Though it’s geared toward 360° filmmaking, we also wanted to get creators thinking about conceiving and composing VR experiences with an eye toward the medium’s future. We’re guessing many readers fall into a similar camp, so we decided to make this resource available to the public—think of it as something like, “VR Writing and Storytelling 201.”
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In other words, your audience will feel an increased sense of responsibility—these questions of Why am I here? and What should I do? This is why games and genre stories that focus on intentions (rescuing something; capturing something; escaping something; solving something) work particularly well.
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The nuts-and-bolts part of presence is point of view (POV). In 360° storytelling, you must directly address the question of which specific POV you will utilize in your story. Will your audience see things through a specific character’s eyes (first-person POV) or will you simply take on an “objective,” detached perspective (third-person POV)?
We can’t express this enough: the space is as (if not more) important than your plot and characters. While composing your story, think about the ways you can build environments capable of making the viewer imagine stories of their own—even without any other human beings in the picture.
Amazon is expanding its efforts in the education technology space [on 8/23/17] with the launch of a new curriculum from TenMarks, the company it acquired several years ago which previously only focused on math lessons and related activities. Now, the business is offering an online curriculum for teachers designed to help students learn how to be better writers. The program includes a writing coach that leverages natural language processing, a variety of resources for teachers, and something called “bursts,” which are short writing prompts kids will be familiar with because of their use of mobile apps.
These bursts, which can be used by teachers as warm-ups or supplemental activities, make writing seem less intimidating for students, as they’re similar to what kids might do online or on their smartphones.
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TenMarks is only one way that Amazon is aiming to insert itself into the classroom. The company also runs Amazon Inspire, still in beta, a collection of K-12 curriculum resources. Currently, educators can browse the content library and download those they want to use, but a sharing feature that will support uploads is soon to launch.
From DSC and Adobe — for faculty members and teachers out there:
Do your students an enormous favor by assigning them a digital communications project. Such a project could include images, infographics, illustrations, animations, videos, websites, blogs (with RSS feeds), podcasts, videocasts, mobile apps and more. Such outlets offer powerful means of communicating and demonstrating knowledge of a particular topic.
As Adobe mentions, when you teach your students how to create these types of media projects, you prepare them to be flexible and effective digital communicators. I would also add that these new forms and tools can be highly engaging, while at the same time, they can foster students’ creativity. Building new media literacy skills will pay off big time for your students. It will land them jobs. It will help them communicate to a global audience. Students can build upon these skills to powerfully communicate numerous kinds of messages in the future. They can be their own radio station. They can be their own TV station.
If you work in education, you’ll know there’s a HUGE array of applications, services, products and tools created to serve a multitude of functions in education.
Tools for teaching and learning, parent-teacher communication apps, lesson planning software, home-tutoring websites, revision blogs, SEN education information, professional development qualifications and more.
There are so many companies creating new products for education, though, that it can be difficult to keep up – especially with the massive volumes of planning and marking teachers have to do, never mind finding the time to actually teach!
So how do you know which ones are the best?
Well, as a team of people passionate about education and learning, we decided to do a bit of research to help you out.
We’ve asked some of the best and brightest in education for their opinions on the hottest EdTech of 2017. These guys are the real deal – experts in education, teaching and new tech from all over the world from England to India, to New York and San Francisco.
They’ve given us a list of 82 amazing, tried and tested tools…
From DSC: The ones that I mentioned that Giorgio included in his excellent article were:
AdmitHub – Free, Expert College Admissions Advice
Labster – Empowering the Next Generation of Scientists to Change the World
The headlines for Pokémon GO were initially shocking, but by now they’re familiar: as many as 21 million active daily users, 700,000 downloads per day, $5.7 million in-app purchases per day, $200 million earned as of August. Analysts anticipate the game will garner several billion dollars in ad revenue over the next year. By almost any measure, Pokémon GO is huge.
