Thirty students registered for Arizona State University Online’s general biology course are using ASU-supplied virtual reality (VR) headsets for a variety of required lab exercises
The VR equipment, which costs ASU $399 per student, allows learners to complete lab assignments in virtual space using goggles and a controller to maneuver around a simulated lab. Content for the online course was developed and assessed by ASU biology professors and was evaluated this summer. Students also can use their own VR headsets and access the content on their laptops, as 370 other students are doing.
A university official told Campus Technology the initiative will help online students have the experiences provided in brick-and-mortar labs as well as new ones that were impossible previously. The effort also will ease a problem on campus with limited lab space.
Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.
About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.
Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.
In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.
Some schools invest in technology but never find the right way to teach with it. Here, a school library specialist shares how she turned teachers and students from skeptics into evangelists.
breakdown of IoT functionality, from Deloitte. They give 5 general types of services that IoT “things” can do:
Internal state: Heartbeat- and ping-like broadcasts of health, potentially including diagnostics and additional status reporting (for example, battery level, CPU/memory utilization, strength of network signal, up-time or software/platform version).
Location: Communication of physical location via GPS, GSM, triangulation or proximity techniques
Physical attributes: Monitoring the world surrounding the device, including altitude, orientation, temperature, humidity, radiation, air quality, noise and vibration
Functional attributes: Higher-level intelligence rooted in the device’s purpose for describing business process or workload attributes
Actuation services: Ability to remotely trigger, change or stop physical properties or actions on the device.
Examples of IoT in action
There are some pretty well-known IoT products that some of you already use, including:
Nest Thermostat (and others). These allow you to control your AC from your phone, anywhere that you can connect to the Internet.
Smart lights: Same concept, but for lights. You can turn lights on/off from your phone. Phillips Hue is an example of this
Bluetooth Trackers – Tile (https://www.thetileapp.com/) is an example of a Bluetooth Tracker. Put one on that thing you always lose (i.e., car keys). The next time you lose those keys, you can find them again via an app on your phone.
Smart Home appliances – things like Google Home, Amazon Echo, and Apple HomeKit.
Smart power switches – Belkin’s Wemo Insight Wi-Fi Smart Plug is an example. They let you turn the plug (and therefore anything connected to it) on and off, set schedules for the plug, monitor energy consumption and use, etc. You can also connect it to Amazon Alexa and Google Home for hands-free voice control
Health and exercise trackers – Fitbits “fit” into this category, too.
How does IoT affect libraries?
Here are some ways libraries are already incorporating IoT technology into their libraries:
Smart Building Technology: As libraries retrofit their buildings with newer technology (or build new buildings/branches), they are starting to see more IoT-based technology. For example, some libraries can can adjust heating, cooling and lights from a smartphone app. Some newer building monitoring and security systems can be monitored via mobile apps.
RFID: RFID technology (sensors in books) is a type of IoT technology, and has been around for awhile.
Beacon Technology: There are at least two library-focused companies experimenting with Beacon technology (Capira Technologies and Bluubeam).
People counters: Check out Jason Griffey’s Measure the Future project. Here’s what he says about Measure the Future: “Imagine having a Google-Analytics-style dashboard for your library building: number of visits, what patrons browsed, what parts of the library were busy during which parts of the day, and more. Measure the Future is working to make that happen by using open-hardware based sensors that can collect data about building usage that is now invisible. Making these invisible occurrences explicit will allow librarians to make strategic decisions that create more efficient and effective experiences for their patrons.”
Library classes! Libraries are also teaching classes about the Internet of Things. These include classes focused on introducing patrons to IoT technology, and classes that focus on an aspect of IoT, like a class on making things with Arduinos or how to use your new Fitbit.
eXtended Reality (XR): The New World of Human/Machine Interaction
Wednesday, October 31 | 9:45am – 10:30am MT |
Session Type: Breakout Session
Delivery Format: Interactive Presentation
eXtended reality (XR) technologies present opportunities to advance the higher education mission and prepare students for a new world of human/machine interaction. In this interactive session, we will explore what is being done today and what is possible in four key areas of XR: use, technology, content development, and gamification.
Outcomes:
*Identify best-of-class tools and methods available for the design and support of XR in higher ed
* Explain to campus stakeholders the potential of XR to support pedagogy, research, and student success
* Understand the areas of focus of our growing XR community of practice and how you can participate
A Game, a Video, and a Framework for Teaching Website Evaluation
In this age of fake and misleading news being spread through social media, it is more important than ever to teach students how to view websites with a critical eye. Here are three good resources
The RADCAB website offers short explanations of each of the aspects of evaluation and why they are significant. The site also provides a rubric (link opens PDF) that you can download and print for your students to use to score the credibility of a website.
In dynamic markets, a high percentage of users are engaging voice functions daily to complete a variety of tasks, particularly in India (51 per cent) and China (42 per cent). These users were engaging in voice to complete tasks like playing music, finding directions, setting timers, scribing messages, making calls, even ordering pizza. For these markets, the initial trial has proven so useful that people are testing voice applications across many different functions and devices.
Alternately, in conservative growth markets like Singapore, Japan and Australia it seems the journey to daily adoption is taking longer, with the majority of current users activating voice two to four times per week.
In recent years, school reformers, philanthropists, and venture capital investors have placed big bets on blended learning, and edtech professionals have responded with vigor. But as education historian Larry Cuban has noted, the innovative instruction envisioned by edtech advocates remains the exception to the rule—in large part because of the lack of time for teachers to “learn, experiment, and overhaul their practices in collaboration with each other.”
Operating within archaic organizational structures, very few of our nation’s teachers have opportunities to incubate and execute ideas prompted by their deep knowledge of students, families, and communities. This includes ideas about how best to integrate technology.
Many museums now offer makerspaces and after-school programs, and universities have developed low-cost materials to spark students’ imagination and interest, such as the Carnegie Mellon CREATE Lab
Art museums throughout the world offer virtual tours sorted by collection, artist or decade.
After one of these rich experiences, students can use free resources, such as Skype in the Classroom, to connect with experts to engage in scholarly dialogue to make their experience more meaningful and academically relevant or to interact with learners in other parts of the world.