Way back in 1983, I identified A.I. as one of 20 exponential technologies that would increasingly drive economic growth for decades to come.
Artificial intelligence applies to computing systems designed to perform tasks usually reserved for human intelligence using logic, if-then rules, decision trees and machine learning to recognize patterns from vast amounts of data, provide insights, predict outcomes and make complex decisions. A.I. can be applied to pattern recognition, object classification, language translation, data translation, logistical modeling and predictive modeling, to name a few. It’s important to understand that all A.I. relies on vast amounts of quality data and advanced analytics technology. The quality of the data used will determine the reliability of the A.I. output.
Machine learning is a subset of A.I. that utilizes advanced statistical techniques to enable computing systems to improve at tasks with experience over time. Chatbots like Amazon’s Alexa, Apple’s Siri, or any of the others from companies like Google and Microsoft all get better every year thanks to all of the use we give them and the machine learning that takes place in the background.
Deep learning is a subset of machine learning that uses advanced algorithms to enable an A.I. system to train itself to perform tasks by exposing multi-layered neural networks to vast amounts of data, then using what has been learned to recognize new patterns contained in the data. Learning can be Human Supervised Learning, Unsupervised Learningand/or Reinforcement Learning like Google used with DeepMind to learn how to beat humans at the complex game Go. Reinforcement learning will drive some of the biggest breakthroughs.
Autonomous computing uses advanced A.I. tools such as deep learning to enable systems to be self-governing and capable of acting according to situational data without human command. A.I. autonomy includes perception, high-speed analytics, machine-to-machine communications and movement. For example, autonomous vehicles use all of these in real time to successfully pilot a vehicle without a human driver.
Augmented thinking: Over the next five years and beyond, A.I. will become increasingly embedded at the chip level into objects, processes, products and services, and humans will augment their personal problem-solving and decision-making abilities with the insights A.I. provides to get to a better answer faster.
Technology is not good or evil, it is how we as humans apply it. Since we can’t stop the increasing power of A.I., I want us to direct its future, putting it to the best possible use for humans.
Explore the principles of designing virtual reality (VR) content and how to use Adobe creative tools to create impactful VR experiences. Then learn how to apply your new digital skills to integrate VR projects into your curriculum.
Designing VR content encourages students to express their ideas through an engaging and innovative digital format. VR projects can be used effectively in all subject areas, allowing students to improve their communication skills and digital literacy while learning key content objectives.
What will I learn?
How using virtual reality projects in your curriculum can produce positive outcomes for you and your students
Best practices and principles for creating amazing virtual reality experiences
The technical skills to create your own virtual reality with Adobe tools (with support from expert digital media educators)
How to apply your new skills to integrate virtual reality projects into your curriculum
Collaborate with educators from around the world
Who is this course for?
This course is aimed at all educators working in primary, secondary or higher education. No prior experience with Adobe tools or digital media technologies is required.
How long is the course?
The course runs for two weeks, starting on 1st October 2018, and should take about 10 hours to complete. All coursework must be submitted by 26th October 2018.
What will it cost?
Enrollment and course completion certificate are FREE!
After successfully completing this course, you will receive a digital badge and course certificate that states that you have completed 10 hours of professional development.
About Adobe Education Exchange Courses
Each week of an Education Exchange collaborative course includes:
Design and instructional theory content, innovative and tailored for educators
Interactive live class session taught by expert educators and featuring guest industry experts
Hands-on creative assignment with personalized feedback from instructors and other educators
Reflective learning journal best practice
Community collaboration and discussion
Live Class Information
This course will include two live classes, which take place on the following days:
Class 1 on Wednesday October 3rd, 2018
Class 2 on Wednesday October 10th, 2018
Each class will take place three times; once in each of the following time zones:
AEST/AEDT (Sydney) from 7pm – 8pm
BST (London) from 7pm – 8pm
CDT (Chicago) from 7pm – 8pm
If you can’t make the live classes for whatever reason, don’t worry – all three iterations of each live class will be recorded and available to view here.
Teaching news literacy is more necessary and challenging than ever in a world where news is delivered at a constant pace from a broad range of sources. Since social media and filter bubbles can make it challenging to access unbiased, factual information, we must equip students to be critical as they access news sources for a variety of purposes. This live, interactive edWebinar will give an overview of the phenomenon of fake news going viral and tools educators can use to help students develop news literacy skills.
Tiffany Whitehead, School Librarian at Episcopal School of Baton Rouge in Louisiana, will share:
A strategy to develop fun, original lessons about media literacy
Fresh approaches that move students towards better news smarts
Three CCSS-aligned sample lesson plans for middle and high school classrooms
Teacher and librarian collaboration opportunities that support powerful student outcomes
Elementary through higher education level teachers, librarians, and school and district leaders will benefit from attending this session. There will be time to get your questions answered after Tiffany’s presentation.