The technologies behind the game, augmented and virtual reality (AVR), are huge too. Many financial analysts expect the technology to generate $150 billion over the next three years, outpacing even smartphones with unprecedented growth, much of it in entertainment. But AVR is not only about entertainment. In August 2015, Teegan Lexcen was born in Florida with only half a heart and needed surgery. With current cardiac imaging software insufficient to assist with such a delicate operation on an infant, surgeons at Nicklaus Children’s Hospital in Miami turned to 3D imaging software and a $20 Google Cardboard VR set. They used a cellphone to peer into the baby’s heart, saw exactly how to improve her situation and performed the successful surgery in December 2015.
“I could see the whole heart. I could see the chest wall,” Dr. Redmond Burke told Today. “I could see all the things I was worried about in creating an operation.”
Texas Tech University Health Sciences Center in Lubbock and San Diego State University are both part of a Pearson mixed reality pilot aimed at leveraging mixed reality to solve challenges in nursing education.
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At Bryn Mawr College, a women’s liberal arts college in Pennsylvania, faculty, students, and staff are exploring various educational applications for the HoloLens mixed reality devices. They are testing Skype for HoloLens to connect students with tutors in Pearson’s 24/7 online tutoring service, Smarthinking.
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At Canberra Grammar School in Australia, Pearson is working with teachers in a variety of disciplines to develop holograms for use in their classrooms. The University of Canberra is partnering with Pearson to provide support for the project and evaluate the impact these holograms have on teaching and learning.
As fantastic as technologies like augmented and mixed reality may be, experiencing them, much less creating them, requires a sizable investment, financially speaking. It is just beyond the reach of consumers as well as your garage-type indie developer. AR and VR startup Zappar, however, wants to smash that perception. With ZapBox, you can grab a kit for less than a triple-A video game to start your journey towards mixed reality fun and fame. It’s Magic Leap meets Google Cardboard. Or as Zappar itself says, making Magic Leap, magic cheap!
The freelance economy is on the rise. In fact, the number of freelancers on LinkedIn has grown by nearly 50% in just the past five years. As the workforce evolves, we, too, are evolving to ensure we’re creating opportunity for the expanding sector of professionals looking for independent, project-based work in place of the typical 9 to 5 profession.
Last October, we began piloting a brand new platform in support of this very endeavor and today, we’re excited to announce its nationwide availability. Introducing LinkedIn ProFinder, a LinkedIn marketplace that connects consumers and small businesses looking for professional services – think Design, Writing and Editing, Accounting, Real Estate, Career Coaching – with top quality freelance professionals best suited for the job.
Paper 53 is a brilliant app which combines drawings, notes, photos and sketches. It is available on the Appstore. The app is simple and user-friendly; just use your finger (or a stylus) to draw, paint, select colours, erase and lots more.
Below is a collection of some new educational web tools and mobile apps to try out in your instruction. The purpose is to keep you updated about the new releases in the EdTech world and empower you with the necessary technology to take your teaching and learning to the next level. Some of the things you can do with these applications include: Learn English pronunciation from native speakers, easily save web content to Google, search YouTube without having to stop the video playing, learn basic math skills through challenging games and activities, unshare sent files in Gmail, create interactive and engaging videos by adding polls, short questions and quizzes, create beautiful presentations and animations using drawn images and stick figures and many more.
This year the Center for Teaching hosted a few educational technology working groups for faculty, staff, and students interested in exploring ways particular technologies might meet their instructional goals. One of the groups investigated the use of digital timeline tools, like Tiki-Toki and TimelineJS, that facilitate the creation of online, multimedia, interactive, and collaborative timelines. I had used such tools in my own teaching, having asked my 2010 writing seminar students to create a class timeline on the history of cryptography, and I was eager to talk with other instructors about the potential of student-produced timelines.
