New technologies introduced at the DEMO Spring 2011 Event
Promising new products and prototypes of 2011 that have never been seen before. These are real products that are ready for market.

February 28:

Consumer Technologies

  • AboutOne.com from AboutOne, LLC
  • ecoATM from ecoATM
  • flyRuby.com from flyRuby.com
  • Manilla from Manilla
  • MindWave BrainCubed Education Bundle from NeuroSky
  • PhotoRocket from PhotoRocket
  • Primadesk from Primadesk, Inc.
  • SocialEyes from SocialEyes
  • Cyclic Variations in Altitude Conditioning™ from CVAC Systems, Inc.
  • ICaR Expert Systems from ICaR Systems (Alpha Pitch)
  • KloudDock from InfiniWing, Inc. (Alpha Pitch)
  • Qffers App from Dvmmy (Alpha Pitch)

Enterprise Technologies

  • DataRoket from DataRoket, Inc.
  • GageIn from GageIn, Inc.
  • Swivel from FaceCake Marketing Technologies
  • VIOLIN Platform from EMBRIA Technologies
  • Workface from Workface, Inc.
  • The Webcam Social Shopper from Zugara
  • Outline.com from Outline.com (Alpha Pitch)

Cloud Technologies

  • ApSynth from ApSynth
  • Cloud9 IDE from Ajax
  • Defensio for Facebook from Websense
  • EPflow from EyePredict
  • Kuggaa from Kuggaa
  • Nimble from Nimble
  • Stratosphere from V3
  • VECTOR™ from HBMG, Inc.

MARCH 1

Social and Media Technologies

  • eLive from eLive Entertainment
  • FetchFans.com from Fetch Plus Asia Pacific, Pte. Ltd.
  • GutCheck from GutCheck
  • HeyStaks from HeyStaks
  • Ecobe.com from Ecobe (Alpha Pitch)
  • Marginize from Marginize
  • Next Island virtual world from Next Island
  • OneGoodLove.com from OneGoodLove.com
  • Pixable Photofeed (on iPad) from Pixable
  • Speaku from Speaku (Alpha Pitch)
  • SocialReplay from Silentale
  • Thoora for Tablets from Thoora
  • TrendSpottr from TrendSpottr
  • Viafoura from Viafoura
  • The Geco from The Geco (Alpha Pitch)

Mobile Technologies

  • Dynamic Device Identity from mSIGNIA
  • Guardly from Guardly
  • HighNote from HighNote
  • JetStreamHD from Nuvyyo, Inc.
  • MobileNation from MobileNation
  • News360 for iPad from News360
  • Screach from Screenreach Interactive, Ltd.
  • ShowUhow Product Experience Platform from ShowUhow, Inc.
  • Small Business iPhone and Android Apps from Bizness Apps
  • ON Voicefeed from Life Is Better ON

DEMO 2011 event -- February 28 - March 1, 2011

The Future of Media — by Chris Brogan

Also see:

Evidence of learning online: Assessment beyond the paper — from CampusTechnology.com by Judith Boettcher
…learning designer Judith Boettcher examines online assessment strategies beyond the traditional end-of-term paper.

Excerpts:

Professional Work Products

  • Written and audio communications of all types, such as press announcements, white papers, briefs, summaries, memos, project management documentation
  • Creating and planning news events, such as announcements, interviews, or regular updates of interests, such as podcasts
  • Setting up personal or group blogs within different contexts of leadership, business, etc.
  • Setting up wikis for team projects, areas for monitoring developments
  • Many more listed…

Interviews
The interview medium is a very flexible communication tool and can be used by both faculty and students for demonstrating understanding and eliciting the state of concept development. Here are some possible strategies that can require research, critical thinking, and writing.

  • Learners identify an expert or a person of interest to them in a particular field germane to the course and then prepare the interview questions, do the interview, and then post the results
  • Learners identify and interview the author of a textbook or article closely related to the course, possibly updating information critical to the course
  • Many more listed…

Audio, Video, and Visual Projects
What about other media such as audio and video projects? Today’s learners live surrounded by audio and video and the tools that make it possible for everyone to create and produce audio and video products. Here are some of the possibilities with audio and video spaces.

