Mesmerizing fairy tale on the power of transmedia storytelling — from frametales.com by DRAFTFCB Madrid and posted by Filip Coertjens; with thanks to the Scoop on this from Laura Fleming (@NMHS_lms)

Cinderella2Dot0-Jan2014

 

BBC iWonder: Introducing Interactive Guides — from bbc.co.uk by Andrew Pipes

See this piece as an example of what they’ve come up with.

 

interactive guides_3_screens.jpg

Interactive guides on three screens

The BBC article also pointed to a bit older,
but very creative piece from the NYT entitled:
Snow Fall

 

Transmedia Story Stream: Don’t just read a book–play it! — from bleedingcool.com by Dan Wickline; with thanks to Digital Rocking Chair for the Scoop on this

Excerpt:

Instead of downloading a static book, Transmedia Story Stream allows readers to log into story worlds filled with fans, activities, and extended narrative that can include video, audio, casual video games or live gatherings. And just like in a video game, the book will award fans for participating in the story. Fans can earn points and badges, collect digital goodies to share, earn money for spreading word of mouth, participate in a live chat with an author or illustrator right in the book or win a phone call with a character in a story.

 

TSS_assured_destruction

 

Transmedia Story Stream

 

TransmediaStoryStream-Jan2014

 

Also see:

 

CleverWayToReopenRennovatedSpace-Amsterdam-April2013

 

HarperCollins, Google’s Niantic Labs, 20th Century Fox collaborate w/ bestselling author on next gen cross-media project, Endgame — from corporate.harpercollins.com, w/ thanks to @myweb2learn for the resource

Excerpt of Press Release (emphasis DSC):

ENDGAME is a fully integrated, multimedia experience that will combine a trilogy of young adult novels, fifteen original e-book novellas, YouTube videos, search and image results, mapping coordinates, social media, and interactive gaming in one revolutionary creative project. Each book in the ENDGAME trilogy will feature an interactive puzzle comprised of clues and riddles throughout the text.

“We are excited to work with James Frey and Full Fathom Five on this groundbreaking series,” said Brian Murray, President and CEO, HarperCollins Publishers. “This is a spectacular story that embodies the future of publishing—great content, interactivity and a multimedia experience.”  

Google’s Niantic Labs is developing a location-based augmented reality game that will bring ENDGAME to life in the real world.  The game builds on the success of “Ingress,” which defined a new category of entertainment that marries video games with the physical world.  The mobile experience will allow players around the world to join in the battle to unlock the mysteries and secrets of ENDGAME.  Google Niantic will also be publishing six ENDGAME novellas exclusively at the Google Play store.  The game is expected to launch on Android and iOS devices in late 2014.

“James has a great vision for telling stories in an integrated way across books, film, social media, and mobile games,” John Hanke, VP of Product, Niantic Labs at Google, said. “We are delighted to bring our technology and expertise to bear on a project that is helping to define the future of entertainment.”

 

From DSC:
If successful, I’d love to see some applications of this sort of experiment applied towards education/learning — i.e. towards K-12, higher ed, and the corporate training/L&D departments.  The experiment emphasizes where I think successful learning is also going — towards the use of TEAM-based content creation and delivery.

 

 

 

Cross-college collaboration — from insidehighered.com by Megan Rogers

Excerpt:

Faced with increasingly tight budgets, liberal arts colleges are looking to share resources to reduce costs and expand programs. But when the end goal is collaboration and not a merger, how should administrators decide which services are appropriate to share?

St. Olaf and Carleton Colleges, both liberal arts colleges in Northfield, Minn., have received a $1.4 million grant from the Andrew W. Mellon Foundation to increase collaboration over the next four years, but are drawing the line at sharing career services departments. And it’s hard to imagine the colleges collaborating in areas where they are competitors, such as fund-raising or admissions, St. Olaf President David Anderson said.