In Silicon Valley and elsewhere there’s currently an AI arms race going on. The first wave of this race is centered around artificial virtual assistants that are poised to become our new digital best friends in the very near future. While many people are familiar with Apple’s popular AI virtual assistant, Siri, there are four other main players in the AI virtual assistant space.
Introducing the new mobile app for Microsoft Flow— from flow.microsoft.com with thanks to Mr. Michael Haan, Technology Integration Specialist/Purchasing w/ Calvin Information Technology, for this resource
Creating high-quality online courses is getting increasingly complex—requiring an ever-growing set of skills. Faculty members can’t do it all, nor can instructional designers, nor can anyone else. As time goes by, new entrants and alternatives to traditional institutions of higher education will likely continue to appear on the higher education landscape—the ability to compete will be key.
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For example, will there be a need for the following team members in your not-too-distant future?
Human Computer Interaction (HCI) Specialists: those with knowledge of how to leverage Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) in order to create fun and engaging learning experiences (while still meeting the learning objectives)
The SIIA CODiE Awards for 2016 — with thanks to Neha Jaiswal from uCertify for this resource; uCertify, as you will see, did quite well
Since 1986, the SIIA CODiE Awards have recognized more than 1,000 software and information companies for achieving excellence. The CODiE Awards remain the only peer-recognized program in the content, education, and software industries so each CODiE Award win serves as incredible market validation for a product’s innovation, vision, and overall industry impact.
When designing a program or product, many education leaders and ed-tech developers want to start with the best knowledge available on how students learn. Unfortunately, this is easier said than done.
Although thousands of academic articles are published every year, busy education leaders and product developers often don’t know where to start, or don’t have time to sift through and find studies that are relevant to their work. As pressure mounts for “evidence-based” practices and “research-based” products, many in the education community are frustrated, and want an easier way to find information that will help them deliver stronger programs and products — and results. We need better tools to help make research more accessible for everyday work in education.
The Digital Promise Research Map meets this need by connecting education leaders and product developers with research from thousands of articles in education and the learning sciences, along with easy-to-understand summaries on some of the most relevant findings in key research topics.
Reading a text or commenting on a blog post are usually activities we ask students to do outside of class. But Helen and Humberto have flipped that idea by bringing those activities into the classroom, where they could be collaborative and communal. Why? Because close reading of a text and responding to another writer’s argument are both important skills in a literature course. Why not have students practice those skills during class, when they can receive feedback on that practice from both their instructor and their peers?
And that’s what the flipped classroom is actually all about. Never mind that bit about lecture videos and group work. The flipped classroom is about moving the hard parts of learning into the classroom, where they can benefit from what Helen Shin calls “shared temporal, spatial, and cognitive presence.” After all, most of us only have maybe 150 minutes a week with our students during class. Shouldn’t we spend that time engaging our students in the kind of practice and feedback that’s central to learning in our disciplines?
Teaching has always been a learning experience for me. Likewise, theory and practice go hand in hand, each supplementing and enriching the other. What I learned by “flipping” the “flipped classroom” model with this particular experience, which I hope to carry over to more classes to follow, is that there is always more room for further conceptual, and perspectival flipping in the interactive and dynamic process of teaching and learning.
This is not exactly a post about how to teach the video essay (or the audiovisual essay, or the essay video, or the scholarly video). At the end I share some resources for those interested in teaching the form: the different ways we might define the form, some of the theoretical/conceptual ideas undergirding the form, how it allows us to make different kinds of arguments, and some elements of design, assignment and otherwise.
What I’m interested in here is reflecting on what this particular teaching moment has taught me. It’s a moment still in progress/process. These reflections might pertain to any teaching moment where you’re trying something new, where you’re learning as the students are learning, where everyone in the room is slightly uncomfortable (in a good, stretching kind of way), where failure is possible but totally okay, and where you’re able to bring in a new interest of your own and share it with the students.
