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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The 2011 Horizon Report — from the New Media Consortium; via Educause

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The 2011 Horizon Report -- from the New Media Consortium

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Time-to-Adoption: One Year or Less

  • Electronic Books
  • Mobiles

Time-to-Adoption: Two to Three Years

  • Augmented Reality
  • Game-Based Learning

Time-to-Adoption: Four to Five Years

  • Gesture-Based Computing
  • Learning Analytics


Also see:

As of Feb 1, 2011 -- the world's largest multitouch display

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Again..can you imagine the power of this in a smart classroom setting?

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See also:

From DSC:

I’ll wager that in the future, this is the type of “wall” that will be in many classrooms. Students will be able to hold up their devices to send their files to it…then interact with the various programs/files on the displays. Such a “wall” will read/process QR codes as well.



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“Every Prodigi ® lesson begins with Easy questions that review prerequisite concepts and get students warmed up. Based on student performance, questions increase in difficulty to Medium, and then to Hard (examination level), and finally Extreme (recreational). Not only that, but students have live access to hints and worked solutions to plug any gaps in their knowledge”

Georgia Tech Center to explore 21st century universities — from CampusTechnology.com by Dian Schaffhauser

The Georgia Institute of Technology is setting up a new center specifically to serve as a living laboratory for testing new forms of education. Driven by the growth of social networking, online learning, and other developments, the Center for 21st Century Universities will enable faculty at the Atlanta institution to experiment with new approaches to curriculum and its delivery. According to former College of Computing Dean Rich DeMillo, who will lead the center, it will also work with national and international groups involved in higher education reform. The first item on the center’s agenda is to develop a seed grant program for promising early proposals.

Merging interaction and narrative — from webcredible.co.uk by Philip Webb

Excerpt:

There has traditionally been a tension between the idea of interaction (doing something) and narrative (watching or reading something). The experience of consuming a great film or book isn’t necessarily a passive one but it does differ from the immersive experience of playing a game. And yet the possibilities to combine the two seem so promising.

The trouble is games often struggle to convey narrative – the story can seem bolted on as an afterthought or delivered at clumsy moments between levels. Similarly, attempts at interactive books where readers spontaneously choose the way plots evolve can be unsatisfying because constructing a linear story is an art that novelists spend a lifetime perfecting. Of course, there are notable exceptions such as multi-user games like World of Warcraft where the narrative is something players experience and influence through their participation. Here game designers act more as architects than authors – providing an open environment where the interactions form an unpredictable narrative drama.

Learning Through Gaming

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The Pivot to Digital Learning: 40 Predictions — from Tom Vander Ark, Partner, Revolution Learning — via EdNet Insights

From DSC:
That posting includes predictions for changes that we’ll see in the next 1, 5 and 10 years…with some excerpts below:

3. Lingering budget woes will cause several districts and charter networks, particularly in California, to flip to a blended model, with a shift to online or computer-based instruction for a portion of the day to boost learning and operating productivity.

9. The instant feedback from content-embedded assessment, especially learning games, simulations, virtual environments, and MMOs (massively multiplayer online games), will be widely used in formal and informal learning and will build persistence and time on task.

10. Adaptive content will result in more time on task (in some cases, two times the productive learning time over the course of a year), and better targeted learning experiences will boost achievement, particularly among low-income and minority students.

11. Comprehensive learner profiles will gather keystroke data from learning platforms, content-embedded applications, as well as after-school, summer school, tutoring, and test prep providers. Students and families will manage privacy using Facebook-like profiles.

12. Most learning platforms will feature a smart recommendation engine, like iTunes Genius, that will build recommended learning playlists for students.

18. All U.S. students will have access to online courses for Advanced Placement, high-level STEM courses, and any foreign language (this should happen next year, but it will take us five years to get out of our own way).

23. Second-generation online learning will replace courseware with adaptive components in a digital content library (objects, lessons, units, and sequences).

27. Most high school students will do most of their learning online and will attend a blended school.

28. More than one-third of all learning professionals will be in roles that do not exist today; more than 10% will be in organizations that do not exist today.

29. The higher ed funding bubble will burst, and free and low-cost higher education alternatives will displace a significant portion of third tier higher education (emphasis DSC).

37. There will be several DIY High options—online high schools with an engaging and intuitive merit badge sequence that will allow students to take ownership of and direct their own learning. They will still benefit from adult assessment, guidance, and mentorship but in a more student-directed fashion.

The 2011 NMC Summer Conference includes four themes:

Threads in these themes include, but are not limited to, the following:

  • Emerging uses of mobile devices and applications in any context
  • Highly innovative, successful applications of learning analytics or visual data analysis
  • Uses of augmented reality, geolocation, and gesture-based computing
  • Discipline-specific applications for emerging technologies
  • Challenges and trends in educational technology
  • Projects that employ the Horizon Report or Navigator in any capacity

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  • Challenge-based learning
  • Game-based learning
  • Digital storytelling as a learning strategy
  • Immersive learning environments
  • Open content resources and strategies
  • New media research and scholarship
  • Challenges and trends in new media and learning

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  • Fostering/Supporting/budgeting for innovation
  • Supporting new media scholarship
  • Collaboration as a strategy
  • Learning space design, in all senses of the words
  • Use, creation, and management of open content
  • Experiment and experience; gallery as lab, lab as gallery
  • Challenges and trends related to managing an educational enterprise

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  • Designing for mobile devices in any context
  • Social networking — designing, monitoring, maximizing social tools
  • Experience design
  • Creating augmented reality
  • Creating the next generation of electronic books
  • Optimizing digital workflows
  • Strategies for staying current with new media tools

http://www.google.com/tv/

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Also see:

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http://discover.sonystyle.com/internettv/

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Addendums:

10-5-10– from Google announces TV deals with HBO, NBA, others

“One of our goals with Google TV is to finally open up the living room and enable new innovation from content creators, programmers, developers and advertisers,” Ambarish Kenghe, developer product manager for Google TV, said in the post.

10-6-10 — Logitech set-top box for Google TV to cost $299

Apples announcements from 9-1-2010
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Also see:

  • iPod Touch Adds Video Calling, HD Recording
  • Apple introduces new Apple TV and iPods
  • From Live from Apple’s fall product launch
    In sum, Steve Jobs delivered on most of the rumored new products and services. The headlines:

    • A new $99 Apple TV that streams (rather than downloads) $4.99 movie rentals and 99-cent TV rentals from ABC and Fox
    • A new lineup of iPods, chief among them the iPod touch equipped with two cameras, one a front-facing camera that can do Facetime video chats
    • A new version of iTunes with a social networking feature called Ping that tracks the downloads of friends and celebrities
    • A new version of iOS 4.2, promised for November, that will bring multitasking, folders and other goodies to the iPad.
  • Addendum from Analysts weigh in on the new Apple TV
    Piper Jaffray’s Gene Munster:
    We see the Apple TV as an important step toward an all-in-one Apple television. We continue to expect Apple to launch an all-in-one Apple television in CY12. As consumers gain comfort with connected TVs and apps on their TVs, we believe Apple will eventually take its all-in-one philosophy to the digital living room like it has with the iMac and the iTunes ecosystem.
© 2024 | Daniel Christian