 

From DSC:
In order to survive within higher ed — and if things migrate to more of a team-based approach to content creation and delivery — I’ve often wondered if the following will occur:

  • The necessity of sharing/pooling resources — especially those involving the creation and delivery of courses (i.e. one college contributes X courses, another contributes Y courses)
  • The requirement to form partnerships for most institutions of higher education (vendors, especially), as the unbundling of higher education continues
  • The need to form consortia

 

 

 

Design & Screen-Based Learning in Higher Education — from higheredmanagement.net by Keith Hampson

Excerpt (emphasis DSC):

But the migration from the classroom to a screen-based environment is a change like no other. It’s a migration to a design-dependent environment. The digital learner’s experience is highly-dependent on the quality of design. The particular mix of colors, layout, audio, animation, words per page and other design elements can make the difference between a good and bad experience for learners on laptops, smartphones and tablets.

To date, digital higher education has largely ignored the role of design in online learning. It’s not part of the conversation. You’ll be lucky to find it discussed at conferences or in journals. This is partly because good design practices are not part of most institutions’ DNA.  (Have you ever tried to find your way around an unfamiliar campus? Signage, anyone?). And partly because institutions often frame aesthetics and related matters as enemies of science.

Also see:

Excerpt:

Design, the discipline, is about the construction of interfaces that match the abilities and needs of people and technology in order to make products and services effective, understandable and pleasurable.

Design is also is about innovation, experimentation, about pushing the envelope of what can be done.

 

Look back in anger? A review of online learning in 2013 — from Tony Bates

Excerpt:

No single solution to this issue seems to have been found, but many Canadian institutions now have established central units that report to the Provost and serve the faculties directly. As well as including support for online learning, these units now also cover general faculty development as well as distance learning. This has the advantage of facilitating the transfer of teaching innovations from one academic department throughout the institution. In some institutions these centres for teaching, learning and technology have grown rapidly, with some numbering more than 60 staff.

 

From DSC:
This solid posting from Dr. Tony Bates also includes a recap of his top postings for 2013:

 

 

Unbundled: Reimagining Higher Education — from huffingtonpost.com by Anant Agarwal

Excerpt (emphasis DSC):

As a result, many educators are now asking probing questions about traditional degree pathways. Should we require university students to obtain a degree in a specialized field? Should we expect students to know at the age of 18 what they want to do for the rest of their lives? Should universities limit their degree programs to four-year spans? Should the concept of a degree as the defining credential itself be revisited? Shifting from this traditional approach may significantly affect the affordability, efficiency and quality of a college education. It might even change the very manner in which universities are structured, as Jeffrey Selingo describes in his book College UnBound. One key to this shift might be the concept of unbundling many of the components that make up the traditional approach to higher education: time, function and content.

 


 

DanielChristian-The-unbundling-of-higher-education

 

 

In the 2014 FIRST LEGO League World Class Challenge, over 230,000 children ages 9 to 16* from over 70 countries will redesign how we gather knowledge and skills in the 21st century. Teams will teach adults about the ways that kids need and want to learn.

 

FLLWORLDCLASSlogo

 

Coming August 2014

What is the future of learning? FIRST® LEGO® League teams will find the answers.  In the 2014 FLL WORLD CLASS? Challenge, over 230,000 children ages 9 to 16* from over 70 countries will redesign how we gather knowledge and skills in the 21st century. Teams will teach adults about the ways that kids need and want to learn.  Get ready for a whole new class – FLL WORLD CLASSSM!

FLL challenges kids to think like scientists and engineers.  During FLL WORLD CLASSSM, teams will build, test, and program an autonomous robot using LEGO MINDSTORMS® to solve a set of missions in the Robot Game.  They will also choose and solve a real-world question in the Project.  Throughout their experience, teams will operate under FLL’s signature set of Core Values.

* 9-14 in the US, Canada, and Mexico

 

A proposal for Apple, Google, IBM, Microsoft, and any other company who wants to own the future living room [Christian]

DanielChristian-A-proposal-to-Apple-MS-Google-IBM-Nov182013

 

 

 

“The main obstacle to an Apple television set has been content. It has mostly failed to convince cable companies to make their programming available through an Apple device. And cable companies have sought to prevent individual networks from signing distribution deals with Apple.”

Apple, closer to its vision for a TV set, wants
ESPN, HBO, Viacom, and others to come along

qz.com by Seward, Chon, & Delaney, 8/22/13

 

From DSC:
I wonder if this is because of the type of content that Apple is asking for. Instead of entertainment-oriented content, what if the content were more focused on engaging, interactive, learning materials? More on educational streams of content (whether we — as individuals — create and contribute that content or whether businesses do)?

