How will technologies like AirPlay affect education? I suggest 24x7x365 access on any device may be one way. By Daniel S. Christian at Learning Ecosystems blog-- 1-17-11.

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Addendum on 1-20-11:
The future of the TV is online
— from telegraph.co.uk
Your television’s going to get connected, says Matt Warman


UMC packs 3-D visuals into cutting-edge research lab — from grandforksherald.com by Ryan Johnson

$145,000 virtual immersion lab creates realistic 3-D simulations
Think virtual reality, only more realistic. Add to that cutting edge-technology and the ability to interact with and walk around 3-D holograms and you get the newest addition to the University of Minnesota-Crookston, complete with special effects impressive enough to put the 2009 blockbuster film “Avatar” to shame

— Dr. Adel Ali from grandforksherald.com

The Pivot to Digital Learning: 40 Predictions — from Tom Vander Ark, Partner, Revolution Learning — via EdNet Insights

From DSC:
That posting includes predictions for changes that we’ll see in the next 1, 5 and 10 years…with some excerpts below:

3. Lingering budget woes will cause several districts and charter networks, particularly in California, to flip to a blended model, with a shift to online or computer-based instruction for a portion of the day to boost learning and operating productivity.

9. The instant feedback from content-embedded assessment, especially learning games, simulations, virtual environments, and MMOs (massively multiplayer online games), will be widely used in formal and informal learning and will build persistence and time on task.

10. Adaptive content will result in more time on task (in some cases, two times the productive learning time over the course of a year), and better targeted learning experiences will boost achievement, particularly among low-income and minority students.

11. Comprehensive learner profiles will gather keystroke data from learning platforms, content-embedded applications, as well as after-school, summer school, tutoring, and test prep providers. Students and families will manage privacy using Facebook-like profiles.

12. Most learning platforms will feature a smart recommendation engine, like iTunes Genius, that will build recommended learning playlists for students.

18. All U.S. students will have access to online courses for Advanced Placement, high-level STEM courses, and any foreign language (this should happen next year, but it will take us five years to get out of our own way).

23. Second-generation online learning will replace courseware with adaptive components in a digital content library (objects, lessons, units, and sequences).

27. Most high school students will do most of their learning online and will attend a blended school.

28. More than one-third of all learning professionals will be in roles that do not exist today; more than 10% will be in organizations that do not exist today.

29. The higher ed funding bubble will burst, and free and low-cost higher education alternatives will displace a significant portion of third tier higher education (emphasis DSC).

37. There will be several DIY High options—online high schools with an engaging and intuitive merit badge sequence that will allow students to take ownership of and direct their own learning. They will still benefit from adult assessment, guidance, and mentorship but in a more student-directed fashion.

The 2011 NMC Summer Conference includes four themes:

Threads in these themes include, but are not limited to, the following:

  • Emerging uses of mobile devices and applications in any context
  • Highly innovative, successful applications of learning analytics or visual data analysis
  • Uses of augmented reality, geolocation, and gesture-based computing
  • Discipline-specific applications for emerging technologies
  • Challenges and trends in educational technology
  • Projects that employ the Horizon Report or Navigator in any capacity

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  • Challenge-based learning
  • Game-based learning
  • Digital storytelling as a learning strategy
  • Immersive learning environments
  • Open content resources and strategies
  • New media research and scholarship
  • Challenges and trends in new media and learning

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  • Fostering/Supporting/budgeting for innovation
  • Supporting new media scholarship
  • Collaboration as a strategy
  • Learning space design, in all senses of the words
  • Use, creation, and management of open content
  • Experiment and experience; gallery as lab, lab as gallery
  • Challenges and trends related to managing an educational enterprise

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  • Designing for mobile devices in any context
  • Social networking — designing, monitoring, maximizing social tools
  • Experience design
  • Creating augmented reality
  • Creating the next generation of electronic books
  • Optimizing digital workflows
  • Strategies for staying current with new media tools

From DSC:
Below are some notes and reflections after reading Visions 2020.2:  Student Views on Transforming Education and Training Through Advanced Technologies — by the U.S. Department of Commerce, U.S. Department of Education, and NetDay

Basic Themes

  • Digital Devices
  • Access to Computers and the Internet
  • Intelligent Tutor/Helper
  • Ways to Learn and Complete School Work Using Technology

Several recurring words jumped off the page at me, including:

  • Voice activation
  • A rugged, mobile, lightweight, all-convergent communications and entertainment device
  • Online classes
  • Interactive textbooks
  • Educational games
  • 3D virtual history enactments — take me there / time machine
  • Intelligent tutors
  • Wireless
  • 24x7x365 access
  • Easy to use
  • Digital platforms for collaborating and working with others on schoolwork/homework
  • Personalized, optimized learning for each student
  • Immersive environments
  • Augmented reality
  • Interactive
  • Multimedia
  • Virtual
  • Simulations
  • Digital diagnostics (i.e. analytics)
  • Wireless videoconferencing

Here are some quotes:

Math and reading were often cited specifically as subjects that might benefit from the use of learning technologies. (p. 5)

No concept drew greater interest from the student responders than some sort of an intelligent tutor/helper. Math was the most often mentioned subject for which tutoring help was needed. Many students desired such a tutor or helper for use in school and at home. (p. 17)

…tools, tutors, and other specialists to make it possible to continuously adjust the pace, nature and style of the learning process. (p.27)

So many automated processes have been built in for them: inquiry style, learning style, personalized activity selection, multimedia preferences, physical requirements, and favorite hardware devices. If the student is in research mode, natural dialogue inquiry and social filtering tools configure a working environment for asking questions and validating hypotheses. If students like rich multimedia and are working in astronomy, they automatically are connected to the Sky Server which accesses all the telescopic pictures of the stars, introduces an on-line expert talking about the individual constellations, and pulls up a chatting environment with other students who are looking at the same environment. (p.28)

— Randy Hinrichs | Research Manager for Learning Science and Technology | Microsoft Research Group

From DSC:
As I was thinking about the section on the intelligent tutor/helper…I thought, “You know…this isn’t just for educators. Pastors and youth group leaders out there should take note of what students were asking for here.”