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Take two: I tried this againin an upper-level narrative film course, and the suggestions made by students in the previous semester paid off. With the additional guidance, students felt comfortable enough being challenged with the task of making the video; a number of them shared that they liked having the opportunity to learn a new skill, and that it was stimulating to have to think about new ways of making choices around what they wanted to say. Every step of realizing their storyboard and outline required some problem-solving, and they were able to articulate the work of critical thinking in surprising ways (I think they themselves were a little surprised, too).
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Some resources on the video essay/scholarly video:
A couple of comments that I wanted to make here include:
I greatly appreciate Janine’s humility, her wonderful spirit of experimentation, and her willingness to learn something right along with her students. She expressed to her students that she had never done this before and that they all were learning together. She asked them for feedback along the way and incorporated that feedback in subsequent attempts at using this exercise. Students and faculty members need to realize/acknowledge/accept that few people know it all these days — experts are a dying breed in many fields, as the pace of change renders it thus. .
Helping students along with their new media literacy skills is critical these days. Janine did a great job in this regard! Unfortunately, she is in an enormous minority. I run a Digital Studio on our campus, and so often I enter the room with dismay…a bit of sorrow creeps back into me again, as too many times our students are not learning some of the skills that will serve them so well once they graduate (not to mention how much they would benefit from being able to craft multimedia-based messages and put such messages online in their studies while in college). Such skills will serve students well in whatever future vocation they go into. Knowing some of the tools of the trade, working with digital audio and video, storyboarding, working with graphics, typography, and more — are excellent skills and knowledge to have in order to powerfully communicate one’s message.
Staring at a blank page can be daunting. Add a reluctant writer to the mix, and what should be a great opportunity for personal expression becomes a personal nightmare. These 4 apps will strengthen students’ writing skills and turn written composition from a chore into an engaging learning activity.
Below is a collection of some very good iPad apps to use with your kids and young learners to help them develop their reading fluency. The apps provide a wide variety of reading materials that include interactive stories, engaging activities and games, quizzes and many more. And because reading is a composite skill, using these apps will also enable kids to practice a number of key subskills related to reading including: pronunciation, vocabulary, phonics, word recognition, and spelling. Check them out and share with us your feedback. Enjoy.
Microsoft has announced beta testing of Minecraft: Education Edition, which is the company’s education-focused suite for Minecraft that integrates tools for teachers and students to help them use the game more effectively in the classroom.
The education-centered offshoot of was first revealed in January of this year. This May, a closed beta of the game will involve more than 100 schools in 30 countries, reports Pradeep of MS Power User. By June, any school will be able to access the Education Edition for free as long as teachers have a fully updated operating system and an Office 365 Education account. Eventually, Microsoft plans to charge $5 per user each year.
Minecraft: Education Edition is specifically tailored to teach the skills that Minecraft cultivates – namely collaboration, navigation, social skills, and empathy.
High school students take note: here’s a cool tool in the form of an app. The free app runs on iOS and Android and just got launched last month pulling almost 5 out of 5 stars after several thousand reviews. For the 20 million college-bound students and 30 million parents, we know you’re drowning in a sea of data scattered all over for the more than 4,000 U.S. colleges and universities. So, Schoold is like Zillow for college hunting – or perhaps match.com for students and universities. It’s a one-stop-shop for everything you need to know, want to know, and have to line up.
Reading comprehension is a matter of decoding, reading speed, and critical thinking about the text, all of which can improve with tiered practice. (See 50 apps for struggling readers.)
So below, in an order of general complexity, are 15 apps for improved reading comprehension, ranging from word and sentence fluency, to recall, to critical thinking skills, to reading speed.
By the nature of reading and literacy progress, most are indeed for K-5 and SLP, but the latter apps, especially Reading Trainer, Compare Twist, and Enchanted Dictionary, can be used through high school in the right context. Let us know on our facebook page what we missed.
The 5 best new 3D tools for April— from creativebloq.com by Rob Redman
We select the best new tools for 3D and VFX artists this month.
