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rachel vartanian

The Creativity Crisis: Why American Schools Need Design - Laura Seargeant Richardson - ... - 1 views

  • Chinese faculty actually laughed when they found out the U.S. education trends were in "standardized curriculum, rote memorization, and nationalized testing."
  • The creative jobs that drive innovation are now the highest 'value added' jobs in the world—the real creators of wealth. If states are going to stay competitive, they have to ... develop a workforce capable of doing creative work."
  • Ideal job candidates at these companies must now show they can "think with their hands" by having expertise or a second major in a musical instrument, auto repair, or sculpture
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  • The truth is that our biggest innovations come from the combination of art and science, and there are many who agree.
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    This article discusses the creativity crisis in terms of STEM schools failing in this area.  I have highlighted some interesting quotes that will support our argument that creativity is necessary if students are going to be globally competitive.
D L

The Augmented Reality Library - 2 views

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    This websites includes ideas for incorporating augmented reality into the classroom. It also includes example of five virtual field trips. While ideas are primarily discussed in the context of a school library, I think some of the ideas are transferable to a classroom library. The virtual field trips are great resources for any teacher. SIG 1 context: mobile devices, augmented reality, virtual field trips, real world
rachel vartanian

Unlocking Literacy with iPad | iPads and Tablets in Education | Scoop.it - 0 views

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    This ScoopIt collection features articles about iPads and Tablets in Education, created by Sam Gliksman.  The various articles can apply to all of us (and some of them we've already bookmarked).  There are two articles that woudl work for logistics: Teacher Training Should Start Before iPad Deployment and "How to set up iPads for school rollout."  There is also a list of the Best Word Processors which relates to creation.  There are several more interesting articles so check it out! 
D L

Flynn Park Elementary School LIONS Program - 0 views

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    This website describes AR games being used in an after school program to help students learn about local history. This is yet another example of AR games taking hold in education to make real world connections. Valuable as another example for implementing AR games. SIG1 Context: mobile devices, AR, connection, cross curricular, exploration
D L

Augmented Reality and Mobile Learning - 3 views

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    This article gives a thorough overview explaining augmented reality. It also reviews AR apps. It further focuses on ways that AR may be useful in education. SIG1: mobile devices, apps for exploration
Jon Lind

Mobile Devices in the Classroom. Stem Stuff | Edutopia - 1 views

  • When most of us consider education, we think of learning happening in isolated places — schools. But mobile devices are upending that assumption. With innovations like augmented reality, different kinds of information and experiences can be superimposed onto the real world, complementing and adding another dimension to “formal” learning institutions.
  • There is a dark side of the digital divide without broadband. Everyone assumes that people can access high powered sites. The FCC is busy working to create broadband for all but the realization of this will probably be a long time in coming. The sad part of this is the lack of classroom access in some parts of the US. We are told the new E-rate will help to solve this, but it is a BIG problem. Sometimes the people who need access most are out of sight , out of mind.
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    This post is really weirdly written, kind of fractured. Has a great deal of good quotes and good questions about byod, the broadband side of the digital divide, and links to some good edutopia resources. Sig 1 context: byod, divide
Ryan B

eBook Libraries - 0 views

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    Great Resource of eBooks Each of the libraries listed provides free services to the public. There are Kids books, Teacher books, Foreign Language and more! SIG 1 Context: E-books K-12 Setting
D L

Qualcomm's Wireless Reach initiative - Augmented Reality "School in the Park"... - 1 views

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    This you tube video gives a short overview of the augmented reality "school in the park" project which utilizes mobile devices and augmented reality to provide students with real world experiences across the curriculum. What a fabulous idea and project. This is valuable to any educator as an example of pushing the boundries of learning to meet the needs of diverse learners. SIG1 Context: mobile devices, outdoor learning, real world connection, cross curricular, smart phones, AR
D L

Learning and Teaching with iPads: Management and pedagogy of iPads in schools - 0 views

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    "If you are planning on buying multiple iPads for your school you need to do a bit of planning around the management, administration and pedagogical integration of the iPad in your classroom. There are also important issues around licencing of apps." This blog also includes links other valuable sites providing information on iPads in the classroom, iPads today, iPads in education, app reviews, apps outlined by curriculum. This is a wonderful resource for any school or educator thinking about getting "on board" and integrating iPads into the curriculum. The most valuable resource here was the spreadsheet outlining apps by grade, age, cost, and curricular area. SIG1Context: mobility, iPads, apps, cross curricular,
D L

Educators Evaluate Learning Benefits of iPad - 2 views

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    This article addresses the piloting of iPads and questions whether they are valuable beyond student engagement and motivation. The article further questions whether the iPad is best as a 1:1 technology or part of a stable of classroom tools. Teachers "frustrated at first" but are finding innovative ways to integrate the iPad into the curriculum. Straightforward information for schools looking at implementing a pilot program. SIG 1 Context: mobile devices, iPad, student engagement,
rachel vartanian

iPod Touch & iPad Resources - Live Binder - 2 views

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    This Live Binder includes a TON of resources for iPod touches and iPads. At the top, there are green tabs which are further broken down into grey tabs just below. The "Instruction" tab provides good information for pedagogy and rationale and the "General Information" tab is broken down into other categories that will help us in our project: BYOD strategies and Lesson Plans, for example.
Jon Lind

