What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
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The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

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Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

Top Tools for Learning 2022 [Jane Hart]

Top Tools for Learning 2022

 

Top tools for learning 2022 — from toptools4learning.com by Jane Hart

Excerpt:

In fact, it has become clear that whilst 2021 was the year of experimentation – with an explosion of tools being used as people tried out new things, 2022 has been the year of consolidation – with people reverting to their trusty old favourites. In fact, many of the tools that were knocked off their perches in 2021, have now recovered their lost ground this year.


Also somewhat relevant/see:


 

Augmented Books Are On The Way According To Researchers — from vrscout.com by Kyle Melnick

Excerpt:

Imagine this. You’re several chapters into a captivating novel when a character from an earlier book makes a surprise appearance. You swipe your finger across their name on the page at which point their entire backstory is displayed on a nearby smartphone, allowing you to refresh your memory before moving forward.

This may sound like science fiction, but researchers at the University of Surrey in England say that the technology described above is already here in the form of “a-books” (augmented reality books).

The potential use-cases for such a technology are virtually endless. As previously mentioned, a-books could be used to deliver character details and plot points for a variety of fictional works. The same technology could also be applied to textbooks, allowing students to display helpful information on their smartphones, tablets, and smart TVs with the swipe of a finger.

From DSC:

  • How might instructional designers use this capability?
  • How about those in theatre/drama?
  • Educational gaming?
  • Digital storytelling?
  • Interaction design?
  • Interface design?
  • User experience design?

Also see:


 

Online Learning, From the Margins to the Center — from insidehighered.com by Ray Schroeder
Online learning has evolved over the past 25 years from a niche position on the margins of higher ed to the leading driver of growth in enrollment and innovation.

Excerpt:

Online learning has grown from a marginal niche of higher ed to the largest provider of postsecondary learning in the world. We are now on the cusp of yet another technological evolution in the delivery of online learning. The advent of the metaverse in higher education is closer than many casual observers may think. By 2025, we will begin to see significant numbers of offerings using avatars and immersive technologies such as virtual reality, augmented reality and extended reality engaging learners at a distance.

Do you have developmental immersion laboratories for your faculty and staff to prepare for 2025? Who at your university is advocating for the integration of VR, AR and XR into online delivery? Are you already collaborating with industry and business in developing the most effective and relevant technology-enhanced online programs that will meet their needs? Those who lead in these ventures will set the standards and gain the recruiting advantage in higher education.

 

Brands Are Already Making Millions in the Metaverse. Here’s What Business Owners Need To Know. — from inc.com by Ben Sherry
Entrepreneurs who follow Gen-Z into the metaverse could gain a competitive advantage.

Excerpt (emphasis DSC):

If you’re still skeptical about the metaverse, you certainly aren’t alone. According to a recent survey, 55 percent of adults with yearly incomes over $100,000 said they were not interested or excited about the concept, while 37 percent said they were primarily worried about it. Only 6 percent of respondents claimed to be excited about the metaverse.

Those numbers might not seem encouraging, but it’s important to remember that one of the most popular metaverse platforms currently available, Roblox, averages more than 54 million daily users, the vast majority of whom are Gen-Z or younger. Those users have cumulatively spent more than $1 billion on digital items such as outfits or accessories designed to be worn by player avatars in addition to in-experience upgrades and various other paid features.

From DSC:
The article stated that over 30 million virtual worlds had been created from scratch using Roblox Studio, the platform’s creation engine. So youth are creating, sharing, and participating in virtual worlds all the time…while experimenting, playing, and practicing their creativity. This all is done outside of school. Hmm…

 

 

Top Content Providers For Immersive Learning (2022) — from elearningindustry.com by Christopher Pappas

Summary: 

Immersive learning experiences allow learners to interact by simulating real-life scenarios. Are you ready to offer engaging virtual environments and experiences to your workforce? Dive right into this thoroughly curated top list featuring the best content providers for VR training and bring your teams one step closer to the Metaverse.

 

From DSC:
The following two items make me wonder how Extended Reality (XR)-related techs will impact theatre, gaming, opera, & other forms of entertainment.


