annual Speak Up survey of more than 510,000 K–12 students, parents and educators
Middle school students seem to be the most excited about AR and VR in the school setting. Among students in grades 6 through 8, 33 percent said they would like to see augmented reality apps in their ultimate school, and 47 percent of those kids said they would like to see virtual reality experiences and hardware in their ultimate school.
teachers, principals and parents were more skeptical. Only 12 percent of parents and principals said they want to see AR apps in their ultimate school, while 13 percent of teachers said the same.
The topic of the use of electronic devices, being that laptops, and more recently smartphones, tablets 2in1 laptops (or hybrid laptops) has been a disputable issue among instructors.
Under the tutelage of TPR, I am offering to facilitate a campus-wide discussion on the use of electronic devices in the classroom. The short-range goal of such discussion is to provide a platform for SCSU instructors to share their pedagogical experience in handling the use of electronic devices in the classroom.
The long-range goal of such discussion will be to start a conversation among SCSU faculty about the didactic of educational technology; going beyond just learning technology and start building practices for successful use of technology for teaching and learning.
In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.
WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”
new report from market research firm Gartner, overall device shipments will remain flat in 2017, even as traditional PCs (including laptops) go into a decline that’s forecast to last at least through 2019. Excluding smart phones
how the digital medium will foster engagement and enhance learning outcomes.
aware of the implications of having students post content on third-party services (those not provided or hosted by your institution).
Social media usage in the classroom intersects with both FERPA and Copyright Compliance, so keep this checklist handy as you develop your class activity.
Include details about the activity in your syllabus & course description.
Link to institutional policies.
Use aliases for social media accounts.
Teach your students to use digital media responsibly.
Know where to provide assignment feedback.
Don’t use personal accounts for university business.
Understand the Terms of Service.
Apеster (https://app.apester.com/): can be played asynchronously (yet, restricted in time). Kahoot is a simultaneous game. EdPuzzle also lke Apester can be asynchronous, but like Kahoot requires an account, whereas Apester can be played by anyone.
It’s the first time mobile learning ranked as the highest priority in the survey. The No. 2 priority is broadband and network capacity, which ranked first last year, and the No. 3 priority is cybersecurity and privacy, with 62 percent of respondents rating them more important than last year.
Understaffing remains a key issue for technology departments in school systems.
Single sign-on (SSO) is the most implemented interoperability initiative
More than one-third of IT leaders expressed no interest in bring your own device (BYOD) initiatives, up from 20 percent in 2014.
Interest in open educational resources (OER) is high
Education technology experience is common among IT leaders
Strong academic backgrounds are also prevalent among IT leaders.
Lack of diversity continues to be an issue for school district technology leaders.
CoSN is a nonprofit association for school system technology leaders. To read or download the full IT leadership survey, visit this CoSN site.
Industrial revolutions are momentous events. By most reckonings, there have been only three. The first was triggered in the 1700s by the commercial steam engine and the mechanical loom. The harnessing of electricity and mass production sparked the second, around the start of the 20th century. The computer set the third in motion after World War II.
Henning Kagermann, the head of the German National Academy of Science and Engineering (Acatech), did exactly that in 2011, when he used the term Industrie 4.0 to describe a proposed government-sponsored industrial initiative.
The term Industry 4.0 refers to the combination of several major innovations in digital technology
These technologies include advanced robotics and artificial intelligence; sophisticated sensors; cloud computing; the Internet of Things; data capture and analytics; digital fabrication (including 3D printing); software-as-a-service and other new marketing models; smartphones and other mobile devices; platforms that use algorithms to direct motor vehicles (including navigation tools, ride-sharing apps, delivery and ride services, and autonomous vehicles); and the embedding of all these elements in an interoperable global value chain, shared by many companies from many countries.
Companies that embrace Industry 4.0 are beginning to track everything they produce from cradle to grave, sending out upgrades for complex products after they are sold (in the same way that software has come to be updated). These companies are learning mass customization: the ability to make products in batches of one as inexpensively as they could make a mass-produced product in the 20th century, while fully tailoring the product to the specifications of the purchaser
Three aspects of digitization form the heart of an Industry 4.0 approach.
• The full digitization of a company’s operations
• The redesign of products and services
• Closer interaction with customers
Making Industry 4.0 work requires major shifts in organizational practices and structures. These shifts include new forms of IT architecture and data management, new approaches to regulatory and tax compliance, new organizational structures, and — most importantly — a new digitally oriented culture, which must embrace data analytics as a core enterprise capability.
Klaus Schwab put it in his recent book The Fourth Industrial Revolution (World Economic Forum, 2016), “Contrary to the previous industrial revolutions, this one is evolving at an exponential rather than linear pace.… It is not only changing the ‘what’ and the ‘how’ of doing things, but also ‘who’ we are.”
This great integrating force is gaining strength at a time of political fragmentation — when many governments are considering making international trade more difficult. It may indeed become harder to move people and products across some national borders. But Industry 4.0 could overcome those barriers by enabling companies to transfer just their intellectual property, including their software, while letting each nation maintain its own manufacturing networks.
more on the Internet of Things in this IMS blog http://blog.stcloudstate.edu/ims?s=internet+of+things