Posts Tagged ‘VR virtual reality’

IM 690 VR and AR lab

IM 690 Virtual Reality and Augmented Reality. short link: http://bit.ly/IM690lab

IM 690 lab plan for Feb. 18, MC 205:  Experience VR and AR

What is an “avatar” and why do we need to know how it works?

How does the book (and the movie) “Ready Player One” project the education of the future

Peter Rubin “Future Present” pictures XR beyond education. How would such changes in the society and our behavior influence education.

Readings:

each group selected one article of this selection: https://blog.stcloudstate.edu/ims/2020/02/11/immersive-reality-and-instructional-design/
to discuss the approach of an Instructional Designer to XR

Announcements:
https://blog.stcloudstate.edu/ims/2020/02/07/educators-in-vr/

https://blog.stcloudstate.edu/ims/2020/01/30/realities360-conference/

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers

Inter

Inter-cognitive and Intra-cognitive communication in VR: https://slides.com/michaelvallance/deck-25c189#/

https://www.youtube.com/channel/UCGHRSovY-KvlbJHkYnIC-aA

People with dementia

https://docs.google.com/presentation/d/e/2PACX-1vSVNHSXWlcLzWZXObifZfhrL8SEeYA59IBdatR1kI7Q-Hry20AHtvLVTWQyH3XxBQ/pub?start=false&loop=false&delayms=60000&slide=id.p1

Free resources:
https://blog.stcloudstate.edu/ims?s=free+audio, free sound, free multimedia

Lab work:

  1. Video 360 as VR entry level
    1. During Lab work on Jan 28, we experienced Video 360 cardboard movies
      let’s take 5-10 min and check out the following videos (select and watch at least three of them)

      1. F2F students, please Google Cardboard
      2. Online students, please view on your computer or mobile devices, if you don’t have googles at your house (you can purchase now goggles for $5-7 from second-hand stores such as Goodwill)
      3. Both F2F and online students. Here directions how to easily open the movies on your mobile devices:
        1. Copy the URL and email it to yourself.
          Open the email on your phone and click on the link
          If you have goggles, click on the appropriate icon lower right corner and insert the phone in the goggles
        2. Open your D2L course on your phone (you can use the mobile app).
          Go to the D2L Content Module with these directions and click on the link.
          After the link opens, insert phone in the goggles to watch the video
      4. Videos:
        While watching the videos, consider the following objectives:
        – Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?

– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?

Assignment: Use Google Cardboard to watch at least three of the following options
YouTube:
Elephants (think how it can be used for education)
https://youtu.be/2bpICIClAIg
Sharks (think how it can be used for education)
https://youtu.be/aQd41nbQM-U
Solar system
https://youtu.be/0ytyMKa8aps
Dementia
https://youtu.be/R-Rcbj_qR4g
Facebook
https://www.facebook.com/EgyptVR/photos/a.1185857428100641/1185856994767351/

From Peter Rubin’s Future Presence: here is a link https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/ if you want to learn more
Empathy, Chris Milk, https://youtu.be/iXHil1TPxvA
Clouds Over Sidra, https://youtu.be/mUosdCQsMkM

  1. Assignment: Group work
    1. Find one F2F and one online peer to form a group.
      Based on the questions/directions before you started watching the videos:
      – Does this particular technology fit in the instructional design (ID) frames and theories covered. e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
      – how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
      – what models and ideas from the videos you will see seem possible to be replicated by you?
      exchange thoughts with your peers and make a plan to create similar educational product
    1. Post your writing in the following D2L Discussions thread: https://stcloudstate.learn.minnstate.edu/d2l/le/4819732/discussions/threads/43483637/View
  1. Lenovo DayDream as VR advanced level
    1. Recording in DayDream
      https://skarredghost.com/2018/08/17/how-to-shoot-cool-screenshots-videos-lenovo-mirage-solo-and-save-them-on-pc/
    2. Using the controller
      https://support.google.com/daydream/answer/7184597?hl=en
    3. Using the menu
    4. Watching 360 video in YouTube
      1. Using keyboard to search
      2. Using voice command to search
    5. Using Labster. https://www.labster.com/
      1. Record how far in the lab you managed to proceed
    6. Playing the games
      1. Evaluate the ability of the game you watched to be incorporated in the educational process

Assignment: In 10-15 min (mind your peers, since we have only headset), do your best to evaluate one educational app (e.g., Labster) and one leisure app (games).
Use the same questions to evaluate Lenovo DayDream:
– Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?