Also see:

 

internet of things

 

Excerpt (emphasis DSC):

The communications landscape has historically taken the form of a tumultuous ocean of opportunities. Like rolling waves on a shore, these opportunities are often strong and powerful – yet ebb and flow with time.

Get ready, because the next great wave is upon us. And, like a tropical storm, it is likely to change the landscape around us.

As detailed by analyst Chetan Sharma, this particular wave is the one created by the popularity of over-the-top (OTT) solutions – apps that allow access to entertainment, communication and collaboration over the Internet from smartphones, tablets and laptops, rather than traditional telecommunications methods. Sharma has coined this the mobile “fourth wave” – the first three being voice, messaging (SMS) and data access, respectively – and it is rapidly washing over us.

 

Addendum on 11/25:

 

SmartTVFeatures

 

 

 

 

qCraft: A Beginner’s Guide to Quantum Physics in Minecraft — from with thanks to Steve Node for this item

 

Minecraft-being-used-to-teach-about-quantum-physics--11-2013

 

Description of video:

qCraft is a mod that brings principles of quantum physics to Minecraft. Learn more at qCraft.org.  This video is a look at those principles, how you can use them, and how they relate to real quantum physics.

 

From DSC:
Wow! What a great way to grab someone’s attention, keep it, and then use that medium to teach someone something!  This approach made me wonder…

  • In what other ways could we use Minecraft for purposes of teaching and learning?
  • How could we use it in digital storytelling?
  • What sorts of creativity are fostered by using such an environment?
  • What’s a mod and how is one created for Minecraft?

 

 

 

 

 

 

IBM-Opening-up-Watson---11-15-13

 

Excerpts (emphasis DSC):

For the first time, IBM will open up Watson as a development platform in the Cloud to spur innovation and fuel a new ecosystem of entrepreneurial software app providers who will bring forward a new generation of applications infused with Watson’s cognitive computing intelligence.

The Watson Ecosystem empowers development of “Powered by IBM Watson” applications. Partners are building a community of organizations who share a vision for shaping the future of their industry through the power of cognitive computing. IBM’s cognitive computing cloud platform will help drive innovation and creative solutions to some of life’s most challenging problems. The ecosystem combines business partners’ experience, offerings, domain knowledge and presence with IBM’s technology, tools, brand, and marketing.

 

Study: Teachers love EdTech, they just don’t use it — from edudemic.com by Katie Lepi

Excerpt:

EdTech Is Essential!

  • 86% of teachers think it is ‘important’ or ‘absolutely essential’ to use edtech in the classroom
  • 965 say that edtech increases student engagement in learning
  • 95% say that it enables personalized learning
  • 89% say that it improves student outcomes
  • 87% say that it helps students collaborate

However…

  • Only 19% use subject specific content tools weekly
  • Only 31% use information or reference tools weekly
  • Only 24% use teacher tools weekly
  • Only 14% use digital curricula weekly
  • Despite all the buzz about 1:1 classrooms, only about 1 in 9 are implementing a 1:1 or BYOD classroom

 

From DSC:
Looking at this solid posting from edudemic and Katie Lepi, I can’t help but ask:

  • What might this tell us about the model/approach that we are using?
  • Is that model/approach working?
  • Is that model/approach working fast enough to prepare our students for the futures they will inherit/experience?
  • Are there other approaches that would work better?

I’d like to add some potential factors to the list of why educational technologies might not be being implemented in certain situations:

  • We decided not to use teams; that is, we decided that our teachers (or professors or trainers) should continue to do everything — “it is their job after all”
  • A teacher (professor, trainer) may not be gifted in a particular area (such as creating digital audio or digital video, designing simulations, developing educational gaming, designing e-books, offering mobile learning, etc.)
  • A teacher (professor, trainer) may not be interested in a particular area (such as creating digital audio or digital video, designing simulations, developing educational gaming, designing e-books, offering mobile learning, etc.)
  • May view an area as totally irrelevant because that wasn’t part of that person’s background/experience (i.e. Who needs educational gaming? Why should that matter/help? I didn’t have that in my toolbox.)

