Now we’re talking! One step closer! “The future of TV is apps.” — per Apple’s CEO, Tim Cook

OneStepCloser-DanielChristian-Sept2015

 

From DSC:
We’ll also be seeing the integration of the areas listed below with this type of “TV”-based OS/platform:

  • Artificial Intelligence (AI)
  • Data mining and analytics
  • Learning recommendation engines
  • Digital learning playlists
  • New forms of Human Computer Interfaces (HCI)
  • Intelligent tutoring
  • Social learning / networks
  • Videoconferencing with numerous other learners from across the globe
  • Virtual tutoring, virtual field trips, and virtual schools
  • Online learning to the Nth degree
  • Web-based learner profiles
  • Multimedia (including animations, simulations, and more)
  • Advanced forms of digital storytelling
  • and, most assuredly, more choice & more control.

Competency-based education and much lower cost alternatives could also be possible with this type of learning environment. The key will be to watch — or better yet, to design and create — what becomes of what we’re currently calling the television, and what new affordances/services the “TV” begins to offer us.

 

MoreChoiceMoreControl-DSC

 

 

 

From Apple’s website:

Apple Brings Innovation Back to Television with The All-New Apple TV
The App Store, Siri Remote & tvOS are Coming to Your Living Room

Excerpt:

SAN FRANCISCO — September 9, 2015 — Apple® today announced the all-new Apple TV®, bringing a revolutionary experience to the living room based on apps built for the television. Apps on Apple TV let you choose what to watch and when you watch it. The new Apple TV’s remote features Siri®, so you can search with your voice for TV shows and movies across multiple content providers simultaneously.

The all-new Apple TV is built from the ground up with a new generation of high-performance hardware and introduces an intuitive and fun user interface using the Siri Remote™. Apple TV runs the all-new tvOS™ operating system, based on Apple’s iOS, enabling millions of iOS developers to create innovative new apps and games specifically for Apple TV and deliver them directly to users through the new Apple TV App Store™.

tvOS is the new operating system for Apple TV, and the tvOS SDK provides tools and APIs for developers to create amazing experiences for the living room the same way they created a global app phenomenon for iPhone® and iPad®. The new, more powerful Apple TV features the Apple-designed A8 chip for even better performance so developers can build engaging games and custom content apps for the TV. tvOS supports key iOS technologies including Metal™, for detailed graphics, complex visual effects and Game Center, to play and share games with friends.

 

Addendum on 9/11/15:

 

From DSC:
Swivl allows faculty members, teachers, trainers, and other Subject Matter Experts (SMEs) to make recordings where the recording device swivels to follow the SME (who is holding/wearing a remote). Recordings can be automatically sent to the cloud for further processing/distribution.

My request to you is:
Can you extend the Swivl app to not only provide recordings, but to provide rough draft transcripts of those recordings as well?

This could be very helpful for accessibility reasons, but also to provide students/learners with a type of media that they prefer (video, audio, and/or text).

 

Swivl-2015

 

 

Beyond Active Learning: Transformation of the Learning Space — from educause.edu by Mark S. Valenti

Excerpt:

The past decade has seen exciting developments in learning space design. All across the United States and around the world, across seemingly every discipline, there is interest in creating new, active, project-based learning spaces. Technology-rich and student-centric, the new learning spaces are often flexible in size and arrangement and are a significant departure from the lecture hall of yesterday. These developments are not the result of any one factor but are occurring as the result of changes in student demographics, technology advances, and economic pressures on higher education and as the result of increasing demands from employers. The nature of work today is inherently team-based and collaborative, often virtual, and geographically distant. Companies are seeking creative, collaborative employees who have an exploratory mindset. Employers seek graduates who can be more immediately productive in today’s fast-paced economy. Colleges and universities around the country are responding by creating flexible, multimodal, and authentic learning experiences. It’s a complex ecosystem of education—and it’s evolving right before our eyes. What an amazing time to be in education and to be a part of the transformation of the learning space!

