Teaching with Digital Video — from ISTE by Lynn Bell and Dr. Glen L. Bull

Teaching with Digital Video

With digital video, your students can:

Watch a demonstration of the speed of sound
Analyze classmates’ poetry performances
Create videos that document cultural differences

And the best part is that it’s engaging. Your students are most likely already watching, creating, uploading, and sharing digital video in their spare time, so why not incorporate this tool they already enjoy in the classroom?

Bull and Bell bring together lesson plans, ideas, and resources aligned with the National Educational Technology Standards (NETS) and content-area standards so that you can use digital video in the classroom effectively. The book also includes information on acquiring, creating, and communicating with digital video.

Learn more about this book and topic: listen to an interview with the editors Glen L. Bull and Lynn Bell on ISTE Casts.

www.iste.org/digvid

Also relevant here:

Rags to Riches — from ilearntechnology.com

What it is: Rags to Riches takes Lemonade Tycoon to a whole new level with simulated business.  In Rags to Riches, students are working to make their band a success.  Students play the part of a new band going on tour with a few new songs.  As they play the Rags to Riches game simulation, students must make decisions about what the band should do.  They have to decide which cities are best for them to play in, what venues to play, how much money to spend on publicity and how much to charge for tickets.  Students start out with $100 and must make wise decisions to continue in the simulation.  When they run out of money, the game ends and they must start again.

How to integrate Rags to Riches into the classroom: If you teach students like mine, breaking out Lemonade Tycoon in the classroom is met by cheers from some and with eye rolls by others who are “way too cool” for a lemonade stand.  For those students, Rags to Riches is in order…

Prezi: A better way of doing presentations — from Faculty Focus by: John Orlando, PhD

Everyone seems to assume that a presentation must be accompanied by a PowerPoint. Conferences even require presenters to submit their PowerPoints as a condition of being accepted. But we’ve all seen terrible PowerPoints that detract from the presentation, and many people just don’t use PowerPoints well, hence the term “PowerPoint-induced sleep.”

But maybe it’s time to (gasp) question the use of PowerPoint itself (stick with me here)! Why do we assume that we must put up an outline of our points to help the audience understand them? The best presentations on TED are not accompanied by a PowerPoint of bulleted lists, but rather photos or other imagery that illustrate a point or make an effect. A speaker might flash the simple word “why” on the screen to prepare the audience for questioning a common belief. A single photo could be used to elicit a laugh or set the tone of the discussion.

One alternative to boring PowerPoint slides is to use Prezi. This web-based tool allows the user to create a single canvas of text, images, videos, etc. online. The presenter flies from location to location on the canvas, sometimes turning elements upside down, sometimes zooming in or out, to explore the relationship between ideas. Like a painter, the canvas draws the developer to choose visual imagery to create the presentation, in contrast to the text-heavy, outline-based methodology of PowerPoint.

Prezi.com

Time to know -- 1:1 for K-12

Keep your students engaged with Interrobang! — from Microsoft’s Anthony Salcito

Augmented reality takes hold in classrooms — from eSchoolNews.com by Laura Devaney
Educators say enhanced learning experiences can lead to engaging lessons; augmented reality overlays digital images and information on real-world settings.

Augmented reality overlays digital images and information on real  world settings.

A small but growing number of schools across the nation are turning classroom lessons into engaging experiences with augmented reality (AR), a technology that overlays digital information on top of real-world surroundings as viewed through a smart phone or other handheld, GPS-enabled device.

Proponents of the technology in education say augmented reality differs from virtual reality in that while virtual reality aims to replace a person’s perception of the world with an artificial world, augmented reality enhances a person’s perception of his or her surroundings.

The Augmented Reality Development Lab (ARDL), from virtual reality developer Digital Tech Frontier, lets users display relevant information at the appropriate time and location during an AR experience, which results in virtual 3-D objects appearing in the real world.

Also see:
http://virtualrealitydevelopmentlab.com/

New Media Consortium’s Summer 2010 Conference

Tracks include:

  • Emerging Technologies
    • Mobile applications and tools for learning
    • Cloud-based applications in practice
    • Geolocation technologies and applications
    • Augmented reality
    • Applications of collective intelligence
    • Discipline-specific applications for emerging technologies
    • Discussions of challenges and trends related to educational technology
    • Projects that employ the Horizon Report in any capacity
  • New Media and Learning
    • Applications for educational gaming and virtual worlds
    • Digital storytelling techniques and applications
    • Open source and open content projects
    • New forms of scholarship and publication
    • Inter-generational learning
    • Supporting and working with faculty or curatorial staff
    • International and multi-institutional projects
    • Immersive learning environments
  • New Media and Leadership
    • Identity management
    • Allocation of resources
    • Support and integration of course management systems
    • Learning space design
    • Support of technology environments on and off campus
    • Use, creation, and management of open content
    • Fair use, intellectual property, and copyright issues
    • Accessibility issues
    • Assessment and evaluation
    • New media programs and degrees
    • Supporting a global student body
    • Global outreach programs and activities
  • Tools and Techniques
    • Mobile delivery of educational content
    • Social networking tools and techniques
    • Cloud-based applications and tools
    • Semantic-aware tools
    • 3D and animation techniques
    • 2D animation and motion graphics
    • Digital video production and delivery
    • Demonstrations of new software from NMC partners
    • New techniques involving established software
    • Tools and techniques for online research and collaborative work

The 3D Evolution: Part I, Introduction — from Innovative Interactivity by Tracy Boyer

I asked II multimedia education contributor Lynn Marentette to research the emergence of 3D technologies and how it might impact the educational sector. I’ve been really intrigued by this concept and how we might be able to develop interactive 3D applications for a TV console and from my conversations with Lynn, it sounds like this is a promising field that we need to closely watch. We will be cross blogging this biweekly series on here and Lynn’s blog “Interactive Multimedia Technology.” Below is her introduction to the series, which she initially published over at IMT. As always, please let us know if there is a particular issue, question, and/or concept that you would like us to tackle in this series.


