Adobe Museum of Digital Media, A lecture by John Maeda

From DSC:
If online courses could feature content done this well…wow! Incredibly well done. Engaging. Professsional. Cross-disciplinary. Multimedia-based. Creative. Innovative. Features a real craftsman at his work. The Forthcoming Walmart of Education will feature content at this level…blowing away most of the competition.

 

John Maeda -- Adobe Museum -- March 2011

 

 

 

 

 

 


This is also true for materials like the item below!


 

 

Apple iPad 2 ‘sold out’ — from telegraph.co.uk
Analysts at Piper Jaffray and Deutsche Bank claim the Apple iPad 2 is now totally sold out after its Friday launch, with 70% sold to new purchasers

iPad 2 Sold Out, 70% Went to New Buyers — from Mashable.com by Stan Schroeder

Also see:
Tablet devices: iPad takes over as the lecture hall aid of choice — from ft.com by Tim Bradshaw

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.”

Art of the Wormwood Saga -- Part I -- released 3-8-11

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Addendum 3/14/11:

 

  • 60% reached on kickstarter – new videos online!Yesterday, 60% of the funding goal for the Wormworld Saga App was reached on kickstarter.com and like I promised, here’s the next batch of videos in the “Art of the Wormworld Saga” series.

 

Tagged with:  

doubletake -- by Purdue University

Also potentially-relevant here:

 

 

The Connected Life at Home — from Cisco

The connected life at home -- from Cisco

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From DSC:

How will these types of technologies affect what we can do with K-12 education/higher education/workplace training and development? I’d say they will open up a world of new applications and opportunities for those who are ready to innovate; and these types of technologies will move the “Forthcoming Walmart of Education” along.

Above item from:

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Better than free: How value is generated in a free copy world

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Brief summary/notes from DSC:
Per Kevin Kelly (Feb 2011), the future is about 6 verbs:

  1. Screening — we are moving from being “people of the book” to “people of the screen”
  2. Interacting
  3. Sharing
  4. Accessing — not owning
  5. Flowing — streams/flows of data and information, tags, clouds, not pages, real time, always on (24x7x3765), everywhere, no sense of being completed, feeds, flows of data, books will operate in this same environment
  6. Generating — not copying; pressure on things to become free; value is in things that cannot be copied (easily or cheaply). We want “easy to pay for but hard to copy”; things such as:
  • immediacy
  • personalization
  • authentication
  • findability
  • embodiment
  • interpretation
  • accessibility
  • attention

Originally from — and see:

  • Gerd Leonhard at the Futures Agency.com
  • …and with thanks to O’Reilly for publishing this!

The following airs Sunday, February 13, 2011 at 10:30 p.m. ET/PT:

Digital Media -- to be on PBS 2-13-11

Digital Media – New Learners Of The 21st Century  Digital Media: Chapter 1

Chapter 1 features experts in the field of digital media and its use in education.
Chapter one of Digital Media: New Learners of the 21st Century criss-crosses the nation to highlight real-life examples of how digital media is exploding in educational environments.

Originally seen at startl.org

Alternative reality games (ARGs) as mobile learning — from Float Mobile Learning by John Feser

Excerpts:

An alternate reality game, or ARG for short, (pronounced by saying the letters ‘A-R-G’, not by sounding like a pirate) is an interactive narrative that uses the real world as a stage for telling a story, playing out a scenario or creating a learning experience.  ARGs make use of diverse media and game elements to help tell and impact the outcome of the story.

Mobile devices combined with a good story and an educational game can be a powerful way to increase engagement and activity level of your learners. ARGs offer an interesting way to bring your mobile technology along for the ride. ARGs are being successfully used in marketing and entertainment as well as to train and solve real world problems. Organizations that are looking for creative ways to engage in mobile learning should consider the benefits ARGs have to offer. By crafting a realistic, enjoyable experience, you’ll be reinforcing behavior that most companies are actively seeking in their employees: critical problem solving, inquisitiveness and creativity.

Semantic technologies and learning — from Steve Wheeler

Excerpt:

The January special issue of Interactive Learning Environments is out right now. Our guest editors have done a great job drawing together 5 excellent papers under the banner of ‘Semantic Technologies for Multimedia Enhanced Learning Environments’ and for Learning with ‘e’s readers, here is the editorial in full, with excellent summaries of all the papers by our special issue editors Marco Bertini, Vladan Devedzic, Dragan Gasevic and Carlo Torniai…

This special issue solicited papers focused on the use of semantic technologies in multimedia-enhanced learning environments. In this call, we were especially interested in publishing research reports and lessons learned in the following research tasks:

  • Ontologies and semantic annotations for multimedia learning objects.
  • Collaborative tagging and folksonomies for multimedia learning objects.
  • Semantic social networking in multimedia-based learning environments.
  • Semantic technologies for enabling pedagogical theories in multimedia-enhanced learning environments.
  • Semantic-enhanced learning designs in multimedia-enhanced learning.
  • Semantic technologies for personalization and adaptation of multimedia-enhanced learning.
  • Semantic-rich service-oriented architectures for multimedia learning environments.
  • Semantic multimedia content for (collaborative) mobile learning.

An overview of HTML5 — from Integrated Learning Services

Also see:

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