Excerpt:
This time of year can often be a quiet one for those of us working in 3D art and visual effects, with developers gearing up for the events season and new releases being a bit thin on the ground.
However there are a few notable updates and newcomers, so have a read below to see what could help you improve your work or help you be more efficient.
We first launched support for 360-degree videos back in March 2015. From musicians to athletes to brands, creators have done some incredible things with this technology. Now, they’ll be able to do even more to bring fans directly into their world, with 360-degree live streaming. And after years of live streaming Coachella for fans around the world who can’t attend the festival, this year we’re bringing you the festival like never before by live streaming select artist performances in 360 degrees this weekend. Starting today, we’re also launching spatial audio for on-demand YouTube videos. Just as watching a concert in 360 degrees can give you an unmatched immersive experience, spatial audio allows you to listen along as you do in real life, where depth, distance and intensity all play a role. Try out this playlist on your Android device.
CWRU was among the first in higher education to begin working with HoloLens, back in 2014. They’ve since discovered new ways the tech could help transform education. One of their current focuses is changing how students experience medical-science courses.
“This is a curriculum that hasn’t drastically changed in more than 100 years, because there simply hasn’t been another way,” says Mark Griswold, the faculty director for HoloLens at CWRU. “The mixed-reality of the HoloLens has the potential to revolutionize this education by bringing 3D content into the real world.”
“Imagine a physics class where you’re able to show how friction works. Imagine being able to experience gravity on Mars — by moving around virtually,” he says. “VR can make science, technology and art come alive.”
VR will soon become an open canvas for educators to create learning experiences. Eventually, fitting VR into the curriculum will be limited only by an instructor’s imagination and budget, says Christopher Sessums, the program director of research and evaluation at Johns Hopkins School of Education.
Burleson and and co-author Armanda Lewis imagine such technology in a year 2041 Holodeck, which Burleson’s NYU-X Lab is currently developing in prototype form, in collaboration with colleagues at NYU Courant, Tandon, Steinhardt, and Tisch.
“The “Holodeck” will support a broad range of transdisciplinary collaborations, integrated education, research, and innovation by providing a networked software/hardware infrastructure that can synthesize visual, audio, physical, social, and societal components,” said Burleson.
It’s intended as a model for the future of cyberlearning experience, integrating visual, audio, and physical (haptics, objects, real-time fabrication) components, with shared computation, integrated distributed data, immersive visualization, and social interaction to make possible large-scale synthesis of learning, research, and innovation.
…British television presenter Diane-Louise Jordan will guide students on a tour through Shakespeare’s hometown of Stratford-upon-Avon, including his childhood home and school; and the bard’s view of London, including the famous Globe Theatre where his plays were performed. (Shakespeare actually died April 23, which this year falls on a Saturday.)
Also see:
You can register to see the recording on that page as well.
Film Students To Compete in Virtual Reality Production Contest — from campustechnology.com by Michael Hart One of the first ever competitions involving virtual reality production will challenge college film students to create their own 360-degree films.
HBO and Discovery Communications announced today that they are partnering with 3D-graphics startup OTOY — both companies taking equity stakes. The partnership marks an effort by the two networks to evolve entertainment experiences beyond two dimensional television. Virtual reality, augmented reality, and even holograms were all highlighted as areas OTOY would help its traditional media partners explore.
TV knows it must push toward virtual and augmented reality
Apple was granted a patent today for a type of live interactive augmented reality (AR) video to be used in future iOS devices, indicating the company may soon enter the AR/VR game. The patent does not appear to be directly related to an AR/VR headset, but is certainly a step in that direction.
The patent describes Apple’s planned augmented reality technology as layered, live AR video that users can interact with via touchscreen. In the live video, objects can be identified and an information layer can be generated for them.
“In some implementations,” the patent text notes, “the information layer can include annotations made by a user through the touch sensitive surface.”
