Math that moves -- the use of the iPad in K-12 -- from the New York Times

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From DSC:
I post this here — with higher ed included in the tags/categories — because if the trend within K-12 continues (i.e. that of using such technologies as the iPad, digital textbooks, mobile learning devices, etc.), students’ expectations WILL be impacted. When they hit our doorsteps, they will come with their heightened sets of expectations. The question is, will we in higher ed be ready for them?

Eight Great Explosions in Video — from futurist Thomas Frey

Excerpt:

Video is set to go through an explosive growth phase. The coming years of video development will be defined by what I call the eight great explosions.

1. Explosion of Television Apps

2. Explosion of Video Capture Devices

3. Explosion of Video Display Surfaces

4. Explosion of Video Projection Systems

5. Explosion of Video Content

6. Explosion of Holography

7. Explosion of Video Gaming

8. Explosion of Video Bandwidth and Storage

Final Thoughts
Not everything in the video world will be positive. Today the average child who turns 18 has witnessed over 200,000 violent acts on television. Every year the average child is bombarded with over 20,000 thirty second commercials. And the 1,680 minutes each day that the average child spends in front of their TV is making them increasingly fat, lazy, and prone to disease.

On one hand, television is the great educator, the center of modern culture, and a pipeline into everything happening around us. But at the same time, it is sucking up our time, infringing on our relationships, and keeping us from doing meaningful work.

Television is at once both a massive problem and a massive solution. However, as a medium, television has the capability of solving the problems it creates.

Learning more about games -- from Instructional Design Fusions

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50 free online educational games that are more fun than you’d think — from How to E-D-U

From DSC:

I  can’t vouch for whether these are solid, well-done, effective learning tools or not…but the increased development and usage of educational games within K-12 — as a trend — is what I seek to highlight here.

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eLearning predictions for 2011 and beyond — from Web Courseworks.com by Jon Aleckson

Excerpts:

This summer I attended the 2010 Distance Teaching and Learning Conference in Madison, Wisconsin. Some very interesting topics came up in the facilitated Think Tanks, and I wanted to share some of the predictions that were developed from these active group discussions regarding where eLearning will go in the next ten years.

Below you will find a table that summarizes the different opportunities and challenges that were predicted to arise in the next ten years by the participants in the conference Think Tanks and by [Jon Aleckson].

Opportunities Challenges
Learner
  1. Bridging informal and formal education
  2. Movement between schools to obtain courses needed for custom degrees
  3. Increase in shared knowledge among students and learners
  4. Networking and learning from each other
  5. Resumes will include informal and formal learning experiences acquired via the Internet
  1. Developing standards to gauge education and competency from multiple sources
  2. Providing an authoritative, reliable source for information (e.g. not just Wikipedia)
  3. Physical and psychological distance from other learners and instructors.
  4. Quality measures for informal and formal professional development attained on the Internet.
K-12 Instruction
  1. Reducing barriers to funding, certification, credit and accreditation
  2. Increase access to quality education for all students
  3. Open “course” concept to new blends of delivery and teaching
  4. Providing for more game-based learning experiences and techniques for a variety of learning styles
  5. Using new technology in the classroom
  1. Defining online and blended education
  2. Development of technical infrastructure, internet access and equipment
  3. Maintaining the custodial function of school
  4. Acquiring funding for bold Internet delivered experiences for the classroom
  5. Allowing use of new technology in the classroom
Corporate Training
  1. Just-in-time learning
  2. Greater access to information
  3. Peer coaching
  4. Cloud training
  5. Ability to reach those previously unreachable
  1. Intellectual property rights
  2. Resistance to using open content
  3. Peer review of resources
  4. Unknown impact of open universities
  5. Technical challenges related to size of offerings and rapidly changing technology
Content
  1. Tools allowing for easier collaboration and interaction
  2. Richer media experience (videos and simulations)
  3. Content repositories & Learning Object distribution and searchability
  4. Movement away from static textbooks as primary resource
  1. Growing tension between standard core content and differentiation of content
  2. Where will content for curriculum come from?
  3. What part will student-generated content play?
  4. More copyright issues
Learning Environment
  1. Customized learning spaces, i.e. personal learning environments (PLEs)
  2. Customization of content presentation and access
  3. eReaders and eBooks providing better and more interactive content (just in time)
  4. Changing paradigm of “bounded courses” to unbounded courses where learning is a continuous process that can occur anywhere and at any time
  1. Determining fit and purpose of new tools and pedagogical approaches
  2. Standards for smart phones/mobile apps
  3. Issues with accreditation, privacy and copyrights
  4. Universal access to technology, equipment, and the internet
Faculty
  1. More involvement and collaboration with online and distance learning initiatives
  2. More part-time faculty teaching for several institutions
  3. Faculty practices and entrepreneurs
  4. Changing role of faculty and PD instructors
  1. What will the primary role of faculty be?
  2. Faculty segmentation into master teachers, mentors, researchers, tutors, etc.
  3. Changing of promotion and tenure to accommodate different roles
  4. Changing pay structure
Administration
&
Management
  1. Continued growth of open education with some program stabilization
  2. Improved learner focus
  3. Increased blending/blurring of traditional on-campus with online options
  4. More collaboration with other administrators to influence policy makers
  1. Managing and maintaining growth
  2. How to blend on and off campus learner programs
  3. Regulatory and accreditation issues
  4. Student accountability issues (plagiarism/doctoring)
  5. Improving faculty/ instructor readiness
International Perspectives
  1. Providing access to education even to remote, rural, and developing areas
  2. Promote intercultural mixing and diversity through education
  3. Improving educational access in segregated societies
  4. Sharing resources and co-producing content to reduce cost
  5. Serve new growing customer groups
  6. Informal learning, sharing own learning with others via internet (e.g. blogs, wiki)
  1. Technological infrastructure of societies
  2. Understanding of different people and places
  3. Eliminating the “we and they” thinking
  4. Illiterate audiences
  5. International/cultural conflicts
  6. Developing culturally aware curricula
  7. Differences in cost of education and fees
  8. Selecting suitable types of content delivery
  9. Refiguring content for different learner communities

