Archive of ‘gamification’ category

VR and ER tech developments

A New World: VR and AR Tech Developments

Authors: by Emory Craig and Maya Georgieva Monday, July 17, 2017

http://er.educause.edu/blogs/2017/7/a-new-world-vr-and-ar-tech-developments

device available on campus

We’re now seeing a move toward mid-range, standalone VR headsets with everything built into the device. Some include their own processors, while others, like the forthcoming Microsoft headset, will work with current desktops. Microsoft’s device claims to do both VR and a modified version of mixed reality

The low end of the VR spectrum has been dominated by Google Cardboard, with over 10 million distributed

headsets

Augmented Reality

AR burst into the public’s consciousness with the Pokemon Go craze in 2016. And Snap (formerly Snapchat) expanded the range of their social media platform with the release of Spectacles, their wearable glasses and World Lens filters that add digital objects to your environment. A second version of Spectacles may include far more extensive AR capabilities.

At Facebook’s spring F8 conference, Mark Zuckerberg made the case that our mobile cameras will be the first popular AR platform. Apple just announced ARKit for iOS at their June WWDC developers conference.

Mixed Reality

Meta Glasses has been developing its own mixed reality unit that offers a wider field of view than the 40° of HoloLens. And Intel’s Project Alloy promises a “Merged Reality” headset prototype combining both VR and AR by the end of this year.

Kickstarter Projects

Aryzon which is creating a Google Cardboard-like device for simple AR experiences. Another is the NOLO Project, which offers an HTC Vive-like experience with full freedom of movement using only a plastic headset and your phone.

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Google Glass 2.0
http://www.telegraph.co.uk/technology/2017/07/19/google-brings-back-much-maligned-google-glass-headset/

https://motherboard.vice.com/en_us/article/nevkgb/google-glass-adopters-on-glass-enterprise

https://www.wired.com/story/google-glass-2-is-here/

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Top 5 Vendors in Global AR Education Market

https://thejournal.com/articles/2017/07/14/report-top-5-vendors-in-global-ar-education-market.aspx

Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision, according to a newly published report.

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more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

free tool dictate

Quickly Dictate Notes in Multiple Languages on Dictation.io

http://www.freetech4teachers.com/2016/03/quickly-dictate-notes-in-multiple.html#.WW-stnqHqzB

Dictation.io is a good tool to add to yesterday’s list of free tools for dictating notes.

Dictation.io doesn’t require students to register in order to use it. It also supports more than two dozen languages. Those two aspects of Dictation.io make it accessible to students who don’t have Google Docs accounts and to those who don’t speak English as their first language.

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http://www.freetech4teachers.com/2016/02/three-free-tools-students-can-use-to.html

Mic Note is a free Chrome and Android app that allows you to create voice recordings, text notes, and image-based notes

Evernote users can make audio recordings on iOS and Android devices. Follow Evernote’s directions available here to learn how to dictate a note on an iOS device.

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more on voice recognition in this IMS blog
http://blog.stcloudstate.edu/ims?s=voice+recognition

teaching naked

Teaching Naked: How Moving Technology out of Your College Classroom Will Improve Student Learning

José Antonio Bowen, president, Goucher College

https://www.magnapubs.com/2017-teaching-with-technology-conference/plenary-sessions.html

Technology is changing higher education, but the greatest value of a physical university will remain its face-to-face (naked) interaction between faculty and students. Technology has fundamentally changed our relationship to knowledge and this increases the value of critical thinking, but we need to redesign our courses to deliver this value. The most important benefits to using technology occur outside of the classroom. New technology can increase student preparation and engagement between classes and create more time for the in-class dialogue that makes the campus experience worth the extra money it will always cost to deliver. Students already use online content, but need better ways to interact with material before every class. By using online quizzes and games, rethinking our assignments and course design, we can create more class time for the activities and interactions that most spark the critical thinking and change of mental models we seek.

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more on online teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+teaching

VR videos Antarctica

4 Virtual Reality Videos About Antarctica

http://www.freetech4teachers.com/2017/06/4-virtual-reality-videos-about.html

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more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

trends mobile devices

Report: Google Gaining in U.S. Classrooms, Apple’s iOS Slipping

By Richard Chang 06/21/17

https://thejournal.com/articles/2017/06/21/report-google-gaining-in-u.s.-classrooms-apples-ios-slipping.aspx

some of the findings in Kahoot!’s first-ever EdTrends Report :
Google is gaining a stronghold in United States classrooms, with Chrome OS expanding its presence on school computers, while Apple’s iOS has been on the decline since the first quarter of 2015 among students and teachers.

Chromebook had the highest number of users among teachers (44 percent) and students (46 percent), when they were asked about their top devices used. Google’s Productivity Suite (G Suite or Classroom) was the most widely used productivity suite in U.S. classrooms, with 57 percent saying they used it, compared to 23 percent saying they used Microsoft Office 365.

a majority of educators (more than 60 percent) said the purpose of adopting education technology was to increase student productivity and efficiency. Their key educational priorities for 2017-18 are “to improve student learning and outcomes” (88 percent), and to “better leverage available time and motivate students” (71 percent).

Educators saw the top ed tech trends in the next school year as:

  • Digital platforms for teaching, learning and assessment;
  • Personalized learning;
  • Computational thinking, coding and robotics;
  • Increased understanding of data; and
  • Gamificiation.

