50 Sites & Apps for K-12 Education Games — from techlearning.com by Diana Restifo and David Kapuler
Game-based learning is a great way to integrate technology into the classroom while engaging kids with real learning.

Excerpt:

Game-based learning turns potentially tedious study time into an adventurous knowledge quest, complete with catchy soundtracks and digital rewards. It helps keep kids engaged with the subject matter and motivated to pursue greater expertise. Best of all, web- or app-based gameplay integrates easily into both online and in-person classes.

With the demise of Flash at the end of 2020, many favorite educational game sites went under. That’s why we decided to update our popular list below to include the latest and best sites and apps for K-12 education games. Many are free (or offer free basic accounts) and some provide progress tracking and analysis tools for teachers. All will help kids enjoy learning.

Also relevant/see the following resource and excerpt from Goldie Blumenstyk’s The Edge (from the Chronicle of Higher Education)

Creative Acts for Curious People: How to Think, Create, and Lead in Unconventional Ways — by Sarah Stein Greenberg

Excerpt:

Greenberg also makes a compelling case for the “playful and joyous” approaches the d.school has been championing, like the secret handshake or building several prototypes of an ideal chair using tools like cardboard, pipe cleaners, and chewing gum and toothpicks. After so many months of loss and social deprivation, she told me last week, “those elements are more important than ever.”

 

Here’s an example of what an engaging and exciting online course might [look like]. 

You start with a short video that introduces the subject. It focuses on the course’s main ideas, and how they relate to one another, getting your learners interested in the topic and making them eager to learn more.

 

The Metaverse is Taking Over the Physical World — from interestingengineering.com by Rupendra Brahambhatt; with thanks to Dan Lejerskar for this resource
The virtual world is expanding with real world avatars and digital economy.

Excerpt:

The advent of AR, blockchain, and VR devices in the last few years has sparked the development of the metaverse. Moreover, the unprecedented growth of highly advanced technologies in the gaming industry, which offer immersive gameplay experiences, not only provides us a glimpse of how the metaverse would look like but also indicates that we are closer than ever to experience a virtual world of our own.

What is the metaverse?

The Metaverse is Taking Over the Physical WorldSource: Kelvin Han/Unsplash

A metaverse is a group of persistent, shared 3D virtual environments where you (in the form of your digital avatar) can visit places, shop for products, subscribe to services, work with your colleagues, play games, and even customize the scenes around you to meet your personal tastes and requirements, and the digital assets you own. So essentially, a metaverse is a virtual world or worlds, that would allow you to go inside the digital world — to be in rather than on the digital space.

 

From DSC:
Again I wonder….on the legal side of things…how will this impact what lawyers, judges, legislators, general counsels, and more need to know? Along these lines see:

To do this well, legal department heads and the lawyers and professionals in the department will have to learn, and practice, some new skills: embracing technology, project management, change management, and adaptability.

The first, and likely most obvious, skill an attorney needs in a rapidly evolving business environment is a firm grasp on existing and emerging technology. There are two important categories of technology to consider—the first is legal technology and the second is broader technology trends.

 

 

 

Top 300 Tools for Learning 2021 [Hart]

Top 300 Tools for Learning 2021 — from toptools4learning.com by Jane Hart

Excerpt:

2021 was the YEAR OF DISRUPTION! There were a substantial number of new tools nominated this year so the main list has now been extended to 300 tools to accommodate them, and each of the 3 sub-lists has been increased to 150 tools. Although the top of this year’s list is relatively stable, there is quite bit of movement of tools on the rest of the list, and the effect of the new tools has been to push other established tools down – if not off the list altogether. Further analysis of the list appears in the right-hand column of the table below.

This table shows the overall rankings as well as the rankings on the 3 sub-lists: Top 150 Tools for Personal Learning (PL150), the Top 150 Tools for Workplace Learning (WL150) and the Top 150 Tools for Education (ED150). NEW tools are shaded YELLOW, tools coming BACK on the list are shaded GREEN. The most popular context in which each tool is used is also highlighted in BLUE.  Click on a tool name to find out more about it.

 


Top 300 Tools for Learning 2021 -- from Jane Hart


 

 
 
 

Transforming the classroom with augmented learning — from thetechedvocate.org by Matthew Lynch

Excerpt:

Forbes documented the many ways that augmented reality (AR) has come to life in recent years. They list several award-winning apps that use AR. A few are:

  • The “Gatwick Airport Passenger” App, which helps passengers navigate the airport;
  • The “Dulux Visualizer” App, which  lets you virtually scan and paint your room any color you choose;
  • “Envisioned by the Mine” App, which lets you put 3D images of any type of accessory or furnishing in your home that Lowe’s offers;
  • “Sephora Virtual Artist”, which allows you to “put makeup on” without actually touching brush to face;
  • “Accuvein”, which doctors and nurses use to scan a patient’s vein network (it reduces escalations by 45%);
  • And, of course, there are apps like the “BIC DrawyBook App” just for fun.

