Global sales of wearable devices will exceed 10 million this year, up 32.8 percent over 2015, according to a new forecast from International Data Corp. (IDC). That total will more than double by the end of the forecast period, 2020, to hit 237.1 million shipments if the company’s prediction holds true.
“Watch and wristband shipments will reach a combined total of 100 million shipments in 2016, up from 72.2 million in 2015,” according to a news release. “Other form factors, such as clothing, eyewear, and hearables, are expected to reach 9.8 million units in 2016 and will more than double their share by 2020. This will open the door for new experiences, use cases, and applications going forward.
Published on: April 10, 2016 | Last Updated: April 10, 2016 1:06 PM PDT
It’s been repeated so often it’s become a mantra in certain circles, and it was hauled out again recently in an opinion piece that wondered how we can get Canada’s health research “out of the lab and into the market.” Their solutions are always the same: reject investments in purely academic research in favour of market-driven research.
The thing is, that mantra is built on a myth.
It is in our post-secondary institutions where innovation begins, where fresh ideas are created, and where inspiration and excitement — not the dollar — is the mother of invention.
Of course, the academia-industry connection is important, too, because industry helps basic researchers apply their ideas to marketable products. Several funding agencies already recognize this and offer collaborative grants. Corporations could help further this collaboration by helping to support co-ops for undergraduate students and internships for graduate students and post-doctoral fellows.
Dr. Scott Barry Kaufman When he was young, Kaufman had central auditory processing disorder, which made it hard for him to process verbal information in real time. He was asked to repeat third grade because he was considered a “slow” learner.
Kaufman thinks the traditional IQ test does a good job of measuring general cognitive ability, but says it misses all the ways that ability interacts with engagement. An individual’s goals within the learning classroom and excitement about a topic affect how he or she pursues learning, none of which is captured on IQ tests. Worse, those tests are often used to filter people in or out of special programs.
FOUR PRACTICES TO CULTIVATE CHILDREN’S CREATIVITY
allowing more solitary reflective time in kids’ schedules. Whether it’s the constant demands on attention at school or in after-school activities, there often isn’t enough time in a child’s day when she can switch off the executive functioning network and tap into the imagination network.
“We support obsessive passion, but not harmonious passion,” Kaufman said. He defines harmonious passion as a core part of people’s identity that makes them feel good about themselves. Harmonious passion is characterized by flexible engagement, where a child can abandon the pursuit if it isn’t paying dividends.
give young kids a diverse set of experiences in order to increase the chances of inspiration. “Lots of things add meaning to our lives,” he said.
educators, parents, and policymakers need to reset their mindsets around student ability. “Kids who think differently are not appreciated in our school system at all
it’s even worth measuring imagination, but Kaufman believes that measurement is important so researchers can see how changing behavior affects creative achievement. But he hopes the measurements are never used as another sorting mechanism.
My note: Kaufman makes a new call for an old trend. The futility of testing is raging across the United States K12 system. Higher education is turned into the last several decades (similarly to the United States health care system) into a cash cow. When the goal is profit, then good education goes down the drain. Cultivating children’s creativity cannot happen, when the foremost goals to make more money, which inevitably entails spending less cash (not only on teacher’s salaries).
In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.
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Badges and Leaderboards: Professional Developments for Teachers in K12
Ransomware is a type of malware that restricts access to the infected computer system in some way, and demands that the user pay a ransom to the malware operators to remove the restriction. Some forms of ransomware systematically encrypt files on the system’s hard drive, which become difficult or impossible to decrypt without paying the ransom for the encryption key, while some may simply lock the system and display messages intended to coax the user into paying. Ransomware typically propagates as a trojan, whose payload is disguised as a seemingly legitimate file.
The final report the Micro UAS Aviation Rulemaking Committee submitted to the Federal Aviation Administration recommends dividing popular small-drone technology into four categories based on size and allowing some to be operated in populated areas.
If you are tired of Skype failures (Microsoft aquired it) and have difficult time navigate through Google Hangout, but want to connect using your social media accounts, this is an easy app for you.
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.
Do any of you have game consoles in your libraries?
We currently offer PS3 and xBox but recognize there’s a whole new generation available.
Our issue is that xBox1 works best connected to the Internet. This allows full game play but opens up some issues in a library environment. Is anyone already offering these? How do you deal with patrons logging into their personal accounts on the consoles and perhaps forgetting to log our therefore leaving them exposed? These accounts store credit card info and game winnings. What’s a library to do?
Thank you,
Madeleine Sturmer
IT Manager
Teton County Library
(307) 733-2164 x143
IT Dept x192