The next generation of learning spaces will take all the characteristics of an active learning environment—flexibility, collaboration, team-based, project-based—and add the capability of creating and making. Project teams will be both interdisciplinary and transdisciplinary and will likely need access to a broad array of technologies. High-speed networks, video-based collaboration, high-resolution visualization, and 3-D printing are but a few of the digital tools that will find their way into the learning space.

 

figure 1

Figure 1. The T-Shaped Professional

Credit: Developed by IBM (Jim Spohrer, IBM Labs) and Michigan State University and
modified on March 16, 2015. Reprinted with permission.

 

 

 

 

CMU’s active learning classrooms improve STEM students’ learning — from cmich.edu; with thanks to Krista Spahr for this item
Environments support collaborative conversation, development of real-world skills

Excerpt:

The active learning difference
Through state-of-the-art technology, students spend their class time in active learning classrooms collaborating on assignments and solving problems rather than listening to lectures. Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.

Studies have shown that active learning classrooms and their settings allow students to learn up to three times more and retain greater knowledge, strengthen student-faculty relationships and improve student performance. Active learning also is proven to increase the likelihood that students in STEM disciplines will continue in those programs and removes the gap between the success of male and female students.

The flipped classroom can be associated with more collaborative, experiential, constructivist learning. “Faculty become coaches and guides instigating thoughtful discussions and debates. Often, students watch faculty members’ online lectures before each class session begins.”

 

 

 

6 Secrets of Active Learning Classroom Design — from campustechnology.com by Dian Schaffhauser
While the basic elements of active learning classrooms are well known, no one-size-fits-all template exists. Here’s how to achieve the custom fit your school needs.

Excerpt:

4 Questions to Guide Classroom Design
By next year, the University of Oklahoma will have nearly a dozen active learning spaces, up from one in 2012. Every single classroom looks different from the others, and that’s by design. Chris Kobza, manager of IT learning spaces, and Erin Wolfe, director of strategic initiatives, have honed their process down to four simple questions:

  1. What’s the vision?
  2. What’s the focus?
  3. How flexible?
  4. What’s the budget?

The process starts when they sit down with the person or people who want to redo a room to find out what they envision — is it maximum technology or maximum flexibility? “It’s a real casual conversation but you can learn enough about what their expectations for the space are, what the expectations for their faculty are, what they hope the students get out of the space,” said Kobza.

 

active learning classroom design

 

 

 

 

Reasons and Research – Why Schools Need Collaborative Learning Spaces — from emergingedtech.com by Kelly Walsh
There are Many Reasons Why Flexible, Active Learning Classrooms Should be Widely Adopted

Excerpt:

The power of Active Learning: “Many of today’s learners favor active, participatory, experiential learning—the learning style they exhibit in their personal lives. But their behavior may not match their self-expressed learning preferences when sitting in a large lecture hall with chairs bolted to the floor.”

Collaborative-Flexible-Elearnroom

 

 

Kelly references the
Learning Spaces compilation out at Educause:

Learning Spaces

 

 

From DSC:
Don’t like the phrase “active learning?” I’m compiling a list of other words/phrases/thoughts that one can use:

  • Collaborating on assignments and solving problems
  • Collaborative learning
  • Actively engaged learning
  • Peer instruction
  • Thinking out loud with one another
  • Constructionist / constructivist learning
  • Developing real-world skills such as problem solving, critical thinking, negotiating, and teamwork
  • Students have the opportunity to work in groups, solve complex problems and be creative
  • Emphasis on small-group activities
  • Immersed in discussion
  • Flexible in size and arrangement
  • Experiences and opportunities to better understand the material
  • Students are extremely engaged in what they are doing, and their thinking is being refined.
  • Creating and making; creativity
  • Effective interactions of small groups of people within communal spaces
  • Putting the focus on students doing the work of learning
  • Increased motivation via more hands-on opportunities
  • Sharing / exchanging ideas
  • Participatory

 

‘The shift is changing the way teachers plan, present lessons and share information. Students no longer need to all do the same thing to learn about a topic. This change is enhancing the quality of work teachers are receiving back from students, and is creating an environment where students are involved in the creation (versus consumption) of content that aids their learning. “A major change comes in the direct instruction piece. As teachers, we’re moving from simply giving information and offering a passive learning experience, to serving as a facilitator and guiding student inquiries. This method is allowing them to be active participants in their own education,” said Alder Creek Middle School teacher Vicki Decker. (Source)