I will be featuring topics related to 3D technologies in a series of future posts on the Innovative Interactivity blog. Look forward to discussions on topics related to the history of 3D in films, virtual reality, and games. I’ll also touch on the history of 3D, including films, the evolution of 3D technologies, and the role of the virtual reality and gaming fields in this development. I will also discuss how 3D technologies might impact the future of interactive multimedia, in education, in the home, and the web.

TEDxTalks — April 12, 2010 — Dan Meyer teaches high school math outside of Santa Cruz, CA, and explores the intersection of math instruction, multimedia, and inquiry-based learning. He received his Masters of Arts from the University of California at Davis in 2005 and Cable in the Classroom’s Leader in Learning award in 2008. He currently works for Google as a curriculum fellow and lives with his wife in Santa Cruz, CA.

For an excellent example of how to bring the world of multimedia into a math problem, click on the graphic below:

Dan Meyer’s blog:

Dan Meyer's blog -- if you teach math, you NEED to subscribe to this blog!

My thanks to Mr. Caleb Kuntz, Calvin College Teaching & Learning Digital Studio, for the heads-up on Dan Meyer’s Ted Talk

Using VoiceThread to build student engagement — from Faculty Focus by John Orlando, PhD

Online educators have long known that asynchronous discussion is deeper than face-to-face discussion due to the increased thought time and the “democratization” of the classroom. But one major disadvantage of traditional online discussion is that it is separate from the lecture.

Students in a face-to-face classroom can stop the instructor during the lecture to ask questions, whereas students in an online classroom generally read or watch the lecture at one time and then discuss it in a separate forum later. Any questions or thoughts that the students have during the lecture are generally forgotten by the time that the students reach discussion. Plus, online discussion is usually tracked into preset questions determined by the instructor.

But a new technology allows online instructors to reconnect discussion to the lecture. VoiceThread is a web service that allows users to upload PowerPoint slides, videos, photos, etc. and add voice narration to create a multimedia presentation. But best of all, viewers can add their own comments to the presentation via voice or text. With VoiceThread students can attach questions or thoughts about a lecture directly to the lecture itself when and where they apply. The result is a discussion that is integrated into the lecture itself.

VoiceThread opens up new possibilities for greater interactivity and richer experiences in online teaching and learning. Give us 20 minutes and we’ll show you how to use this powerful tool to enrich your classes. Learn more »

The advantages of VoiceThread include:

Student driven discussion:
Discussion originates from the students themselves, and thus students tend to bring more of themselves into the conversation. Discussion is freer and more open, touching on a wider variety of issues.

A growing lecture:
Discussion in a traditional online forum never leaves the classroom. The class is archived and discussion forums are wiped clean for the next group, meaning that the insights are lost. But because discussion in VoiceThread is attached to the lecture itself, which can then be used for the next class, students are adding to the lecture itself, which grows from class to class. Students contribute to an ongoing conversation with future classes.

Improved social presence:
Students find that the ability to see and hear their instructor and classmates improves the sense of social presence of others in the classroom.

Better understanding of nuance:
Students are better able to understand the nuances of discussion when they can hear the tone in someone’s voice.

Student Projects:
VoiceThreads are a great way for students to deliver projects and solicit feedback from others.
New users can create up to three VoiceThreads for free, and after that reduced higher ed pricing is available. VoiceThreads can be password protected to provide the same level of security as any learning management system. Set one up and try it yourself!

To learn more about VoiceThread and how it’s being used in education, visit these sites:

John Orlando, PhD, is the Program Director for the online Master of Science in Business Continuity Management and Master of Science in Information Assurance programs at Norwich University. John develops faculty training in online education and is available for consulting at jorlando@norwich.edu.

  

And by the way, for cases where the faculty member really wants a high-definition image, this would be a great solution. Projection technologies lose some information (such as numerous stars in a galaxy), whereas images on a laptop or iPad would not lose such visual information. Also, ideally, the student could control where they go in terms of zooming in and out of whatever is on the board.  Personalized viewing.

Microsoft releases free classroom interaction add-on for PowerPoint

From DSC:
Note the quote from Ira Snyder that says:

Mouse Mischief is designed to “turn students from passive observers to active participants”

Now let’s play this out a bit. If K-12’rs are starting to use more and more of these types of interactive technologies and are becoming active participants in their learning, how does that affect their expectations when they come into our colleges and universities? To me, change is not an option for those of us in higher ed. Here are my concerns if we follow the status quo:

Daniel S. Christian: My concerns with just maintaining the status quo

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