  • Podcasting resources now are very common so learners are familiar enough with the format to embrace creating audio and video podcasts of their own
  • Video shorts and ad hoc documentaries engage learners and draw in their friends and families
  • Creating and posting short reports via VoiceThread is another “writing space” to consider as are Flickr, YouTube, and Slideshare

Blogs
Blogs are a very underutilized writing space. Blogs share many characteristics with journals and thus can capture snapshots of what learners are thinking, and when; plus they often can also capture the sources of some of their thinking. Blogs help learners understand the growth cycle of learning new concepts and how and why they think the way they do. Here are some ideas on how blogs, both personal and class, might be used.

  • Personal commentary and self-reflection
  • Capturing thought processes and generating new ideas
  • Assist learners in finding their “voice”
  • Many more…

Wikis

  • Collaborating on group and team projects of all kinds
  • Capturing and developing ideas for solving critical problems and case studies and simulations
  • Developing “featured” Bronze star Wikipedia articles on specific topics in particular disciplines

A new version of the MacBook Pro was announced

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Cool Tools – Rapid e-Learning with Brainshark or Captivate — from Blackboard’s Next Level Learning blog

Let’s say your company has a new product update and you need to get the information out fast to your team of sales and product managers. Or maybe your company is growing quickly and you need to train a brand new team in a matter of days.  Did a new certification just get released and you need to get information out to your association members ASAP?  No problem!  This is where Blackboard and rapid e-learning tools like Brainshark and Captivate come in.

Also see:

  • Brainshark Mobile & QR Tags: An Exciting Combination
    QR Codes 101
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    QR (“quick response”) Code or Tag is a square barcode that you can scan with your smartphone’s camera with the help of a QR Code app to immediately launch a link or URL on the mobile phone’s web browser.   Said another way, QR Codes are a simple way to connect the offline world with the online world. This represents a huge new point of delivery for Brainshark video presentations. Why is this important?  …Because you want your content available when and where your audience is primed for it.

MUSIC PAINTING – Glocal Sound – Matteo Negrin — from Technology in Art Education blog

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Music Painting -- Amazing!

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From DSC:
Perhaps you can enlist some talented students to create something like this, including:

  • Fine Artists
  • Musicians
  • Writers
  • Videographers
  • Composers
  • Video Editors
  • …and more!

10 online resources for free, legal music — from Mashable.com by Brenna Ehrlich

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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.

Digital Media and Technology in Afterschool Programs, Libraries, and Museums
Becky Herr-Stephenson, Diana Rhoten, Dan Perkel, and Christo Sims — with contributions from Anne Balsamo, Maura Klosterman, and Susana Smith Bautista
© 2011 Massachusetts Institute of Technology | The MIT Press | Cambridge, Massachusetts | London, England

Excerpt:

This report synthesizes research and examples of the diverse ways in which organizations approach and integrate digital media and technology into their youth programs, practices, and philosophies. We aim to clarify a framework for understanding organizational efforts related to digital media and technology and to establish a foundation for future research in this area. Our guiding questions for this report are:

  • How have digital media and technology been incorporated into youth programs within educational, civic, and cultural organizations, including afterschool programs, libraries, and museums?
  • What types of participation and learning do digital media and technology support and/or complicate within these organizations?
  • How can research in the area of digital media and learning contribute to better integration of technology within individual organizations and better coordination via technology among organizations?

Key Features Of Upside2Go

Upside2Go is a solution that will not only help your training department reach out to your mobile workforce easily, but would also enable a mobile-based approach to real-time sharing and collaborating, within and outside a team.

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Upside2Go Key Features

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— from Upside2Go – Changing The Game at Upside Learning blog by Aneesh Bhat

Also see:

An overview of HTML5 — from Integrated Learning Services

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.


ACMI -- Australia

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Also see:
ACMI’s blog
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From DSC:
Not only is this a slick way to learn about a musician and about history…but it made me think…how about having students create something like this? Project-based learning with a great splash of creativity!

— apologies…I can’t recall where I first saw this.

© 2024 | Daniel Christian