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Martin Burrett

Augmented Reality Plugin for Google SketchUp - 0 views

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    This is Augmented Reality for the Masses. Make any Google Sketchup model into a Augmented Reality model with 1 click with this free plugin. Amazing! I'm very excited. A little tricky to set up, but worth it. Email me if you need help. See it in action on You Tube at http://www.youtube.com/watch?v=wsQ-YGgVUT0 Get the marker from http://www.inglobetechnologies.com/en/products/arplugin_su/download/Marker.pdf http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Martin Burrett

Learn AR - Augmented Reality resources for schools - 0 views

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    A great augmented reality site. This is the future of education. Try these Augmented reality resources. The anatomy one is amazing. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Martin Burrett

Smash Cards - Augmented Reality English and Phonics - 0 views

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    An exciting site currently in beta with augmented reality phonic flash card. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Martin Burrett

Earth and Moon - Fun with augmented reality - 0 views

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    A great augmented reality model of the Earth and Moon. Great for explaining orbits and the moon's effects on tides. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Gaby K. Slezák

Metaverse for Augmented Reality: Program Breakouts and More - 14 views

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    Good starter point for learning how to use or program AR (augmented reality) scenes or games in the classroom with the Metaverse browser. Good explanation about the difference between VR and AR, too
Martin Burrett

Aurasma - 0 views

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    An amazing augmented reality app for Android and iPad. Bring animation to still objects, make your children's written work come to life and make dragons fly around your school... through your camera at least. Share your creations with other users to make geo-location designs which will interact with anyone with the app. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Martin Burrett

EcoBugs - iPhone game - 0 views

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    Think your school is clean? It could be crawling with virtual bug which your children have to find and identify with Augmented Reality. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
atitzel

American Civil War Augmented Reality Project - 32 views

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    A fascinating project designed by teachers to use Augmented Reality to make history come alive. Help spread the word to make this a reality.
Carlos Quintero

Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views

  • Web 2.0 has inspired intense and growing interest, particularly as wikis, weblogs (blogs), really simple syndication (RSS) feeds, social networking sites, tag-based folksonomies, and peer-to-peer media-sharing applications have gained traction in all sectors of the education industry (Allen 2004; Alexander 2006)
  • Web 2.0 allows customization, personalization, and rich opportunities for networking and collaboration, all of which offer considerable potential for addressing the needs of today's diverse student body (Bryant 2006).
  • In contrast to earlier e-learning approaches that simply replicated traditional models, the Web 2.0 movement with its associated array of social software tools offers opportunities to move away from the last century's highly centralized, industrial model of learning and toward individual learner empowerment through designs that focus on collaborative, networked interaction (Rogers et al. 2007; Sims 2006; Sheely 2006)
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  • learning management systems (Exhibit 1).
  • The reality, however, is that today's students demand greater control of their own learning and the inclusion of technologies in ways that meet their needs and preferences (Prensky 2005)
  • Tools like blogs, wikis, media-sharing applications, and social networking sites can support and encourage informal conversation, dialogue, collaborative content generation, and knowledge sharing, giving learners access to a wide range of ideas and representations. Used appropriately, they promise to make truly learner-centered education a reality by promoting learner agency, autonomy, and engagement in social networks that straddle multiple real and virtual communities by reaching across physical, geographic, institutional, and organizational boundaries.
  • "I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create” (2000, 216). Social software tools make it easy to contribute ideas and content, placing the power of media creation and distribution into the hands of "the people formerly known as the audience" (Rosen 2006).
  • the most promising settings for a pedagogy that capitalizes on the capabilities of these tools are fully online or blended so that students can engage with peers, instructors, and the community in creating and sharing ideas. In this model, some learners engage in creative authorship, producing and manipulating digital images and video clips, tagging them with chosen keywords, and making this content available to peers worldwide through Flickr, MySpace, and YouTube
  • Student-centered tasks designed by constructivist teachers reach toward this ideal, but they too often lack the dimension of real-world interactivity and community engagement that social software can contribute.
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning (Exhibit 2).
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
  • Pedagogy 2.0 is defined by: Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas; Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;Resources: Multiple informal and formal sources that are rich in media and global in reach;Scaffolds: Support for students from a network of peers, teachers, experts, and communities; andLearning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
  • Instructors implementing Pedagogy 2.0 principles will need to work collaboratively with learners to review, edit, and apply quality assurance mechanisms to student work while also drawing on input from the wider community outside the classroom or institution (making use of the "wisdom of crowds” [Surowiecki 2004]).
  • A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical.
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts. In so doing, learners generate their own personal rules and knowledge structures, using them to make sense of their experiences and refining them through interaction and dialogue with others.
  • Other divides are evident. For example, the social networking site Facebook is now the most heavily trafficked Web site in the United States with over 8 million university students connected across academic communities and institutions worldwide. The majority of Facebook participants are students, and teachers may not feel welcome in these communities. Moreover, recent research has shown that many students perceive teaching staff who use Facebook as lacking credibility as they may present different self-images online than they do in face-to-face situations (Mazer, Murphy, and Simonds 2007). Further, students may perceive instructors' attempts to coopt such social technologies for educational purposes as intrusions into their space. Innovative teachers who wish to adopt social software tools must do so with these attitudes in mind.
  • "students want to be able to take content from other people. They want to mix it, in new creative ways—to produce it, to publish it, and to distribute it"
  • Furthermore, although the advent of Web 2.0 and the open-content movement significantly increase the volume of information available to students, many higher education students lack the competencies necessary to navigate and use the overabundance of information available, including the skills required to locate quality sources and assess them for objectivity, reliability, and currency
  • In combination with appropriate learning strategies, Pedagogy 2.0 can assist students in developing such critical thinking and metacognitive skills (Sener 2007; McLoughlin, Lee, and Chan 2006).
  • We envision that social technologies coupled with a paradigm of learning focused on knowledge creation and community participation offer the potential for radical and transformational shifts in teaching and learning practices, allowing learners to access peers, experts, and the wider community in ways that enable reflective, self-directed learning.
  • . By capitalizing on personalization, participation, and content creation, existing and future Pedagogy 2.0 practices can result in educational experiences that are productive, engaging, and community based and that extend the learning landscape far beyond the boundaries of classrooms and educational institutions.
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    About pedagogic 2.0
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    Future Learning Landscapes: Transforming Pedagogy through Social Software Catherine McLoughlin and Mark J. W. Lee
Caroline Roche

Zooburst - 70 views

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    ZooBurst is a digital storytelling tool that is designed to let anyone easily create their own customized 3D pop-up books.
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    Augmented Reality 3D pop up books
Nigel Coutts

Virtual Realities - 17 views

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    What are the possibilities for situated learning created by a growing number of Virtual Reality and Augmented Reality Devices from Oculus Rift, Samsung, Google and Microsoft?
aradvertising

Bring your classrooms in to the real world by augment it - 0 views

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    To enrich your classroom into a digital studio by augmenting it, which can enhance your class rooms or your books, giving it digital skin, like videos, 3D objects, pan views, situation based content. The advancements in technology make it very easy to use and hassle free.
Matt Esterman

Teaching with Aurasma - YouTube - 58 views

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