“According to research by Sumpto…as much as 77 percent of college students use Snapchat every day.
37 percent of the study respondents cited “creativity” as their main use of the app. “Keeping in touch” and “easier than texting” were reasons for 27 percent and 23 percent, respectively.”
Reasons young adults ages 18-26 use snapchat:
“I like sharing weird things I see when I’m out…When you get ugly selfies from someone, that’s how you know you’re good friends.”
“I only ever use it for funny pictures or to show what I’m doing to my friends, but I have people that use it as a replacement for texting.”
“Snapchat is the ultimate social media tool — users want to share their lives to anyone they choose to elicit possible feedback, but without the necessity of it being stored…Snapchat provides an easier answer to Facebook’s ‘What are you doing right now?’ I use it personally to stay in touch with friends and show people what I’m doing.”
Colleges are also starting to get on the bandwagon — Snapchat launched Our Campus Story in October 2014 to four schools.
EDpuzzle is a neat tool that allows you to add your voice and text questions to educational videos. On EDpuzzle you can search for educational videos and or upload your own videos to use as the basis of your lesson. EDpuzzle has an online classroom component that you can use to assign videos to students and track their progress through your video lessons.
Regardless of the technology, what’s the most important lesson for students to learn?
Why do I need to use technology in my daily curriculum?
How are these tech tools enhancing what we’re doing?
What will the students do with these tools – during and after class?
Think Curriculum Enhancements, Not Technology Implementations
1) Learn How Students Are Using Technology at Home
2) Don’t Use Technology for the Sake of Using Technology
3) Focus on Just One Tech Implementation
4) Utilize the SAMR Model
TheSAMR model, developed by Dr. Ruben Puentedura, represents the stages of tech integration: Substitution, Augmentation, Modification and Redefinition. This model challenges us to assess and reflect on not only how we integrate technology into our curriculum, but also how we modify, redefine and transform our classrooms through its use.
5) Actively Seek Out Professional Development Opportunities
Younger students utilizing QR codes to add a challenging yet fun element to learning to spell.
Older students creating digital books or movies to demonstrate a deep understanding on a topic, rather than simply discussing or assessing it.
Video conferencing with other schools in your area or network to research, discuss, debate and develop potential solutions to globally significant problems.
Skyping with local leaders and guest speakers on specific topics such as coding or programming, networking and composing music.
Integrating technology into the classroom can be exhilarating, fun, and at times a little scary. That said, I’ve often found that teachers are hungry for more information, and welcome the chance to bring new ideas to the classroom.
In the end, if teachers and their administration are ready to embrace the messiness and the risks that sometimes come with technology, the reward is that your school’s curriculum – which must be strong to start – can truly be taken to the next level, and beyond. Otherwise, we’ll all be still left trying to figure out how an abacus works.
Of the three platforms, Snapchat is the one marketers may have the most difficult time getting a grip on. The tools are intended to produce clips that are less polished than creatives are used to and the platform isn’t designed for reach.
Vine is the newest of the three platforms, though many learned of it before Snapchat gained more mainstream attention last year. Vine videos are often whimsical and some even seem effortless, but the most popular users may spend hours or even days creating memorable stop motion videos.
Many of the world’s top brands are now on Instagram and for good reason. The social network has more than 200 million users, integrates well with its parent company Facebook and lends itself more to the types of professional photographs and 15-second video spots that marketers are accustomed to.
“Action video games have a number of ingredients that are actually really powerful for brain plasticity, learning, attention, and vision,” says brain scientist Daphne Bavelier in herTED Talkon the subject.
In February, Italian researchersfoundthat playing fast-paced video games can improve the reading skills of children with dyslexia.
In 2012, scientists at The University of Texas Medical Branch at Galvestonfoundthat high school gamers who played video games two hours a day were better at performing virtual surgery than non-gaming medical residents.
the only path to developing really powerful AI would be to use this unstructured information. It’s also called unsupervised learning— you just give it data and it learns by itself what to do with it, what the structure is, what the insights are.
One of the people you work with at Google is Geoff Hinton, a pioneer of neural networks. Has his work been crucial to yours?
Sure. He had this big paper in 2006 that rejuvenated this whole area. And he introduced this idea of deep neural networks—Deep Learning. The other big thing that we have here is reinforcement learning, which we think is equally important. A lot of what Deep Mind has done so far is combining those two promising areas of research together in a really fundamental way. And that’s resulted in the Atari game player, which really is the first demonstration of an agent that goes from pixels to action, as we call it.
instaGrok is a next-generation research engine intended for academic settings to allow students to research any subject and see results in an interactive concept map, or “grok.” The grok features key facts, concepts and their relationships, images, videos, quizzes, and a glossary. Students can pin the information that they want to use to their grok and keep a bibliography or research notes in an integrated journal.
What makes instaGrok indispensable to teachers is its ability to facilitate self-directed learning of several critical skills, including researching and integrating discrete concepts.
My note: App for Android and iOS tablets is NOT available for smartphones and iTouch