But what about the classroom? Can we see a future in transforming the classroom with augmented learning?

From DSC:
Along the lines of developing creativity with edtech…

I saw another item recently about Book Creator, something that’s made this blog before. I love that type of tool because it promotes creativity, unleashes a student’s imagination, promotes their artwork and writing/storytelling and their musical or acting abilities, and it develops skills in design and developing multimedia-based artifacts. For teachers, it could be a nice project-based learning exercise. 

I asked our youngest daughter if she would like to use it…we’ll see. You can get a free account that allows you to publish up to 40 books. (Plus there is pricing for schools and districts.)

And who knows…? This type of thing might just produce the next J.K. Rowling or a J.J. Abrams.

Book Creator -- check it out

Book Creator -- check it out

Book Creator -- check it out

 
 

So this is what my new Streaming TV studio looks like – I call it ‘Keynote Television’ — from futuristgerd.com by Gerd Leonhard

Excerpt:

Many of you have asked me how I do my online keynotes, specifically my green screens, lights, virtual backgrounds etc. So here are some pictures and below is a short video from Twitter but the bottom line is… it’s complicated and took me some 6 months to learn it all:)). But well worth it: Keynote Television rocks!

Gerd Leonhard's studio where he makes what he calls Keynote Television

From DSC:
I was one of those people who asked Gerd if he would tell teachers, professors, trainers, IDs, and others how he does what he does. Thanks Gerd for sharing this information! May it be a blessing to many!

 

10 Best Accessibility Tools For Designers — from hongkiat.com by Hongkiat Lim

Excerpt:

Today is the world of inclusive technology – websites, apps, and tech gadgets that are made for people with different kinds of abilities and inabilities. So when you’re designing a website, you include features that make your design accessible to as many people as possible. And this is where accessibility tools come into play.

Instead of creating everything from scratch, here’s a list of cool accessibility tools for designers. From creating color combinations according to WCAG standards to adding different reading modes to your website, these tools are a must-haves for every designer. Take a look at the list to know about each tool in detail.

 
 
 

Drawing on Ancient Arts and New Technology, Husson U. Launches Degree in Extended Reality — from edsurge.com by Rebecca Koenig

Excerpt:

The origins of the experience may come from an ancient artform: theater.

“As a set designer, I would think about experiences that are recreating augmented reality, essentially,” says Brave Williams, an associate professor at Husson University in Maine. “It is an augmentation of reality that has been done for thousands of years.”

Now, Williams is helping his institution push the boundaries of Shakespeare’s famous line that “all the world’s a stage.”

To expand the center’s reach, university leaders decided to build extended reality into the college curriculum. One example was the development of AR Stagecraft, an app that translates student set designs into an immersive experience of what the scenery would look and feel like if built on an empty stage.

Also see:

IEX CENTER — from husson.edu

An Innovation HubThe iEX Center /ai,?ks/ is an innovation hub that develops solutions using extended reality (XR) experiences such as virtual and augmented reality. Through the iEX Center, students learn how to solve real-world problems using the advanced technology associated with the emerging XR field.

These immersive and interactive experiences are developed with the involvement of students and faculty within the School of Technology and Innovation, as well as those from other colleges across campus as they work together on interdisciplinary XR projects.

 

When Should You Use Branching Video Scenarios for eLearning? — from learningsolutionsmag.com by Bill Brandon

Excerpt:

Among the many changes today in the way we think about learning and training is the shift from knowledge transfer to skill development. Scenario-based learning (SBL) and the inclusion of practice with feedback are often overlooked but in many cases more effective approaches to the development of skill and competence.

What’s a scenario?
A scenario is a type of story; it presents learners with a situation in a way that engages them and places them in the situation. Scenarios are a methodology for quickly creating and delivering content to an audience based on needs and feedback. Scenarios are closely related to microlearning, and in fact some microlearning employs short scenarios as the main method of delivery. Learners are able to make decisions, solve problems, apply knowledge, and practice skills. The scenario presents challenges like the ones the learners will face in real-life situations.

The story is important! In his book Scenario-based Learning: Using Stories to Engage Learners, Ray Jimenez says, “The design of scenario-based training requires the craftsmanship of a storyteller, an instructional designer, and a subject matter expert.” 

 
© 2021 | Daniel Christian