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Plamen Miltenoff, Ph.D., MLIS
Professor
320-308-3072
pmiltenoff@stcloudstate.edu
http://web.stcloudstate.edu/pmiltenoff/faculty/
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs

REALITIES360 CONFERENCE

REALITIES360 CONFERENCE AND EXPO: THE PREMIER AR/VR EVENT FOR LEARNING

As the new year begins, it’s important to look towards what’s coming in 2020. The augmented and virtual reality landscape is shifting rapidly, and it’s crucial to fully understand what place AR and VR have in your organization’s L and D strategy. Take time at the front of the new year to come up with a clear and informed strategy on how AR and VR should, can, and will impact learning in your organization. Spend a few days taking a deeper dive into the topic by joining us March 31 – April 2, 2020 in Orlando at Realities360 Conference and Expo.

Learn more: http://elgd.co/r20-conal

FEATURED KEYNOTE: HOW XR WILL SHARE THE FUTURE OF ENTERPRISE

We’ve just added a new keynote to the lineup! During this focused keynote, Stephanie Llamas will explore how XR is on its way to revolutionizing enterprise and what this means for the enterprise XR industry as a whole. She will look at the key opportunities for content creators, where commercial organizations are investing their money, and finally, the ROI. You’ll leave this keynote with insights into how to take advantage of XR’s enormous opportunities and how the market’s future will affect your bottom line.

Learn more: http://elgd.co/r20-conal-keynotes

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10 years in ed tech

https://www.edsurge.com/news/2019-12-31-when-education-giants-stumbled-and-data-ruled

The tools that have delivered are specific, targeted solutions that are easy to use and provide teachers and students delight. Simple solutions, like Read 180, which helps accelerate learning for struggling students, still deliver 20 years later, now under Houghton Mifflin Harcourt instead of Scholastic. Accelerated Reader, a product that started more than 30 years ago, still motivates kids to read.

Companies that aim to provide student data in a usable fashion, like Schoology, still provide value.

the promise of data in education is still proving itself. It has taken awhile, but we’re getting to a point where data is more actionable. Renaissance just acquired Schoolzilla, which was launched in 2011, for this reason.

When it comes to devices, many kids today have access to iPads or Chromebooks. Although one-to-one computing hasn’t been as transformational as some predicted in 2010, we’ve certainly seen a huge shift

Most of these [textbook providers] companies tried to re-platform every unique product into one monolithic model, but the promise didn’t pan out—the products proved clunky and hard to use

Predictions that educators would want more assessment data to drive instruction have proven true. https://www.renaissance.com/

The prediction that digital reading would be simple and easy to implement has also proven true.

Virtual reality hasn’t panned out yet.

The rise of gaming in education was another prediction that has largely faded.

started to solve the challenge of data interoperability and portability.

Alongside that, privacy and data responsibility are still a problem

The role of the teacher, however, is still critical. Rather than take over responsibility for educating students, technology’s role should be—and increasingly is—to put multiple options into educators’ hands to easily solve different types of challenges for individual students.