AR Opera Glasses Could Change Broadway Forever — from vrscout.com by Kyle Melnick

Excerpt:

Immersive technology brings the stage to life like never before.

Students from the South Korean Hongik University have developed a pair of reimagined 19th-century opera glasses that utilize AR technology to immerse spectators in Broadway shows in a variety of unique and imaginative ways. The device is compatible with popular shows such as Wicked, Aladdin, Cats, Mamma Mia, and Frozen.

Reddot_Rene from ???/??????? on Vimeo.


What ‘Shakespeare Karaoke’ Teaches About the Virtual Reality Future — from edsurge.com by Rebecca Koenig
Does technology work better as a solo encounter or a group experience?

Excerpt:

To immerse, or not to immerse?

For professors designing virtual reality versions of Shakespeare’s plays, that is the question. The answer(s) may have implications for designing new edtech tools—and VR technology intended to be used beyond the classroom, too.

The Bard’s masterpieces, plays written in the late 1500s and early 1600s, have received all kinds of digital makeovers in the 21st century. Two current efforts designed by academics for use in teaching draw on extended reality tools that invite users to actively participate in scenes from works like “Romeo and Juliet.”

Play the Knave is a video game that helps users design actor-avatars they can direct with their bodies around virtual theater spaces. Shakespeare-VR is a project-in-development that will enable users to don a VR headset, step on to a virtual Elizabethan stage and perform alongside avatars voiced by professional actors.

Play the Knave* is a mixed reality video game that enables virtual design and performance of dramatic scenes from Shakespeare--or any text you choose

 

Survey Shows Teachers See Play and Choice in Learning Methods As Key to Student Engagement — from thejournal.com by Kristal Kuykendall

Excerpt:

A recent survey of teachers by Kahoot reveals that educators see playful learning and student choice in learning methods as vital to helping boost student engagement and outcomes, according to a new report from the ed tech company.

Kahoot’s May survey of over 8,000 K–16 educators nationwide found that teachers are still concerned about drops in student engagement during the pandemic, and they consider more student-centered approaches as the path forward.

 

The Metaverse in 2040 — from pewresearch.org by Janna Anderson and Lee Rainie
Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

 

The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside.

Laurence Lannom, vice president at the Corporation for National Research Initiatives

“Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse.

Elizabeth Hyman, CEO for the XR Association

 


 

The table of contents for the Metaverse in 2040 set of articles out at Pew Research dot org -- June 30, 2022

 


 

From DSC:
For those of you college students who are trying to determine what you enjoy doing, I wanted to pass some items along that may be helpful if you are interested in game development, film, and/or TV-related production.

Some friends recommended knowing how to use the following tools, but I realize one could dive very deep with these tools:


Excerpt from Unity.com
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Unity can be used for games, in architecture, in automotive, and in film

Additional tip:

  • Stay within what your budget can provide. Making a film about five students on campus is doable. Making a Star Wars-type movie isn’t — unless you are making a spoof or presenting a knowingly-bad movie.

I just wanted to pass these items along.


Also relevant/see:


Addendums on 7/3/22:

 

Meet the metaverse: Creating real value in a virtual world — from mckinsey.com with Eric Hazan and Lareina Yee

Excerpt (emphasis DSC):

Welcome to the metaverse. Now, where exactly are we? Imagine for a moment the next iteration of the internet, seamlessly combining our physical and digital lives. It’s many things: a gaming platform, a virtual retail spot, a training tool, an advertising channel, a digital classroom, a gateway to entirely new virtual experiences. While the metaverse continues to be defined, its potential to unleash the next wave of digital disruption is clear. In the first five months of 2022, more than $120 billion have been invested in building out metaverse technology and infrastructure. That’s more than double the $57 billion invested in all of 2021.

How would you define the metaverse?
Lareina: What’s exciting is that the metaverse, like the internet, is the next platform on which we can work, live, connect, and collaborate. It’s going to be an immersive virtual environment that connects different worlds and communities. There are going to be creators and alternative currencies that you can buy and sell things with. It will have a lot of the components of Web3 and gaming and AR, but it will be much larger.

Also relevant/see:


Also relevant/see:


 

From DSC:
This looks like an interesting set of educational resources!

