The Oculus Quest is mainly being marketed as an all-in-one VR gaming system, but I see much potential for classroom lessons.
The Oculus Go delivered a VR view, but the Oculus Quest provides us with interactions.
One major difference between the Quest and the Go is the lack of motion sickness with the new device.
The 6 degrees of freedom (6DoF) provides mobility for the student to walk forward, backward, left, right, jump up and squat down. In other words, they can move around just like they would in real life.
The affordable starting price of $399 for 64 GB is comparable to other classroom devices, such as Chromebooks, laptops and iPads.
between the Quest and the Go is the high cost of the apps. By contrast, the majority of my Oculus Go apps were free.
Red Hat, although not quite a household name, is an undeniably significant company, with lots of fingers in lots of pies, especially when it comes to cloud computing and the Linux ecosystem.
The gem in its crown is arguably the platform-as-a-service (PaaS) provider OpenShift, which directly competes with the Salesforce-owned Heroku and Google App Engine. It also owns and develops Red Hat Enterprise Linux (RHEL), which is employed across several commercial settings, including workstations, servers, and supercomputers.
Red Hat is an enthusiastic contributor to several major Linux projects, playing a role in developing Libre Office and GNOME, as well as the Kernel itself.
“Shifts in students’ learning style will prompt a shift to active construction of knowledge through mediated immersion.”-Chris Dede
The theory of constructivist-based learning, according to Dr. Seymour Papert, “is grounded in the idea that people learn by actively constructing new knowledge, rather than having information ‘poured’ into their heads.”
Moreover, constructionism asserts that people learn with particular effectiveness when they are engaged in constructing personally meaningful artifacts (such as computer programs, animations, 3D modeling, creating spatial environments in virtual reality or building robots).”
Technologies like virtual reality, especially for Gen Z students’, provides avenues that allow them to engage in a social, collaborative, and active learning environment.
Virtual reality, especially when combined with powerful storytelling, allows the student to participate in the story, develop empathy to experiences outside their current realm of understanding and allows them to be fully immersed in their own exploration and learning.
Eliza, 29, said she’d mostly abandoned using swipe apps for their intended purpose. “Tinder transitioned from being a thing where I actually wanted to meet people to being, ‘I’m bored, tell me I’m pretty,’” she said. “I don’t really meet people on it anymore.”
Talking to women in their 20s and 30s about the ways they avoid swipe burnout (or at least make swiping more pleasant), almost all of them said basically the same thing as Serena, 34: “I can only stand dating apps at this point because I delete them frequently. It feels less like a full-time job that way.” She was contemplating joining Match.com, one of the oldest and most traditional dating sites, in hopes that it might mean sifting through fewer profiles in search of decent, mature people looking to go on real dates.
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.
According to the KDG report, prospective students are not only used to reading short bits of information thanks to social media, but many incoming freshman read at a 7th grade level.
“This means your college website must be at the 7th grade level, especially the sections used to attract prospects and to guide them through the application process. No, we’re not kidding,
1. Reading like the New York Times.
2. Requiring Form Fills.
prospective students are often fatigued by long forms that they must complete in order to get the information they need and will quickly leave the website. “Not only will a live chat feature save students time, it can also save your admissions office time answering questions from prospects and applicants
3. Not Understanding What’s Important.
a delicate balance between static and antiquated, and being too interactive. “Don’t get so caught up in the design that there’s a disconnect between what your institution is and marketing gimmicks. You also don’t want super technical, information-filled pages.”
4. Using Fake Images.
images of students posed for the camera won’t do, either. They want to see students, like them, doing the things students do on campus—with exceptions, of course…Candid images, combined with some documentary-style photos from important events on campus, will go a long way toward creating a website that invites visitors to look deeper.
looked at sites like Airbnb.
5. Using Clichéd Statements about Passé Issues
They may read at a 7th grade level, but that doesn’t mean they can’t recognize a cliché.
boasting about unique accomplishments with current relevance for students in a down-to-earth way, such as mentioning a good acceptance rate or a special program for those with learning disabilities. Positive statistics about campus crime rates, successful career counseling efforts or facts about innovative STEM programs are also good talking points.
For more information on the KDG report and blog synopsis, click here.
The study, conducted by adaptive learning provider Front Row Education, found that 75 percent of teachers use technology with students on a daily basis and that a bit more than half have a 1-to-1 ratio of devices to students in their classrooms (up 10 points from last year’s survey). That increase in student devices is helping to drive an increase in the use of technology, with about 60 percent of teachers surveyed saying they expect to increase the use of technology in the 2016–2017 school year.
60 percent of teachers have access to Chromebooks, up 15 percent from last year; 64 percent have access to iPads, down 5 percent from last year. iPads tend to be the tool of choice in lower grades (75 percent in K–2), while Chromebooks dominate the middle school years (66 percent). Interestingly,