About the Presenter
Tiffany Whitehead, aka the Mighty Little Librarian, is an obsessive reader, social media user, and technology geek. She is the director of library at Episcopal School of Baton Rouge, Louisiana. Tiffany earned her undergraduate degree in elementary education and School Library Certification from Southeastern Louisiana University, and her graduate degree in educational technology leadership from Northwestern State University. She has served as the president for ISTE’s Librarians Network and was recognized as one of ISTE’s 2014 Emerging Leaders. Tiffany is National Board Certified in Library Media and was named one of the 2014 Library Journal Movers & Shakers. She was the 2016 recipient of the Louisiana Library Media Specialist Award. She frequently speaks at local, state, and national conferences, sharing her passion for libraries and educational technology.
But the rationale that I find most disturbing—despite, or perhaps because of, the fact that it’s rarely made explicit—is the idea that technology will increase our efficiency…at teaching the same way that children have been taught for a very long time. Perhaps it hasn’t escaped your notice that ed tech is passionately embraced by very traditional schools: Their institutional pulse quickens over whatever is cutting-edge: instruction that’s blended, flipped, digitally personalized.
We can’t answer the question “Is tech useful in schools?” until we’ve grappled with a deeper question: “What kinds of learning should be taking place in those schools?”
Tarting up a lecture with a SmartBoard, loading a textbook on an iPad, looking up facts online, rehearsing skills with an “adaptive learning system,” writing answers to the teacher’s (or workbook’s) questions and uploading them to Google Docs—these are examples of how technology may make the process a bit more efficient or less dreary but does nothing to challenge the outdated pedagogy. To the contrary: These are shiny things that distract us from rethinking our approach to learning and reassure us that we’re already being innovative.
putting grades online (thereby increasing their salience and their damaging effects), using computers to administer tests and score essays, and setting up “embedded” assessment that’s marketed as “competency-based.” (If your instinct is to ask “What sort of competency? Isn’t that just warmed-over behaviorism?”
But as I argued not long ago, we shouldn’t confuse personalized learning with personal learning. The first involves adjusting the difficulty level of prefabricated skills-based exercises based on students’ test scores, and it requires the purchase of software. The second involves working with each student to create projects of intellectual discovery that reflect his or her unique needs and interests, and it requires the presence of a caring teacher who knows each child well.a recent review found that studies of tech-based personalized instruction “show mixed results ranging from modest impacts to no impact” – despite the fact that it’s remarkably expensive.
an article in Education Week, “a host of national and regional surveys suggest that teachers are far more likely to use tech to make their own jobs easier and to supplement traditional instructional strategies than to put students in control of their own learning.”
OECD reportednegative outcomes when students spent a lot of time using computers, while Stanford University’s Center for Research on Education Outcomes (CREDO) concluded that online charter schools were basically a disaster.
Larry Cuban, Sherry Turkle, Gary Stager, and Will Richardson.
Emily Talmage points out, uncannily aligned with the wish list of the Digital Learning Council, a group consisting largely of conservative advocacy groups and foundations, and corporations with a financial interest in promoting ed tech.
Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/
Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.
NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.
Calling Thunder: The Unsung History of Manhattan
Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.
Disruption in higher education needs to happen everywhere, from admissions processes to business practices and from the way we teach to the way we determine student outcomes.
examining every aspect of what’s “traditional” in higher education, right down to the core of the culture.
How to disrupt
1. Change the way you deliver instruction.
2. Focus on post-graduation.
3. Upgrade the entire student experience.
It’s not about fancy buildings or amenities—it’s about providing better customer service.
In his book, “Experience on Demand,” Jeremy Bailenson, the founding director of Stanford University’s Virtual Human Interaction Lab, writes, “No medium, of course can fully capture the subjective experience of another person, but by richly evoking a real-seeming, first-person experience, virtual reality does seem to promise to offer new, empathy-enhancing qualities.” Bailenson contrasts experiencing virtual reality with reading news accounts and watching documentaries. Those latter activities, he writes, require “a lot of imaginative work,” whereas virtual reality can “convey the feeling” of, say, a refugee camp’s environment, and the “smallness of the living quarters, the size of the camp.”
Caldwell—who used Google Expeditions to deliver a virtual reality experience set in the Holocaust—says that when his students first put on the goggles, they viewed them as a novelty. But within a minute or two, the students became quiet, absorbed in what they were seeing; they realized the “reality of the horror of what was in front of them.” Questions ensued.
Ron Berger, the Chief Academic Officer of EL Education, points to another factor schools should consider. He thinks virtual reality can be a powerful way to introduce kids to situations that require empathy or adopting different perspectives. However, he thinks no one tool or experience will bring results unless it is “nested in a broader framework of a vision and goals and relationships.”