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.

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Futurist Conference 2011 > Learning and Education
So This is School?
Brian Collins, Florida Virtual School, Orlando, Florida

As educational opportunities move from the traditional classroom to cyberspace and beyond, the very paradigm of how students are engaged is being redefined. Mobile devices? Location based technologies? Gaming? Holograms? Artificial intelligence? All of these things, and more, are converging to provide unparalled experiences for today’s learners. The most innovative schools are exploring bold steps to redefine where and how educational content is being delivered. This, combined with an understanding of where technology and society is heading, with a little imagination thrown in, will provide profound changes in the educational landscape and surely captivate students as we move into the future!

Also see:

Future SCANN: A Network to Help Students Envision and Co-Design Careers of the Future

Great middle school simulation: Civics — from Kristen Swanson

“…Argument Wars, a simulation from iCivics, and I think it is perfect for middle school students. Students can argue their case, learn about their rights as students, and earn points for valid arguments. I think it would be a fantastic complement to any middle school social studies class! Enjoy!”

How games engage the brain — from NspireD2 by Chris Clark

In a TED video released today, Tom Chatfield presents seven ways in which games engage the brain. Chatfield is a game theorist and author of the new book, Fun, Inc., about the gaming industry and how it is altering our society.

Chatfield’s seven talking points are

  1. Experience bars measuring progress
  2. Multiple long and short-term aims
  3. Rewards for effort
  4. Rapid, frequent, clear feedback
  5. An element of uncertainty
  6. Windows of enhanced engagement
  7. Other people

Of course, that list doesn’t mean much unless you watch the video.

Carnegie Mellon researchers test mobile phone games to teach children — from The Journal by Dian Schaffhauser

Researchers in the United States and China are exploring how games on mobile phones can be used to teach children the Chinese language. The research is coming out of Carnegie Mellon University’s Mobile & Immersive Learning for Literacy in Emerging Economies (MILLEE) Project. The results may help promote the idea of mobile phones as learning devices, especially in rural areas of China.

Computer scientists from Carnegie Mellon; the University of California, Berkeley; and the Chinese Academy of Sciences developed two mobile learning games inspired by traditional Chinese games that emphasize cooperative playing, songs, and handmade objects. The Chinese language is more complex than most because it uses 6,000 characters, each corresponding to a syllable or word. One game, Multimedia Word, has the player recognize and write a Chinese character correctly based on hints such as a sketch or photo. A second game, Drumming Stroke, has a group of players practice writing Chinese characters in turns; participants must write one stroke of the character in the correct order, and then pass the mobile phone to the next player within the beat of a drum.

Gaming as teaching tool

Gaming as teaching tool– from InsideHigherEd.com by Steve Kolowich

ANAHEIM — All work and no play makes a dull syllabus.

That is what Sarah Smith-Robbins, director of emerging technologies at the Indiana University at Bloomington, told a somewhat wary audience here at the 2010 Educause conference on Thursday. “Games are absolutely the best way to learn,” she said. “They are superior to any other instructional model.”

Smith-Robbins prefaced her remarks by reminding the audience that she was taking an intentionally strong position in order to stoke debate. But she nevertheless argued that games — as simple as tag or as complex as World of Warcraft — can accomplish an array of teaching goals that more traditional pedagogy says it wants to achieve, but often does not.

“Fundamentally, school is already a game,” she said. “It’s just a really bad one. The rules are not clear. The system works better for some people than for others. Not everybody has the same resources at the beginning of the game. We don’t start on a level playing field or with a shared goal.”

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