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disruptive technologies higher ed

The top 5 disruptive technologies in higher ed

By Leigh M. and Thomas Goldrick June 5th, 2017
The Internet of Things (IoT), augmented reality, and advancements in online learning have changed the way universities reach prospective students, engage with their current student body, and provide them the resources they need.
Online Learning
Despite online learning’s successes, many still believe that it lacks the interaction of its in-person counterpart. However, innovations in pedagogical strategy and technology are helping make it much more engaging.

Competency-based Education

Competency-based education (CBE) recognizes that all students enter a program with different skills and proficiencies and that each moves at a different rate. We now possess the technology to better measure these differences and design adaptive learning programs accordingly. These programs aim to increase student engagement, as time is spent expanding on what the students already know rather than having them relearn familiar material.

The Internet of Things

The Internet of Things has opened up a whole new world of possibilities in higher education. The increased connectivity between devices and “everyday things” means better data tracking and analytics, and improved communication between student, professor, and institution, often without ever saying a word. IoT is making it easier for students to learn when, how, and where they want, while providing professors support to create a more flexible and connected learning environment.

Virtual/Augmented Reality

Virtual and augmented reality technologies have begun to take Higher Ed into the realm of what used to be considered science fiction.

More often than not, they require significant planning and investment into the infrastructure needed to support them.

Artificial Intelligence

an A.I. professor’s assistant or an online learning platform that adapts to each student’s specific needs. Having artificial intelligence that learns and improves as it aids in the learning process could have a far-reaching effect on higher education both online and in-person.

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

directions immersive learning

Emerging Directions in Immersive Learning

Presented by: Maya Georgieva and Emory Craig, May 17, 1:00 – 2:00pm (EDT)

http://events.shindig.com/event/campus-tech

Digital Bodies cofounders Emory Craig and Maya Georgieva for an interactive session that will examine five developments in virtual, augmented, and mixed reality with the greatest potential to impact teaching and learning.   Ask your questions live as they explore how groundbreaking developments in VR, AR, MR, and artificial intelligence will power immersive technologies and transform learning.

Hololense $3000 and it is difficult to use outside. persistent digital objects
https://mixed.reality.news/news/whats-difference-between-hololens-meta-magic-leap-0171361/

https://events.google.com/io/

https://unity3d.com/sundance2017

education: new media, gaming

storytelling: immersive storytelling and AI

Jeremy Bailenson https://vhil.stanford.edu/

Julie Johnston – https://uits.iu.edu/learning-spaces

Virtual Augmented Mixed Reality

11 Ed Tech Trends to Watch in 2017
Five higher ed leaders analyze the hottest trends in education technology this year.

http://pdf.101com.com/CampusTech/2017/701921020/CAM_1702DG.pdf

new forms of human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR).
p. 21
combining AR/VR/MR with cognitive computing and artificial intelligence (AI) technologies (such as machine learning, deep learning, natural language processing and chatbots).
Some thought-provoking questions include:
  • Will remote workers be able to be seen and interacted with via their holograms (i.e., attending their meetings virtually)? What would this mean for remote learners?
  • Will our smartphones increasingly allow us to see information overlaid on the real world? (Think Pokémon Go, but putting that sort of technology into a vast array of different applications, many of which could be educational in nature)
  • How do/will these new forms of HCI impact how we design our learning spaces?
  • Will students be able to pick their preferred learning setting (i.e., studying by a brook or stream or in a virtual Starbucks-like atmosphere)?
  • Will more devices/platforms be developed that combine the power of AI with VR/AR/MR-related experiences? For example, will students be able to issue a verbal question or command to be able to see and experience walking around ancient Rome?
  • Will there be many new types of learning experiences,like what Microsoft was able to achieve in its collaboration with Case Western Reserve University [OH]? Its HoloLens product transforms the way human anatomy can be taught.

p. 22 Extensive costs for VR design and development drive the need for collaborative efforts.

Case Western Reserve University, demonstrates a collaboration with the Cleveland Clinic and Microsoft to create active multi-dimensional learning using holography.

the development of more affordable high-quality virtual reality solutions.

AR game developed by the Salzburg University of Applied Sciences [Austria] (http://www.fh-salzburg.ac.at/en/) that teaches  about sustainability, the environment and living green.
Whether using AR for a gamified course or to acclimate new students to campus, the trend will continue into 2017.

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15 Tech Tool Favorites From ISTE 2016

list of resources that can help educators find what they need

Google Expeditions
This virtual reality field trip tool works in conjunction with Google Cardboard and has just been officially released. The app allows teachers to guide students through an exploration of 200 (and growing) historical sites and natural resources in an immersive, three-dimensional experience. The app only works on Android devices and is free.

Flippity
This app works in conjunction with Google Sheets and allows teachers to easily make a Jeopardy-style game.

Google Science Journal
This Android app allows users to do science experiments with mobile phones. Students can use sensors in the phone or connect external sensors to collect data, but can also take notes on observations, analyze and annotate within the app.