 

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more on technology for the last decade
https://blog.stcloudstate.edu/ims/2020/01/02/100-tech-debacles-of-the-decade/

100 tech debacles of the decade

http://hackeducation.com/2019/12/31/what-a-shitshow

1. Anti-School Shooter Software

4. “The Year of the MOOC” (2012)

6. “Everyone Should Learn to Code”

8. LAUSD’s iPad Initiative (2013)

9. Virtual Charter Schools

10. Google for Education

14. inBloom. The Shared Learning Collaborative (2011)

17. Test Prep

20. Predictive Analytics

22. Automated Essay Grading

25. Peter Thiel

26. Google Glass

32. Common Core State Standards

44. YouTube, the New “Educational TV”

48. The Hour of Code

49. Yik Yak

52. Virtual Reality

57. TurnItIn (and the Cheating Detection Racket) (my note: repeating the same for years: https://blog.stcloudstate.edu/ims?s=turnitin)

59. Clayton Christensen’s Predictions
https://blog.stcloudstate.edu/ims?s=clayton

61. Edmodo. https://blog.stcloudstate.edu/ims?s=edmodo

62. Edsurge

64. Alexa at School

65. Apple’s iTextbooks (2011)

67. UC Berkeley Deletes Its Online Lectures. ADA

72. Chatbot Instructors. IBM Watson “AI” technology (2016)

81. Interactive Whiteboards (my note: repeating the same for years: https://blog.stcloudstate.edu/ims?s=smartboard)

82. “The End of Library” Stories (and the Software that Seems to Support That)

86. Badges

89. Clickers

90. “Ban Laptops” Op-Eds (my note: collecting pros and cons for years: https://blog.stcloudstate.edu/ims/2017/04/03/use-of-laptops-in-the-classroom/)

92. “The Flipped Classroom”

93. 3D Printing

100. The Horizon Report

video 360 faculty assessment

Jones, C., Watkins, F., Williams, J., Lambros, A., Callahan, K., Lawlor, J., … Atkinson, H. (2019). A 360-degree assessment of teaching effectiveness using a structured-videorecorded observed teaching exercise for faculty development. Medical Education Online24(1), 1596708. https://doi.org/10.1080/10872981.2019.1596708

https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/hb33bq/informaworld_s10_1080_10872981_2019_1596708

enable faculty to receive a detailed 360-degree assessment of their teaching

The faculty in Gerontology and Geriatric Medicine at Wake Forest School of Medicine (WFSM) saw an opportunity to incorporate a focused teaching practicum for faculty within a multiple-specialty faculty development program. 360-degree assessments involve a combination of feedback from subordinates, colleagues and superiors. 360-degree feedback has been considered an essential tool in transformational leadership because the evaluation process avoids bias through diversity of viewpoints represented, and it is rarely applied to teaching assessments. Specifically, we designed a teaching practicum using a Videorecorded Observed Teaching Exercise (VOTE) to provide self-, peer- and learner assessments of teaching

Our design of videorecorded microteaching sessions embedded into a faculty development program presents a feasible, well-received model to provide faculty development in teaching and a robust 360-degree assessment of teaching skills.

Two strengths of our program are that it is feasible and reproducible.

In addition, costs for these sessions were low. VOTE video capture costs ranged from $45 – $90 per session depending on the audiovisual capacity of the room used for recording. Costs for this activity included an audiovisual technician who performed the room setup and videorecording. However, a handheld videorecorder or mobile device could be used for these sessions as well.

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more on video 360 in this iMS blog
https://blog.stcloudstate.edu/ims?s=360

reactive reality

https://www.linkedin.com/posts/kimflintoff_reactive-realities-vr-in-the-chemistry-classroom-activity-6612941264637788160-LVnn

Reactive realities: VR in the chemistry classroom

“VR gives a superior sense of what is happening in the molecular world – you can zoom in and out, and move around in an intuitive way. It makes it much easier to see molecular structures and key parts of a reaction, which is not done as well via other modes,”

Each learning activity led a pair of students through a series of tasks. They built a molecule, then followed the journey of the enzyme reaction.

Students found the ‘tactile’ experience of VR engaging and they were able to quickly build and move molecules to see how they interacted. Watching the students walk around, bend over and peer around virtual objects was a highlight for the team.

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

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