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Nigel Coutts

Virtual Reality - 46 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?
Martin Burrett

WallaMe - 15 views

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    "An interesting iOS and Android app where users can create virtual messages in a particular geo-location for others to find, and then share with others. Perfect for virtual treasure hunts and much more."
Michele Brown

The National Networker (TNNW) Blog: BEYOND THE CUBICLE - CORPORATE CULTURE: T... - 9 views

  • The culture appears to be grounded in not only a need to share, but also a desire to be recognized. Retweets – when someone sends your tweet (message) out to their followers (a term supporting the need for recognition) somehow elevates your status within this community.
  • Social Media as a dominant force for communicating has penetrated every element of society. Can a virtual community possess a culture? Every company and organization possesses a definable culture. Behaviors, decision-making models, intrinsic and extrinsic actions and how people are treated may all play a part in defining it. These elements of culture are measureable and easy to define within a controlled entity. Social media lives and breathes in a virtual reality. It permeates all corners of the world, allows people to communicate across all traditional boundaries and thrives 24 hours/day. So…does it have a definable culture? If you have spent any time on Twitter, you quickly realize thousands of people have a need to respond to the question, “What’s happening?” Twitter has developed it’s own language with tweets, retweets, tweeple, twitpics, twibes, etc. You can follow topics with a hashtag and people with lists. What is most apparent is the need people have to share. The culture appears to be grounded in not only a need to share, but also a desire to be recognized. Retweets – when someone sends your tweet (message) out to their followers (a term supporting the need for recognition) somehow elevates your status within this community. There are etiquette protocols as many people publicly thank you for following them and for retweeting. Retweeting becomes a type
  • As you get deeper into the structure of Twitter, you can join a twibe or tweeple group, which provides inclusion – another indication that the need for recognition is systemic.
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  • Social media lives and breathes in a virtual reality. It permeates all corners of the world, allows people to communicate across all traditional boundaries and thrives 24 hours/day. So…does it have a definable culture?
  • The culture appears to be grounded in not only a need to share, but also a desire to be recognized. Retweets – when someone sends your tweet (message) out to their followers (a term supporting the need for recognition) somehow elevates your status within this community.
anonymous

Horizon Report 2013 - 3 views

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    The NMC is pleased to announce the interim results of the 2013 Horizon.K12 Project, as presented at the 2013 CoSN Conference in San Diego. The Horizon Project Advisory Board voted for the top 12 emerging technologies as well as the top ten trends and challenges that they believe will have a significant impact on teaching, learning, and creative inquiry in global K-12 education over the next five years. These initial results will be compiled into an interim report, known as the "Short List," and described in further detail. The "Time-to-Adoption Horizon" indicates how long the Advisory Board feels it will be until a significant number of schools are providing or using each of these technologies or approaches broadly. Near-Term Horizon: One Year or Less * BYOD (Bring Your Own Device) * Cloud Computing * Mobile Learning * Online Learning Mid-Term Horizon: Two to Three Years * Adaptive Learning and Personal Learning Networks * Electronic Publishing * Learning Analytics * Open Content Long-Term Horizon: Four to Five Years * 3D Printing * Augmented Reality * Virtual and Remote Laboratories * Wearable Technology
Martha Hickson

Google Art Project - 1 views

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    The Art Project is a collaboration between Google and 151 acclaimed art partners from across 40 countries. Using a combination of various Google technologies and expert information provided by our museum partners, we have created a unique online art experience. Users can explore a wide range of artworks at brushstroke level detail, take a virtual tour of a museum and even build their own collections to share. With a team of Googlers working across many product areas we are able to harness the best of Google to power the Art Project experience. Few people will ever be lucky enough to be able to visit every museum or see every work of art they're interested in but now many more can enjoy over 30 000 works of art from sculpture to architecture and drawings and explore over 150 collections from 40 countries, all in one place. We're also lucky at Google to have the technology to make this kind of project a reality.
Christophe Gigon

elearnspace. Connectivism: A Learning Theory for the Digital Age - 17 views

  • Over the last twenty years, technology has reorganized how we live, how we communicate, and how we learn.
    • Rose Molter
       