Google Cast
This simple app solves issues of disparate devices in the classroom. When students download the app, they can project from their devices onto the screen at the front of the room easily. “You don’t have to have specific hardware, you just have to have Wi-Fi,”

Constitute
This site hosts a database of constitutions from around the world. Anything digitally available has been aggregated here. It is searchable by topic and will pull out specific excerpts related to search terms like “freedom of speech.”

YouTube
a database of YouTube Channels by subject to help educators with discoverability (hint subjects are by tab along the bottom of the document).

Zygote Body
This freemium tool has a lot of functionality in the free version, allowing students to view different parts of human anatomy and dig into how various body systems work.
Pixlr
This app has less power than Photoshop, but is free and fairly sophisticated. It works directly with Google accounts, so students can store files there.
uild With Chrome
This extension to the Chrome browser lets kids play with digital blocks like Legos. Based on the computer’s IP address, the software assigns users a plot of land on which to build nearby. There’s a Build Academy to learn how to use the various tools within the program, but then students can make whatever they want.
Google CS First
Built on Scratch’s programming language, this easy tool gives step-by-step instructions to get started and is great for the hesitant teacher who is just beginning to dip a toe into coding.
several posters about Google Apps For Education that are available to anyone for free

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

fourth-wave of scientific advancement

Education in the ‘Fourth Wave’ of Science-Driven Economic Advancement

By David Nagel 07/06/16

https://thejournal.com/articles/2016/07/06/education-in-the-fourth-wave-of-science-driven-economic-advancement.aspx

fourth wave, one driven by nanotechnology, biotechnology and artificial intelligence.

In at least one presentation, he referred to the American education system as “the worst educational system known to science.”

Although there will be a “perfect” and direct transfer of information to everyone with or without educators, students will still need to come to class to benefit from the wisdom and experience of their teachers.

“So in the future, there’s going to be a balance, a balance between ‘e-instruction’ and mentoring. And teachers, more and more, will be in the business of mentoring [and] personal experience because you cannot get that on the Internet.”

Those aspects of “mentoring” and “career guidance” are especially important to Kaku, who said that teachers must push students to where the jobs will be in the future.

 

The MOOC Is Dead! Long Live Open Learning!

http://diyubook.com/2013/07/the-mooc-is-dead-long-live-open-learning/

We’re at a curious point in the hype cycle of educational innovation, where the hottest concept of the past year–Massive Open Online Courses, or MOOCs–is simultaneously being discovered by the mainstream media, even as the education-focused press is declaring them dead. “More Proof MOOCs are Hot,” and “MOOCs Embraced By Top Universities,” said the Wall Street Journal and USA Today last week upon the announcement that Coursera had received a $43 million round of funding to expand its offerings;
“Beyond MOOC Hype” was the nearly simultaneous headline in Inside Higher Ed.

Can MOOCs really be growing and dying at the same time?

The best way to resolve these contradictory signals is probably to accept that the MOOC, itself still an evolving innovation, is little more than a rhetorical catchall for a set of anxieties around teaching, learning, funding and connecting higher education to the digital world. This is a moment of cultural transition. Access to higher education is strained. The prices just keep rising. Questions about relevance are growing. The idea of millions of students from around the world learning from the worlds’ most famous professors at very small marginal cost, using the latest in artificial intelligence and high-bandwidth communications, is a captivating one that has drawn tens of millions in venture capital. Yet, partnerships between MOOC platforms and public institutions like SUNY and the University of California to create self-paced blended courses and multiple paths to degrees look like a sensible next step for the MOOC, but they are far from that revolutionary future. Separate ideas like blended learning and plain old online delivery seem to be blurring with and overtaking the MOOC–even Blackboard is using the term.

The time seems to be ripe for a reconsideration of the “Massive” impact of “Online” and “Open” learning. TheReclaim Open Learning initiative is a growing community of teachers, researchers and learners in higher education dedicated to this reconsideration. Supporters include the MIT Media Lab and the MacArthur Foundation-supported Digital Media and Learning Research Hub. I am honored to be associated with the project as a documentarian and beater of the drum.

Entries are currently open for our Innovation Contest, offering a $2000 incentive to either teachers or students who have projects to transform higher education in a direction that is connected and creative, is open as in open content and open as in open access, that is participatory, that takes advantage of some of the forms and practices that the MOOC also does but is not beholden to the narrow mainstream MOOC format (referring instead to some of the earlier iterations of student-created, distributed MOOCscreated by Dave Cormier, George Siemens, Stephen Downes and others.)

Current entries include a platform to facilitate peer to peer language learning, a Skype-based open-access seminar with guests from around the world, and a student-created course in educational technology. Go hereto add your entry! Deadline is August 2. Our judges include Cathy Davidson (HASTAC), Joi Ito (MIT), and Paul Kim (Stanford).

Reclaim Open Learning earlier sponsored a hackathon at the MIT Media Lab. This fall, September 27 and 28, our judges and contest winners will join us at a series of conversations and demo days to Reclaim Open Learning at the University of California, Irvine. If you’re interested in continuing the conversation, join us there or check us out online.

July 18, 2013

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