 

 

Addendum on 7/17/15:

  • Designing Active Learning Classrooms — from dbctle.erau.edu; with thanks to Tim Holt out at holtthink.tumblr.com for the original posting that led me to this resource
    Excerpt:
    Active Learning Classrooms (also known as Active Learning Spaces or Learning Studios) are classrooms or other physical spaces designed with active learning in mind.  In particular they are student-centered rather than instructor-centered.  Students often sit in groups instead of rows to support collaborative learning, and some classrooms even have movable tables or desks.  Students also sometimes have their own computers or tablets, and there may be multiple displays around the classroom, since students are not facing in one direction.  Researchers have found that active learning classrooms have positive influences on student learning and engagement.  Below are videos, examples, research studies, and assessment instruments related to active learning spaces.

A somewhat related addendum:

 

 

2015SpeakUp

 

Click here to download the PDF of the report.
Click here to view the report in HTML.

 

Also see:

Key findings from [the April 30th, 2015 Project Tomorrow] briefing include — from projecttomorrowblog.blogspot.com

Excerpt (emphasis DSC):

  • When students have access to technology as part of their learning, especially school-provided or enabled technology, their use of the digital tools and resources is deeper and more sophisticated.
  • The availability of online learning continues to increase with only 27 percent of high school principals reporting that they are not yet offering any online courses for students. Interest among students continues to grow, with 24% of high school students saying they wish they could take all their classes online – a large increase from 8% in 2013.
  • Almost three-quarters of students with school-provided devices as well as students with limited or non-existent technology access at school agreed that every student should be able to use a mobile device during the school day for learning.
  • Students connect the use of technology tools within learning to the development of college, career, and citizenship skills that will empower their future capabilities.
  • Digital experiences for students in a 100 percent virtual environment are much different than those in traditional schools. For instance, 72 percent of high school students in virtual schools take online tests, compared with 58 percent of traditional students.
  • Students see the smartphone as the ideal device for communicating with teachers (46%) and classmates (72%) and for social media (64%).
  • A gender bias exists in STEM interest –middle school girls are 38% less likely and high school girls are 32% less likely than their male peers to say they are very interested in a STEM career.

 

Excerpt from Press Release (emphasis DSC):

Students Report Digital Learning Supports Goals of Self-Directed and Collaborative Education, National Survey Finds
Nearly 60 Percent of High School Students Report Using Their Own Mobile Devices in School for Learning
Report Explores Differences Among Students in Blended Learning, Online Learning, STEM Learning and School-Sponsored Mobile Device Environments

Washington, D.C. – The ultimate learning experience for students is both highly collaborative and extremely personalized, supported by mobile devices and digital content, reports Project Tomorrow in their latest Speak Up report.

Over the last few years of the Speak Up survey, more students and administrators have signaled the importance of being able to access mobile devices in the classroom, whether through Bring Your Own Device policy consideration and implementation or through school-provided technology. This year, nearly half of teachers (47 percent) said their students have regular access to mobile devices in their classrooms. Among high school students, 58 percent said they now use their own mobile device at school to support learning activities.

 

From DSC:
This is a great pulse check on students’ use of ed tech — and on some things that they might be coming to expect.

 

MicrosoftProductivityVision2015

 

Example snapshots from
Microsoft’s Productivity Future Vision

 

 

MicrosoftProductivityVision2-2015

 

MicrosoftProductivityVision3-2015

 

MicrosoftProductivityVision5-2015

 

MicrosoftProductivityVision6-2015

 

MicrosoftProductivityVision7-2015

 

MicrosoftProductivityVision8-2015

 

MicrosoftProductivityVision4-2015

 

 

 

Internet access as vital as devices to boosting the learning experience — from thejournal.com by Dian Schaffhauser

Excerpt:

The project reported five key findings:

  • Access to a computing device and the Internet resulted in “greater student engagement in learning.” Eighty percent of the students said having the tablet “made learning more fun and interesting”; 72 percent reported they “were more engaged in their lessons.”
  • Sixty percent of students said they did more reading and writing during the school year because of having a tablet. In fact, teachers assigned more reading and writing homework because they knew home Internet access was available. “This resulted in increased reading and writing fluency, which is especially important for English Language Learners,” the report noted.
  • Internet access shot up. Nearly 80 percent of students reported accessing the Internet on a daily basis in fifth grade, up from 4 percent in fourth grade.
  • Students became more independent learners. Almost all said they “used their tablet regularly to look up information on the Internet when they had a question about something.”
  • With professional development, teachers changed their instructional practices. According to the report, this was evident “by the level of integration of the tablets into everyday instruction” and by “the new project based learning orientation within the classes.”

But the greatest difference overall, the researchers stated, occurred because students could access online information anytime, anywhere. That access “transformed the classroom environment by allowing both students and teachers to bring additional resources into the learning process, at just the right moment to have the greatest impact on learning.”

 

From DSC:
We continue to see more articles and innovations that involve the Internet of Things (IoT) or the Internet of Everything (IoE). This trend has made me reflect upon what I think will be a future, required subset of needed expertise within the fields of Instructional Design, User Experience Design, User Interface Design, Product Development, Programming, Human Computer Interaction (HCI), and likely other fields such as Artificial Intelligence (AI), Augmented Reality (AR), and Virtual Reality(VR) as well.

And that is, we will need people who can craft learning experiences from the presence of beacons/sensors and that integrate such concepts as found in “If This Then That” (ifttt.com) whereby one is putting the Internet and cloud/mobile-based applications to work for you. Certainly, those involved in retail are already busy working on these types of projects. But those of us involved with learning, human computer interaction (HCI), and interface design need to get involved as well.

 

 

IfThisThenThat-Combined-With-iBeacons

 

For example, this potential scenario of a K-12 field trip might be fodder for such a learning experience.

So for those individuals who are involved with the aforementioned disciplines…we need to pulse check what new affordances are coming from the rollout and further development of the IoT/IoE.

 

 

 

 

 

LearningNowTV-Nov2014

 


From their website:
(emphasis DSC)

LEARNING NOW tv is a live-streamed internet tv channel bringing you inspirational interviews, debates and round tables, and advice and guidance on real world issues to keep you up-to date in the world of learning and development.

Membership to the channel is FREE. You will be able to interact with us on our social channel during the live stream as well as having a resource of the recorded programmes to refer to throughout the year.

Learning Now tv is run and produced by some of the L&D world’s leading experts who have many years’ experience of reporting the real-world issues for today’s learning and development professionals.

 

I originally saw this at Clive Sheperd’s posting:
TV very much alive for learning professionals

 

 

Also see:

 

MYOB-July2014

 

 

 

 

This new service makes me think of some related graphics:

 

 

MoreChoiceMoreControl-DSC

 

 

 

 

 

 

 

StreamsOfContent-DSC

 

 

 

 

 

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

 

 

Addendum on 12/2/14 — from Learning TRENDS by Elliott Masie – December 2, 2014 | #857

Idea – Courses in the Air:
There were representatives from airlines, Aviation Authorities and even Panasonic – which makes the interactive movie and TV systems on long distance airplanes.  So, I rolled out one of my “aha ideas” that I would love to see invented sometime: Courses in the Air.

What if a passenger could choose to take a mini-course on a 4 to 14 hour flight. It would be a MOOC in the Sky – with video, reading and interactive elements – and someday might even include a real time video chat function as well.  The learner could strive to earn a “badge” or roll them up into a certificate or degree program – that they pursued over several years of flights.  It would be an intriguing element to add to international travel.

 
 

From DSC:
The bridging of the physical world with the digital world presents many powerful scenarios for learning. Via the use of iBeacons (or similar devices), one could imagine students going to different places within a learning space and having a variety of relevant items and applications automatically open on their mobile devices.