Berger says virtual reality experiences have to be accompanied by work beforehand and follow-up afterwards. Kids, he says, need to be reflective and think critically.
immersion experiences like virtual reality should be “embedded in positive” adult and peer relationships. He adds that ideally, there’s also a resulting action where kids do something productive with the information they’ve learned, to help their own growth and to help others. He mentions an example where students interviewed local immigrants and refugees, then wrote the stories they heard. They published the stories in a book, and the profits went to legal fees for local refugees.
saving virtual reality for “very special experiences,” keeping it “relatively short” and not getting students dizzy or disoriented. A report Bailenson co-authored for Common Sense Media highlights the research that has—and has not—explored the effects of virtual reality on children. It states that the “potentially negative outcomes of VR include impacts on children’s sensory systems and vision, aggression, and unhealthy amounts of escapism and distraction from the physical world.”
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The Brain Science Is In: Students’ Emotional Needs Matter
What the neuro-, cognitive, and behavioral research says about social-emotional learning
Teachers, like parents, have always understood that children’s learning and growth do not occur in a vacuum, but instead at the messy intersection of academic, social, and emotional development.
• Malleability: Genes are not destiny. Our developing brains are largely shaped by our environments and relationships—a process that continues into adulthood.
• Context: Family, relationships, and lived experiences shape the physiological structure of our brains over time. Healthy amounts of challenge and adversity promote growth, but toxic stress takes a toll on the connections between the hemispheres of our brain.
• Continuum: While we’ve become familiar with the exponential development of the brain for young children, it continues throughout life. The explosion of brain growth into adolescence and early adulthood, in particular, requires putting serious work into much more intentional approaches to supporting that development than is common today.
Basically, my response to ed tech is “It depends.” And one key consideration on which it depends is the reason given for supporting it.
ads in education periodicals, booths at conferences, and advocacy organizations are selling not only specific kinds of software but the whole idea that ed tech is de rigueur for any school that doesn’t want to risk being tagged as “twentieth century.”
Other people, particularly politicians, defend technology on the grounds that it will keep our students “competitive in the global economy.” This catch-all justification has been invoked to support other dubious policies, including highly prescriptive, one-size-fits-all national curriculum standards. It’s based on two premises: that decisions about children’s learning should be driven by economic considerations, and that people in other countries should be seen primarily as rivals to be defeated.
But the rationale that I find most disturbing—despite, or perhaps because of, the fact that it’s rarely made explicit—is the idea that technology will increase our efficiency…at teaching the same way that children have been taught for a very long time.
a deeper question: “What kinds of learning should be taking place in those schools?” If we favor an approach by which students actively construct meaning, an interactive process that involves a deep understanding of ideas and emerges from the interests and questions of the learners themselves, well, then we’d be open to the kinds of technology that truly support this kind of inquiry. Show me something that helps kids create, design, produce, construct—and I’m on board. Show me something that helps them make things collaboratively (rather than just on their own), and I’m even more interested—although it’s important to keep in mind that meaningful learning never requires technology, so even here we should object whenever we’re told that software (or a device with a screen) is essential.
more worrisome are the variants of ed tech that deal with grades and tests, making them even more destructive than they already are: putting grades online (thereby increasing their salience and their damaging effects), using computers to administer tests and score essays, and setting up “embedded” assessment that’s marketed as “competency-based.”
we shouldn’t confuse personalized learning with personal learning. The first involves adjusting the difficulty level of prefabricated skills-based exercises based on students’ test scores, and it requires the purchase of software. The second involves working with each student to create projects of intellectual discovery that reflect his or her unique needs and interests, and it requires the presence of a caring teacher who knows each child well.
a recent review found that studies of tech-based personalized instruction “show mixed results ranging from modest impacts to no impact” – despite the fact that it’s remarkably expensive. In fact, ed tech of various kinds has made headlines lately for reasons that can’t be welcome to its proponents. According to an article in Education Week, “a host of national and regional surveys suggest that teachers are far more likely to use tech to make their own jobs easier and to supplement traditional instructional strategies than to put students in control of their own learning.” Last fall, meanwhile, OECD reportednegative outcomes when students spent a lot of time using computers, while Stanford University’s Center for Research on Education Outcomes
Ed tech is increasingly making its way even into classrooms for young children. And the federal government is pushing this stuff unreservedly: Check out the U.S. Office of Education Technology’s 2016 plan recommending greater use of “embedded” assessment, which “includes ongoing gathering and sharing of data,” plus, in a development that seems inevitable in retrospect, a tech-based program to foster a “growth mindset” in children. There’s much more in that plan, too—virtually all of it, as blogger Emily Talmage points out, uncannily aligned with the wish list of the Digital Learning Council, a group consisting largely of conservative advocacy groups and foundations, and corporations with a financial interest in promoting ed tech.
A new report from the Learning House and Aslanian Market Research measures the opinions of 1,500 online students regarding everything from course satisfaction to study methods
institutions need to more clearly share the positive outcomes that come with completing degree and certificate programs online.”
online courses would be better if there was more contact and engagement.