  • Help, I need somebody
  • Help me with ____
  • Many students expressed interest in an “answer machine,” through which a student could pose a specific question and the machine would respond with an answer. <– I thought of online, Christian-based mentors here, available 24x7x365 to help folks along with their spiritual journeys


Online collaboration: New innovations pave the way for convergence — from prnewswire.com
Merger of television and computer takes giant step closer as innovative online tool suite is released

CALABASAS, Calif., Aug. 16 /PRNewswire/ — Anticipating the coming paradigm shift that will merge your television and your computer, NxtGenTV has just released the most cohesive system of online tools to facilitate the ultimate interactive communication platform. Four years of innovating has resulted in NetConference.com, an elegant, easy-to-use online meeting system that supports the diverse requirements of single users, small and medium size businesses as well as enterprise and nonprofit organizations. Creating a new opportunity for the global audience to interact online in even greater and more efficient ways is only one of the many benefits of building a social media broadcasting system that facilitates Communication, Collaboration, Presentation and Education.

An industry leader in online games, apps, widgets, banners and rich media development for major entertainment brands, The Illusion Factory created a new company, NxtGenTV to develop and patent cutting-edge online technologies such as shared synchronized visual media and other key innovations that will further blur the lines between computers and television. “We have been passionate about creating the cumulative new systems that will drive Convergence,” shares Brian Weiner, CEO of The Illusion Factory, “our creation of NxtGenTV will lead the push for truly interactive television.”

nxtgen.tv

.nxtgen.tv/products

The type of learning materials that can be produced by an organization such as Virtual Heroes is the type/quality of material that will be produced in a vision that I have been calling “The Forthcoming Walmart of Education.

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http://virtualheroes.com/index.asp

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Also see:

From DSC:
This is why I would encourage the U.S. government to see if they can get 1-2 billion — from the billionaires who are donating much of their wealth to charitable causes — in order to create such professionally-done, interactive, engaging, team-created learning materials.
Then make those materials available — free of charge — throughout the world.


The International Journal of Multimedia & Its Applications (IJMA) is a quarterly open access journal that publishes articles which contribute new results in all areas of the Multimedia & its applications. The journal focuses on all technical and practical aspects of Multimedia and its applications. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on understanding recent developments this arena, and establishing new collaborations in these areas.

Authors are solicited to contribute to the journal by submitting articles that illustrate research results, projects, surveying works and industrial experiences that describe significant advances in the areas of Multimedia & its applications. Topics of interest include, but are not limited to, the following

  • Audio, image, video processing
  • Digital Multimedia Broadcasting
  • Education and Training
  • Multimedia analysis and Internet
  • Multimedia and Artificial Intelligence
  • Multimedia Applications
  • Multimedia Communication and Networking
  • Multimedia Content Understanding
  • Multimedia Databases and File Systems
  • Multimedia human-machine interface and interaction
  • Multimedia Interface and Interaction
  • Multimedia security and content protection
  • Multimedia Signal Processing
  • Multimedia standards and related issues
  • Multimedia Systems and Devices
  • Operating system mechanisms for multimedia
  • Virtual reality and 3-D imaging
  • Wireless, Mobile Computing and Multimedia
Tagged with:  

Virtual worlds are not dead; they’re waiting — from vator.tv/news
Top researcher says tipping point for 3D immersive environments is just around the corner.

Remember SecondLife? Last we heard it had turned into a virtual wasteland, the sound of flies buzzing about empty Coca-Cola amphitheatres and abandoned Hummer showrooms, moss growing on the wings of the flying cars.  But virtual worlds may be in a quiet incubation period, readying a fierce comeback. At the Virtual Edge Summit Monday, Eilif Trondsen, the Research & Program Director at Strategic Business Insights and a director at SRI for 28 years, said that 3-dimensional immersive environments could hit a tipping point in a few years, once a handful of key technologies fall into place.

From DSC:
I believe this is probably right on the mark…3D immersive environment have the potential to be very powerful, engaging mechanisms through which learning could flow. Second Life and most folks (including myself) never quite saw eye-to-eye; as it was too complex and it required too high of a learning curve. The solution(s) here need to be — as always — extremely easy-to-setup-and-use.

After Frustrations in Second Life, Colleges Look to New Virtual Worlds — from The Chronicle by Jeffrey Young

The hype is gone, but not the interest, and professors think some emerging projects may have instructional staying power

The World Is Open – Now, WE ALL LEARN with Web Technology — from ELI

In this session, Curtis J. Bonk, Professor for Instructional Systems Technology at Indiana University System, offers an intriguing look at 10 technology trends that he calls educational openers. When combined, the first letter of each opener spells the acronym WE ALL LEARN. This model helps make sense of the role of various technologies in open education and participatory environments, including e-books, podcasts, streamed videos, open courseware, online learning portals, social networking tools like Facebook and Ning, YouTube videos, wikis, and virtual worlds (emphasis DSC). Clearly, technology-based learning continues to open new learning pathways for all the connected learners of this planet. At the same time, thousands of organizations and individuals are sharing their course materials, expertise, and instructional ideas globally, thereby expanding learning opportunities and resources even further. As this occurs, members of the media, politicians, educators, students, parents, and others are asking important questions about the quality of such contents.

© 2025 | Daniel Christian