Examples:

  • In a chemistry lab, students could go to the supplies area and see a video or a PDF listing of what they need for that day’s experiment — also taking in any warnings of the use of the equipment (hazardous materials, use of fire, etc.); then they could go to the hands-on lab area, and if they’ve struggled to do the experiment for _______ minutes, they could watch the first __ steps (or the experiment in its entirety); finally, the last area would initiate a webpage, video, or blog that summarizes what they should have learned and experienced if the lab was properly done
    .
  • In an art gallery, the iBeacons could initiate a video from the artist on a particular piece, explaining what they were trying to achieve, what materials they used, how long it took them to create/design, and any inspirational messages that they want to relay to budding artists
    .
  • On campus tours, iBeacons could control what takes place on a school’s Virtual Tour app
    .

This video by Paul Hamilton captures a bit of what I’m trying to get at w/ the use of iBeacons in the classroom:
https://www.youtube.com/watch?v=S04viOYnSg4&feature=youtu.be&app=desktop

Also see:

 

 


Other resources to check out:


 

 

 

Beacons at the museum: Pacific Science Center to roll out location-based Mixby app next month — from geekwire.com by Todd Bishop

Excerpt:

Seattle’s Pacific Science Center has scheduled an Oct. 4 public launch for a new system that uses Bluetooth-enabled beacons and the Mixby smartphone app to offer new experiences to museum guests — presenting them with different features and content depending on where they’re standing at any given moment.

 

Also see:

 

From DSC:
The use of location-based apps & associated technologies (machine-to-machine (M2M) communications) should be part of all ed tech planning from here on out — and also applicable to the corporate world and training programs therein. 

Not only applicable to museums, but also to art galleries, classrooms, learning spaces, campus tours, and more.  Such apps could be used on plant floors in training-related programs as well.

Now mix augmented reality in with location-based technology.  Come up to a piece of artwork, and a variety of apps could be launched to really bring that piece to life! Some serious engagement.

Digital storytelling. The connection of the physical world with the digital world. Digital learning. Physical learning. A new form of blended/hybrid learning.  Active learning. Participation.

 

 

 

Addendum on 9/4/14 — also see:

Aerohive Networks Delivers World’s First iBeacon™ and AltBeacon™ – Enabled Enterprise Wi-Fi Access Points
New Partnership with Radius Networks Delivers IoT Solution to Provide Advanced Insights and Mobile Experience Personalization

Excerpt (emphasis DSC):

SUNNYVALE, Calif.–(BUSINESS WIRE)–Aerohive Networks® (NYSE:HIVE), a leader in controller-less Wi-Fi and cloud-managed mobile networking for the enterprise market today announced that it is partnering with Radius Networks, a market leader in proximity services and proximity beacons with iBeacon™ and AltBeacon™ technology, to offer retailers, educators and healthcare providers a cloud-managed Wi-Fi infrastructure enabled with proximity beacons. Together, Aerohive and Radius Networks provide complementary cloud platforms for helping these organizations meet the demands of today’s increasingly connected customers who are seeking more personalized student education, patient care and shopper experiences.

 

Also:

 

 

 

Mobile Megatrends 2014…uncovering major mobile trends in 2014 — from visionmobile.com

Excerpt:

This report examines five major trends that we expect to shape the future of mobile in the coming years:

  1. Apps: The Tip of the Iceberg
  2. Mobile Ecosystems: Don’t Come Late to the Game
  3. OTT Squared: Messaging Apps are the new Platforms
  4. Handset Business Reboot: Hardware is the new Distribution
  5. The Future of HTML5: Beyond the Browser

 

From DSC:
In looking at the below excerpted slide from this solid presentation, I have to ask…

“Does this same phenomenon also apply to educationally-related products/services?”

Yes, I think it does.

That is, the educationally-related products and services of an organization will compete not by size, but how well the experience roams across screens.  Lifelong learners (who are using well-designed learning experiences) will be able to tap into streams of content on multiple devices and never skip a beat.  The organizations who provide such solid learning experiences across multiple “channels” should do well in the future.  This is due to:

  • The affordances of cloud-based computing
  • The increasing power of mobile computing
  • The convergence of the television, the telephone, and the computer — which is opening up the door for powerful, interactive, multi-directional communications that involve smart/connected televisions
  • Generation Z’s extensive use of screens*

 

 

 

HowEcosystemsWillCompete-VisionMobile-June2014

 

 

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

* From Here Comes Generation Z — bloombergview.com by Leonid Bershidsky

If Y-ers were the perfectly connected generation, Z-ers are overconnected. They multi-task across five screens: TV, phone, laptop, desktop and either a tablet or some handheld gaming device, spending 41 percent of their time outside of school with computers of some kind or another, compared to 22 percent 10 years ago.