Mobile learning WIKI - 2 views

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    Wiki from UW-Stout containing a great deal of information on assistive tech, flipped classrooms, and augmented reality, just to name a few subjects. Sig 1 Context: general info, differentiated, flipped, AR
D L

Augmented Reality - 0 views

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    This is a Common Craft video about augmented reality. It shows how mobile devices have allowed for progress in augmented reality applications. As always this Common Craft, puts it in "plain English" making it understandable to anyone new to the concept. SIG1 context: augmented reality, mobile devices, AR,
D L

6 Smart Augmented Reality Apps - 2 views

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    This website features a brief summary of six different augmented reality apps with varying content areas including history and science exploration. Good resource for teachers looking for AR apps. SIG1 focus: mobile devices, apps for exploration
Ryan B

Digital Natives - YouTube - 0 views

shared by Ryan B on 19 Nov 11 - No Cached
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    Wow, powerful video about today's students and how they are digital natives. It would be great to use to show the Digital Divide that there is between our learners and "where" most teachers are not.
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    SIG 1 Context:Digital Divide
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    solutions
Ryan B

Learning and Teaching with iPads: Creating iBooks or eBook Apps - 0 views

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    The iPad is a great tool for students to create and publish their own books. There are now a number of Apps that can be used on the iPad to create your own iBook or eBook App.
rachel vartanian

Are You Ready for Mobile Learning? Educase - 0 views

  • Clark Quinn, professor, author, and expert in computer-based education, defined mobile learning as the intersection of mobile computing (the application of small, portable, and wireless computing and comm
  • unication devices) and e-learning (learning facilitated and supported through the use of information and communic
  • ations technology).
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  • Instructional Uses. With the iPod, students can download podcasts of relevant instructional material along with audio and video lectures. Although the early devices have rather small screens, future versions probably will have bigger screens so that users can read e-books on them.
  • Pros. With 87 percent of the market share, the iPod has already proven its popularity with students.
  • Instructional Uses. Students can use an MP3 player to download and listen to podcasts and audio lectures.
  • E-book readers are used to download text-based materials. They can store hundreds of e-books, newspapers, and magazines. Magnification and highlighting features facilitate easy reading and marking of texts, and full-text search makes it easy to find specific passages.
  • Instructional Uses. Students can use an e-book reader to download and store text-based instructional materials and electronic textbooks; read resources on demand; and conduct research.
  • Benefits: Great for people on the go. Anytime, anywhere access to content. Can enhance interaction between and among students and instructors. Great for just-in-time training or review of content. Can enhance student-centered learning. Can appeal to tech-savvy students because of the media-rich environment. Support differentiation of student learning needs and personalized learning.7 Reduce cultural and communication barriers between faculty and students by using communication channels that students like.8 Facilitate collaboration through synchronous and asynchronous communication.Challenges: May make it easier to cheat. Could give tech-savvy students an advantage over non-technical students. Can create a feeling of isolation or of being out-of-the-loop for non-techies. May require media to be reformatted or offered in multiple formats. Might render some content outdated because of rapid upgrades—here today, outdated tomorrow. Could require additional learning curve for non-technical students and faculty. May be used as a new high-tech package for the same old dull and boring content.
  • capitalize on the flexibility and freedom afforded by these devices.
  • wherever and whenever they need it.
  • Learning will center on the individual learner's environment rather than the classroom. Learning will involve learners making meaningful connections to resources and other people. The ability to instantly publish their observations and reflections as digital media will empower learners to become investigators of their own environments. The ability to easily capture and record life events will assist learners in recall and collaborative reflection. Distributed collaboration and mobile team opportunities will be greatly enhanced.
  • Behaviorism: Quick feedback or reinforcement can be facilitated through mobile devices. Constructivism: Mobile devices enable immersive experiences such as those provided by simulations or games. Situated learning: Learners can take mobile devices into authentic learning environments or "context-aware" environments, such as specially equipped museums. Collaborative learning: Mobile devices provide a handy additional means of communication and a portable means of electronic information gathering and sharing. Informal/lifelong learning: Mobile devices accompany users in their everyday experiences and become a convenient source of information or means of communication that assists with learning. Support/coordination: Mobile devices provide just-in-time access to learning resources, news, information, planners, address books, calculators, and so forth.
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    This article provides some great information and raises interesting questions regarding the pedagogical reasoning and rationale for using mobile devices in the classroom.  The article lists various types of mobile devices and lays out their instructional uses, pros, and cons.  In addition, I found the section titled "Benefits and Challenges of Mobile Learning" and "Pedagogical Implications" important for our evaluation considerations in the conclusion of our project. 
rachel vartanian

Moving at the Speed of Creativity- Blog - 0 views

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    This entire blog addresses the issue of creativity in schools, and in addition, the three most recent posts are about using iPads and mobile phones. These three examples include: VoiceThread for iPad, Embedding Flash with an iPad, and Making videos on a mobile phone.
rachel vartanian

44% of Kids Want an iPad for Christmas - 0 views

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    This is a bit off topic, but I thought these Nielsen statistics are interesting in terms of student engagement. This data can strengthen the argument that iPads can solve the engagement problem.
D L

Radford Outdoor Augmented Reality (ROAR) - 1 views

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    This website describes and showcases story based augmented reality games using iPhones and Androids for learning. This is a valuable resource showing how augmented reality and m-learning can have cross curricular and real world connections. SIG1 Context: mobility, AR, mobile devices, video
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