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July 14, Brooklyn, 9AM – 7PM
August 11, Austin, 9AM – 7PM
September 8, San Francisco, CA 9AM – 7PM
Campfire brings a new approach to AR/VR collaboration with innovative devices and applications designed to visualize and collaborate with 3D models and data. The company states that the resulting experience helps to advance the visual experience, ease-of-use, and workflow integration for users. Features of the Campfire platform include:
The Campfire Headset, which has a 92° diagonal field-of-view in AR, and a new level of comfort in VR;
The Campfire Console acts like a holographic projector to bring the intuitiveness and robustness of traditional monitors to shared holographic experiences;
The Campfire Pack turns a phone into a hand held controller to reduce the learning curve of dedicated controllers and gestural interfaces;
The Campfire Scenes app enables users to create, share, and control scenes composed from 40+ types of CAD/3D files;
The Campfire Viewer app enables users to work within 3D scenes alone or during video calls using a Campfire Headset, tablet, or phone.
Background music (several included options, and you may upload your own).
Fully customizable color themes as well as several ready made WCAG compliant themes to choose from.
Extra polish with animated backgrounds and a captivating student experience.
Multipoll allows you to combine Emoji Clouds, Word Clouds, Image Hotspot questions, Multiple Choice questions as well as texts, videos and images into a larger experience with multiple pages. Multipoll may be used to conduct larger surveys or as an intro to a larger discussion for instance.
Delta plans to use iPhones to offer immersive training experiences to staffers, featuring video, photos, and AR. Specifically, it plans to use AR to help cabin staff quickly locate where items are stowed – useful for hand luggage but even more useful when attempting to locate a flight’s worth of desserts for the meal.
AR: The cutting-edge technology slowly changing your reality
For years, augmented reality technology has been quietly integrated into our lives. Experts believe it is ready to make the jump to the mainstream, but technical and social barriers remain.
Rather than create plug-ins for Zoom or similar services, however, Engageli’s founders created a standalone platform that combines video with active-learning features such as quizzes and small-group breakouts. Instructors can also track engagement.
Class, formerly named ClassEDU, last year began testing add-on software for Zoom that allows instructors to administer assignments and track student engagement.
Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!
A new study out of MIT‘s Sloan School of Management explores the use of ideas and tools from the gaming community to improve online teaching and student learning outcomes.
four key elements for maximizing student engagement in online learning:
Narrative — a specific storyline or overarching theme. For instance, study co-author BrianStevens, senior lecturer at the University of Tennessee‘s Haslam College of Business, created a video game theme for his statistics class, incorporating “Boss Battles,” “Speed Runs” and wacky characters to spice up his lectures.
Continuous flow of action in sight and sound, even before class starts. For example, Lo uses a countdown timer and upbeat music on his course page about 30 minutes before the start of a synchronous lecture, to build anticipation for class. He also switches tasks and/or scenes every 15 minutes to help maintain students’ attention and interest levels.
Opportunities for two-way communication. To help turn students from viewers into participants, Lo uses a combination of the “Raise Hand” function in Zoom, polls, breakout sessions, surveys and the chat window.
High production quality. Lo built a home studio with various input devices, professional lighting, a green screen and more to create richer, more engaging presentations for students.
The full study, “The World of EdCraft: Challenges and Opportunities in Synchronous Online Teaching,” is openly available online