 

App Ed Review

 

APPEdReview-April2014

 

From the About Us page (emphasis DSC):

App Ed Review is a free searchable database of educational app reviews designed to support classroom teachers finding and using apps effectively in their teaching practice. In its database, each app review includes:

  • A brief, original description of the app;
  • A classification of the app based on its purpose;
  • Three or more ideas for how the app could be used in the classroom;
  • A comprehensive app evaluation;
  • The app’s target audience;
  • Subject areas where the app can be used; and,
  • The cost of the app.

 

 

Also see the Global Education Database:

 

GlobalEducationDatabase-Feb2014

 

From the About Us page:

It’s our belief that digital technologies will utterly change the way education is delivered and consumed over the next decade. We also reckon that this large-scale disruption doesn’t come with an instruction manual. And we’d like GEDB to be part of the answer to that.

It’s the pulling together of a number of different ways in which all those involved in education (teachers, parents, administrators, students) can make some sense of the huge changes going on around them. So there’s consumer reviews of technologies, a forum for advice, an aggregation of the most important EdTech news and online courses for users to equip themselves with digital skills. Backed by a growing community on social media (here, here and here for starters).

It’s a fast-track to digital literacy in the education industry.

GEDB has been pulled together by California residents Jeff Dunn, co-founder of Edudemic, and Katie Dunn, the other Edudemic co-founder, and, across the Atlantic in London, Jimmy Leach, a former habitue of digital government and media circles.

 

 

Addendum:

Favorite educational iPad apps that are also on Android — from the Learning in Hand blog by Tony Vincent

 

8 surprising facts about undergrads and ed-tech — from eCampusNews.com by Meris Stansbury

Excerpt:

It’s not every day, after scouring headlines from dozens of news sources, that news—especially education technology news—can surprise a seasoned education writer; but in recent research provided by EDUCAUSE, as well as a spiffy new infographic, many details on how undergraduate students are using ed-tech are fascinating…in that they’re not always as ‘cutting-edge’ as some may think.

 

 

Undergraduate Students & Technology
Infographic from BachelorsDegreeOnline.com

 

Multi-media Workflows — from iPadArtRoom.com by Cathy Hunt

Excerpt:

Let’s get making using some mixed-media workflows that include the iPad.

The following three ‘workflows’ are progressively designed and do increase in complexity, but the midst and learning focus is the same – the creative process is not linear.

Students will have an opportunity to discover that as they construct imagery, ending points can become starting points and ‘finished’ work is a matter of decision making.  I have found that highly original work evolves as students re-evaluate what they see in their work, and are empowered to reconsider what they make.

Deep engagement and understanding of the creative process is often the powerful result of working through rich tasks that challenge students to constantly reimagine and reconstruct work they produce.

 

iPadArtRoom-3-31-14

 

Handy hardware for your iPad Art Room — from iPadArtRoom.com by Cathy Hunt

Excerpt:

tripod-collection

 

Multi-media workflows – Mixing ‘hands-on’ & digital tools — from iPadArtRoom.com by Cathy Hunt

Excerpt:

The concept of mixing media is certainly not a new idea in Visual Arts, however across curriculum areas in schools technology and ‘digital tasks’ are often separated from the ‘hands-on’ learning opportunities. In many classrooms and studio space even mobile devices, perceived as an expensive and fragile commodity, are excluded as a matter of course from ‘making’ tasks, conspicuously absent when the messy business of creation begins.

 

Clay-Mation — from iPadArtRoom.com by Cathy Hunt

Excerpt:

 

claymation5

 

 

Addendums on 4/1/14:

 

 Video Splash

 
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