Virtual & Augmented Reality: Blooloop’s Guide to VR and AR — from blooloop.com Visitor attractions are racing to embrace Virtual and Augmented Reality technologies. But what are the potential opportunities and possible pitfalls of VR and AR?
We have now been Bring Your Own Device (BYOD) for three years, and boy, do the students bring it. They bring it all! We have iPads, Surface, iPhones, Droids, Chromebooks, Macs, and PC laptops. Here’s my current thinking.
Music is for everyone. So this year for Music In Our Schools month, we wanted to make learning music a bit more accessible to everyone by using technology that’s open to everyone: the web. Chrome Music Lab is a collection of experiments that let anyone, at any age, explore how music works. They’re collaborations between musicians and coders, all built with the freely available Web Audio API. These experiments are just a start. Check out each experiment to find open-source code you can use to build your own.
I love the School Report scheme that the BBC run via Newsround. We all remember the Newsrounds of our youth. For me it was John Craven who made me watch it whenever it was on. It was this report I saw recently on eight things teachers should learn, which got me thinking about eight things I thought teachers should learn about edtech.
My work sees me regularly helping teachers learn different things related to the use of technology and so in this post, I’m going to talk about the eight things I think teachers should learn with #edtech to help support their use of technology to enhance learning in the classroom.
As we move toward interacting more with students who have an individualized education program (IEP) indicating that they need additional time on tests and quizzes or just need to deal with life issues, it is imperative that the learning management system (LMS) depended upon by an instructor and student alike be properly configured for such accommodations. Canvas and Moodle are currently two of the most popular learning management systems, and both offer the ability to make adjustments to quiz functions within the course without compromising the overall structure of the course. In this article, we will examine how to do so and offer some tips on situations where they are relevant.
[The] Chrome web store is packed full of all kinds of educational apps and extensions some of which are also integrated with Google Drive. For those of you looking for a handy resource of Chrome apps to use with students in class, check out this comprehensive chart. In today’s post we are sharing with you a collection of some practical Chrome extensions to unleash learners creativity. Using these resources, students will be able to engage in a number of creative literacy activities that will allow them to multimodally communicate their thoughts, share their ideas and develop new learning skills.
How do you work technology into the pedagogy, instead of just using something cool? That task can be especially daunting in language arts literacy classrooms where reading and writing skill development is the crux of daily lessons. However, as 1:1 technology initiatives roll out, integrating technology into the classroom is our reality.
With hundreds of sites, apps, Chrome extensions, and platforms available, choosing the right ones can seem overwhelming. As an eighth-grade language arts teacher, I’ve experienced this myself. Following are four tools that can help provide immediate formative assessment data as well as top-of-the-rotation feedback to help students develop personal learning goals.
If, like my school, you’re in a “Chromebook District,” these suggested tools will work well because all integrate perfectly when you sign in with your Google ID, limiting the need for multiple passwords. This saves a lot of student confusion, too.
This giggly play session actually was a serious math lesson about big and small and non-standard measurements. Dreamed up by Richardson and kindergarten teacher Carol Hunt, it aims to get the children to think of animal steps as units of measurement, using them to mark how many it takes each animal to get from a starting line to the target.
Teachers call such melding of art and traditional subjects “art integration,” and it’s a new and increasingly popular way of bringing the arts into the classroom. Instead of art as a stand-alone subject, teachers are using dance, drama and the visual arts to teach a variety of academic subjects in a more engaging way.
Paul Pattison and Luke Minaker knew they were onto something when they got an email from the mother of a nine-year-old who read the first instalment of their interactive story, Weirdwood Manor.
“She wrote that she couldn’t get her son to pick up a book,” said Pattison, technical director of All Play No Work, producer of the iPad app. “She got the app for her son and he went through it in two nights. He finished both books.
“And then because we don’t have book 3 out yet, unprompted by her he went over to the bookshelf and pulled off a paperback and started reading chapter books again.”