This is a screenshot of the Twinkl Education Blog


From DSC:
One of our daughters — the one who is going to be teaching third graders next year — said that the above siteand resources reminded her of Teachers Pay Teachers. So I thought I’d include that here as well.

This is a screenshot of the Teachers Pay Teachers website

 

 

How an Escape Room Is Building Students’ Digital Skills at Northampton Community College — from campustechnology.com by Rhea Kelly

Excerpt of description of podcast:

We spoke with Beth Ritter-Guth, associate dean of online learning and educational technology at the college, to find out how the Learning Lab is engaging students, building digital literacy and providing valuable training in the job skills of the future.

Also see:

Breakout EDU gamifies learning to create an engaging and empowering experience for students of all grade levels.

Five Concepts You Can Teach Through Geocaching — from freetech4teachers.com by Richard Byrne

Excerpt:

Geocaching is one of the things that I spend a good bit of time talking about in both my workshop and in my webinar about blending technology into outdoor learning. Geocaching is a great activity to do to get kids outside for hands-on learning experiences. Here are five things that you can teach through geocaching activities.

From DSC:
This next one may be useful for educators and/or parents, but it’s useful for pretty much all of us

Tip of the week: A great group packing tool — from Jared newman

Excerpt:

As an alternative to clunky spreadsheets or endless email chains, WhoBrings is a brilliantly simple way to figure out who’s bringing what.

Just type the name of your packing list into this free website, add some items, then share the link with the rest of the group. Anyone who has the link can then claim responsibility for an item or add new items to the list. You can also specify a number of units for any item—12 beach towels, for instance, or three packs of beer—and people can choose how many they’ll bring.


Also see:

Learning, doing, and teaching biology through multimedia — from MIT Open Learning
Producing multimedia for online courses involves lifelong learning


 

Entrepreneur Education Platform GeniusU Raises $1.5M Seed Funding at $250M Valuation — from edtechreview.in ed by Stephen Soulunii

Excerpt (emphasis DSC):

Genius Group has recently announced that its EdTech arm, GeniusU Ltd, has raised $1.5 million in a seed round to support the development of its Genius Metaversity virtual learning plans.

With the fresh funding, GeniusU plans to extend its courses and programs to interactive learning environments in the metaverse, with students and faculty connecting and learning in global classrooms and virtual 3D environments. It also plans to integrate each student’s AI-based virtual assistant ‘Genie’ into the metaverse as 3D virtual assistants that accompany each student on their personalized journey and integrate its GEMs (Genius Education Merits) student credits into the metaverse. GEMs are earned by students as they learn and can be spent on products and services within GeniusU and counting towards their certifications.

 

Best Free Virtual Escape Rooms for Schools — from techlearning.com by Diana Restifo
Virtual escape rooms incorporate riddles, puzzles, math, logic, and literacy skills to create an exciting adventure in education.

Excerpt:

Virtual escape rooms are a form of gamified learning that incorporates riddles, puzzles, math, logic, and literacy skills to create an exciting adventure in education. Students demonstrate their skills and knowledge in order to unlock each level, eventually earning their liberation. Some escape rooms are one-page affairs, while others weave an intricate backstory to enthrall players. Many also offer hints when an incorrect answer is given, thereby encouraging kids to persevere until success is achieved.

There’s no charge for any of these virtual escape rooms, so feel free to free yourself, for free!

Also relevant/see:

Storybird Lesson Plan — from techlearning.com by Stephanie Smith Budhai, Ph.D.
This Storybird Lesson Plan is designed to help educators utilize a digital learning platform to support teaching and learning

Excerpt:

Storybird is an attractive and easy-to-use reading and writing online edtech tool with beautiful images to inspire students as they develop their literacy skills. Storybird goes beyond reading online books, and provides an accessible platform for learners of all ages to engage in a wide variety of reading and writing genres including descriptive, creative, and persuasive writing as well as longform stories, flash fiction, poetry, and comics.

For an overview of Storybird, check out What is Storybird for Education? Best Tips and Tricks. This sample lesson plan is geared toward fiction storytelling writing instruction for elementary students.

 
© 2022 | Daniel Christian