — that students feel more comfortable in a lecture environment and believe that they are learning more because of the expectations they have for a college learning environment.” But, in fact, he said, they’re “actually learning more in the environments where they are actively engaged in building knowledge about key concepts.”

 

From DSC:
The part about the students feeling more comfortable in a lecture environment and believing that they are learning more reminded me of this research/paper (which the graphics below reference and link to as well), where they mention the practices of highlighting and re-reading some text. Students feel like they are really learning the content more thoroughly when they are doing these things (and this is what I did in college as well). But the evidence shows that the utility of these methods is low. Instead, practice testing — which involves retrieval practice, as well as distributed practice and interleaved practice produce stronger results.

So what students feel and what’s actually occurring can be different…as Colleen’s article from insidehighered.com points out.

That said — and as the article asserted as well — is that some lecturing is fine to do:

At the same time, Eyler stressed that existing literature shows that some limited lecturing is “definitely OK,” as “students need to know content in order to engage in higher order thinking.”

 

 

Addendum on 9/14/19:

 

 
 

Some basic HTML tips for when your LMS makes you nuts — from busynessgirl.com by Maria Andersen

Excerpt:

HTML stands for HyperText Markup Language; it is the computer code of web pages.

Many editors in blogs, wikis, online learning systems like Canvas, Brightspace, Moodle, and Blackboard have WYSIWYG editors. WYSIWYG stands for “what you see is what you get.”

Most digital editors have an icon panel at the top with standard formatting tools. The location of the tools varies slightly from platform to platform (a few examples from common Learning Management Systems, or LMS’s, are below).

In most online editors, there is an option to switch back and forth from WYSIWYG to HTML. When you are trying to get a page to look just right and it’s not behaving, you might need to go make a few simple tweaks to the HTML. Just knowing that there is HTML code behind each page, and the basics of how it works will be helpful to figuring out why formatting is not “sticking” properly in the WYSIWYG editor.

You can go to PracticeBoard to practice some of the HTML in this post.

 

How tech is helping courtroom newbies become virtual pros — from law360.com by Brandon Lowrey

Excerpt:

You walk into a courtroom and a woman strides toward you with an outstretched hand, rattling off details about a new case. There’s a settlement conference this afternoon, you learn — and you’re going to be there representing your new client.

If you don’t know who this person is, just look at the words hovering over her head: “Supervising Attorney.” Nervous because you’ve never been in a courtroom before? Don’t worry — you still haven’t.

This is how a virtual-reality training video begins for some attorneys who have volunteered to handle pro bono renter-landlord cases through the San Francisco Bar Association.

They don virtual reality goggles to prepare for their first courtroom experiences. Harvard Law Access to Justice Lab researchers hope that the program will embolden attorneys who’ve only worked in front of a computer screen rather than a judge to volunteer at pro bono clinics to help out in the courtroom.

This can be a terrifying prospect for some attorneys, and it’s a big reason why many wash out when they discover what’s expected of them.

 

The program in San Francisco is one of several planned studies to see whether a 15-minute virtual reality experience might make attorneys usually holed up in cubicles more willing to take on pro bono work and, when they do, win better outcomes for their clients. If it works, it could become a more widely used tool used to prepare attorneys in legal-aid settings and beyond.

 

Also see:

 

Israeli tech co. uses virtual & augmented reality tech to help Christians engage with the Bible — with thanks to Heidi McDow for the resource
Compedia Partners with U.S. Clients to Utilize Company’s Biblical Knowledge and Technological Expertise

TEL AVIV, Israel, Aug. 7, 2019 – Compedia, an Israel-based business-to-business tech company, is using virtual reality technology to service Christian clients with products that help users engage with the Bible in a meaningful way.

Compedia partnered with The Museum of the Bible in Washington, D.C., which attracted more than 1 million visitors during its first year of operation, to help bring the museum’s exhibits to life. With the help of Compedia’s innovation, visitors to the museum can immerse themselves in 34 different biblical sites through augmented reality tours, allowing them to soar across the Sea of Galilee, climb the stairs of the Temple Mount, explore the Holy Sepulchre and so much more. In addition to creating on-site attractions for The Museum of the Bible, Compedia also created a Bible curriculum for high-school students that includes interactive maps, 3-D guides, quizzes, trivia and more.

“Many people are dubious of augmented and virtual reality, but we see how they can be used for God’s glory,” said Illutowich. “When clients recognize how attentive users are to the Bible message when it’s presented through augmented and virtual reality, they see the power of it, too.”

In addition to their passion for furthering Bible education, Compedia is committed to developing products that help educators engage students of all types. The company is currently in partnership with a number of educational institutions and schools around the U.S. to utilize its interactive technology both in the classroom and in the online learning space. Other client collaborations include Siemens, Sony and Intel, to name a few.

About Compedia
Compedia uses cutting-edge technology to help students succeed by making education more fun, engaging, and meaningful. With over 30 years of experience in developing advanced learning solutions for millions of people in 50 countries and 35 languages, Compedia offers expertise in visual computing, augmented reality, virtual reality and advanced systems, as well as instructional design and UX.

 


 

 

 


 

 

Per Jacob Strom at HeraldPR.com:

KreatAR, a subsidiary of The Glimpse Group, is helping change the way students and teachers are using augmented reality technology with PostReality, to help make learning more interactive with poster boards.

See:

 


Also see:

 

 

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