Some other key findings in the report include:

  • A majority of U.S. public school educators surveyed said they are challenged with budget restraints and lack of resources when it comes to implementing education technology;
  • A majority of U.S. private school educators said they lack training to understand or adopt new technology;
  • Many public and private school educators said they saw the adoption of “technology for the sake of technology” as a challenge;
  • Educators in California struggle with lack of training and “technology for the sake of technology,” while teachers in Texas struggle with bureaucracy, budget constraints and a lack of resources.

The complete report can be read on the Kahoot! website here. Kahoot! will be at the International Society for Technology in Education (ISTE) conference

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Milwaukee Public Schools to Receive Hotspots, Tablets, Smartphones from Sprint

By Sri Ravipati 06/19/17

https://thejournal.com/articles/2017/06/19/milwaukee-public-schools-to-receive-hotspots-tablets-smartphones-from-sprint.aspx

Milwaukee Public Schools (MPS), will be receiving some tech handouts from Sprint for the 2017-2018 school year. As part of the company’s 1Million Project — which aims to deliver high-speed internet access to 1 million high school students nationwide — more than 2,500 students at 25 MPS high schools will each receive either a hotspot device, tablet or smartphone.

MPS students will be receiving devices that come with 3GB of high-speed LTE data (with unlimited data available at 2G speeds if usage exceeds that amount). Students can keep their device up to four years while they are in high school no cost, according to initiative site. Additionally, devices are equipped with filters to block adult content that cannot be disabled and are Free Children’s Internet Protection Act (CIPA) compliant.

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more about mobile devices in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=mobile+devices

future blended learning

Dr. Baiyun Chen, OLC Institute faculty for the Blended Learning Mastery Series: Research into Practice, joins us to discuss the future  of blended learning in higher education

Insights from the Field: The Future of Blended Learning

The design of blended learning curriculum will be more diversified and personalized with the integration of creative in-class active learning strategies and innovative educational technologies, such as adaptive learning, virtual reality, mobile technologies

Quality assurance is the biggest challenge with implementing blended learning in the higher education environment today. I would propose institutions to adopt evidence-based standards for course evaluations. For instance, the OLC Quality Scorecard for Blended Learning Programs

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more on blended learning in this IMS blog
http://blog.stcloudstate.edu/ims?s=blended+learning

studies virtual reality education

Three Interesting Studies on Virtual Reality in Education

http://www.freetech4teachers.com/2016/06/three-interesting-studies-on-virtual.html

Construct3D: a virtual reality application for mathematics and geometry education.

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE.

Can virtual reality improve anatomy education? A randomised controlled study of a computer‐generated three‐dimensional anatomical ear model.

app smashing

My note:
#appsmashing must be the evolution of the ~ 2010 #mashup

appsmashing

from: http://www.zigzagstech.com/app-smashing

http://k12technology.weebly.com/app-smashing.html

App Smashing is the process of using multiple apps to create projects or complete tasks. App Smashing can provide your students with creative and inspired ways to showcase their learning and allow you to assess their understanding and skills.

6 Amazing App Smash Examples to Inspire Creativity

http://edtechteacher.org/unleashing-creativity-greg-kulowiec-app-smashing-from-beth-holland/

https://padlet.com/lmoore4/72nzkwdipo5y

Why App Smash?

What is an App Smash?

Content created in one app transferred to and enhanced by a second app and sometimes third. Preferably the final product is then published to the web – remember, digital presence is the new résumé (CV).

Reasons to App Smash:

  1. It demands creative thinking
  2. It demands more from the technology (value for money)
  3. It turns the issue of not having a ‘wonder app’ into a positive
  4. It removes any restrictions to take a topic as far as it can be taken.
  5. It often results in more engaging learning products
  6. It’s a fun challenge for ‘digital natives’

Key rules for successful App Smashing:

  1. Use the Camera Roll as your main conduit between apps
  2. Leave the app choice to the students
  3. Have a list of apps capable of smashing content together (See below)

19 Apps to Bring App Smashing to Your Classroom

 

TELLAGAMI, 

GREEN SCREEN DOINK 

YAKIT KIDS AND CHATTERPIX

EDUCREATIONS AND DOCERI 

BOOK CREATOR 

GOOGLE DOCS, SLIDES 

STRIP CREATOR 

SCOODLEJAM 

HELLO CRAYON 

GOOGLE DRAWING 

TOONTASTIC

PUBLISHING

thinglink, youtube, padlet, seesaw, realtimes,

VR chemistry

MEL Science Launches Virtual Reality Chemistry Lessons

By Richard Chang 06/15/17

https://thejournal.com/articles/2017/06/15/mel-science-launches-virtual-reality-chemistry-lessons.aspx

MEL Science, based in London, has launched a series of virtual reality (VR) chemistry lessons for K–12. The 3-year-old company this week released a MEL Chemistry VR app, featuring a virtual chemistry lab, for free on Google Daydream. This free version, which contains the first six chemistry lessons, is available at this MEL Science site.

MEL Science aims to release more than 150 lessons covering all the main topics included in K–12 schools’ chemistry curriculum. Later this year, MEL Science also aims to add support for other VR platforms, including Google Cardboard and Samsung Gear VR.

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more on VR in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

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