With the rapid pace of change, time is no longer on our side.  That is, it doesn’t serve our students well if it takes us 2-3 generations to get teachers, professors, and trainers ready to use all of the relevant technologies.  That is a pipe dream and we need to abandon it asap.  No one has all of the gifts that they need. We need to work with teams of specialists.  It will take team-based efforts to create and deliver learning environments, products, and services that feature more choice and more control for our students.  They — and all of us actually — are encountering a different world every single day that we wake up. Are we preparing them for it?

 

 

 

“Learning in the Living [Class] Room” — as explained by Daniel Christian [Campus Technology]

Learning from the Living [Class] Room  — from Campus Technology by Daniel Christian and Mary Grush; with a huge thanks also going out to Mr. Steven Niedzielski (@Marketing4pt0) and to Mr. Sam Beckett (@SamJohnBeck) for their assistance and some of the graphics used in making these videos.

From DSC:
These 4 short videos explain what I’m trying to relay with a vision I’m entitling, Learning from the Living [Class] Room.  I’ve been pulse checking a variety of areas for years now, and the pieces of this vision continue to come into fruition.  This is what I see Massive Open Online Courses (MOOCs) morphing into (though there may be other directions/offshoots that they go in as well).

After watching these videos, I think you will see why I think we must move to a teambased approach.

(It looks like the production folks for Campus Technology had to scale things way back in terms of video quality to insure an overall better performance for the digitally-based magazine.) 


To watch these videos in a higher resolution, please use these links:


  1. What do you mean by “the living [class] room”?
  2. Why consider this now?
  3. What are some examples of apps and tech for “the living [class] room”?
  4. What skill sets will be needed to make “the living [class] room” a reality?

 

 


Alternatively, these videos can be found at:


 

DanielSChristianLearningFromTheLivingClassRoom-CampusTechnologyNovember2013

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Excerpt from A Direction for Online Courses from LinkedIn.com by Jose Ferreira, Founder at Knewton (emphasis DSC)

The Non-MOOC Landscape
The improvements — such as high quality textbooks, materials, and supporting services —needed to turn MOOCs from lectures into fully developed courses cost money. In response, some MOOC facilitators are beginning to offer non-MOOCs, sometimes called SPOCs — “small, private online courses.” Udacity partnered with Georgia Tech to offer a Masters in Computer Science priced around $7,000.

The program is neither “massive” nor “open.” It is, however, the future. Within a decade, virtually every large university in the United States, and many elsewhere as well, will offer online courses — for credit and for fee. These courses will be particularly useful to students who don’t already have access to comparable courses.

The for-profit universities have just a few years — until there is widespread market awareness that these not-for-profit degree programs exist — to improve and in some cases reinvent their operations.

It will be these high-production value, for-credit online courses that will play the central role in the ongoing educational revolution. It will be the institutions themselves who are the great disruptors.

 

Behind the scenes in the making of a MOOC — from forbes.com by Michael Horn

A couple of thoughts hit me here:

1) This article is a great example of the use of TEAMS of people to create and deliver learning materials. Consider some quotes:

…we’ve been working for the past few months with Silicon Schools Fund and the New Teacher Center to create a MOOC on Coursera about high-quality blended learning.

Without the hard work of an entire team—from our team at the Clayton Christensen Institute to our partners and friends at the Silicon Schools Fund and New Teacher Center and from our videographer Eric L. Wong to The Learning Accelerator, which provided support—it’s been clear to me that we could not have pulled this off.

We could not have created this course without the amazing cooperation and insights from the students, teachers, and leaders at these schools.

 

Also see this posting on this topic.

 

2) There is no silver bullet in how to achieve learning objectives. Again, consider some quotes:

What we’ve learned–and what emerges in the course–is that there is no definitive way to do blended learning. The schools that we profile have made many different decisions and all produced wonderful results for students.

In the process, we believe that they will create a host of new innovations and make a series of novel choices around blended-learning design.

 

 

 

Harvard Business School launching online learning initiative — from businessweek.com by Louis Lavelle and Erin Zlomek

Excerpt:

Harvard Business School is quietly developing its first online learning initiative, which it hopes will make HBS the world’s top provider of high quality online business education.

The move has the potential to shake up the nascent online education market and give the elite business school a toehold  in the world of MOOCs, or massive open online courses.  It’s a high-stakes gamble for HBS, which has one of the world’s best-known—and carefully burnished—educational brands.

 
© 2024 | Daniel Christian