      I aggree that as teachers we need to realize that technology has changed instruction and the way that our students learn and the way that we learn and instruct.
    • Orlando Gonzalez
       
      Technology has always changed the way we live. How did we respond to changes in the past? One thought is that some institutions, some businesses disappeared, while others, who took advantage of the new tech, appeared to replace the old. It will happen again and we as educators need to lead the way.
    • Maureen Curran
       
      With technology our students brains are wired differently and they can multi-task and learn in multiple virtual environments all at once. This should make us think about how we present lessons, structure learning and keep kids engaged.
    • Mike Burnett
       
      Rubbish. The idea that digital native are adept at multitasking is wrong. They may be doing many things but the quality and depth is reduced. There is a significant body of research to support this. Development of grit and determination are key attributes of successful people. Set and demand high standards. No one plays sport or an instrument because it is easy rather because they can clearly see a link between hard work and pleasure.
  • Information development was slow.
  • Many learners will move into a variety of different, possibly unrelated fields over the course of their lifetime.
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  • Informal learning is a significant aspect of our learning experience.
  • Learning is a continual process, lasting for a lifetime.
  • Technology is altering (rewiring) our brains.
  • Connectivism is the integration of principles explored by chaos, network, and complexity and self-organization theories.
  • Principles of connectivism:
  • Learning and knowledge rests in diversity of opinions. Learning is a process of connecting specialized nodes or information sources. Learning may reside in non-human appliances. Capacity to know more is more critical than what is currently known Nurturing and maintaining connections is needed to facilitate continual learning. Ability to see connections between fields, ideas, and concepts is a core skill. Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activities. Decision-making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. While there is a right answer now, it may be wrong tomorrow due to alterations in the information climate affecting the decision.
    • Rose Molter
       
      I think it is important for us to realize the importance of connections.
  • The organization and the individual are both learning organisms.
  • Classrooms which emulate the “fuzziness”
    • Maureen Curran
       
      So what does this look like? I feel that when I attempt this, evaluators and administrators don't necessarily understand. They want a neat, quiet, well-managed, orderly classroom.
    • Maureen Curran
       
      If new learning approaches are required, then why are we still being evaluated in a linear way?
  • John Seely Brown presents an interesting notion that the internet leverages the small efforts of many with the large efforts of few.
  • The pipe is more important than the content within the pipe. Our ability to learn what we need for tomorrow is more important than what we know today.
  • Knowledge is growing exponentially
  • amount of knowledge
  • is doubling every 18 months
  • To combat the shrinking half-life of knowledge, organizations have been forced to develop new methods of deploying instruction.”
  • (the understanding of where to find knowledge needed).
  • know-where
  • learning
  • a persisting change in human performance or performance potential…[which] must come about as a result of the learner’s experience and interaction with the world”
  • Learning theories are concerned with the actual process of learning, not with the value of what is being learned.
  • The ability to synthesize and recognize connections and patterns is a valuable skill.
  • knowledge is no longer acquired in the linear manner
  • What is the impact of chaos as a complex pattern recognition process on learning
  • An entirely new approach is needed.
  • Chaos is the breakdown of predictability, evidenced in complicated arrangements that initially defy order.
  • Meaning-making and forming connections between specialized communities are important activities.
  • Chaos, as a science, recognizes the connection of everything to everything.
  • If the underlying conditions used to make decisions change, the decision itself is no longer as correct as it was at the time it was made.
  • principle that people, groups, systems, nodes, entities can be connected to create an integrated whole.
  • Connections between disparate ideas and fields can create new innovations.
  • Learning is a process that occurs within nebulous environments of shifting core elements – not entirely under the control of the individual
  • decisions are based on rapidly altering foundations
  • The ability to draw distinctions between important and unimportant information is vital.
  • Behaviorism, cognitivism, and constructivism do not attempt to address the challenges of organizational knowledge and transference.
  • The health of the learning ecology of the organization depends on effective nurturing of information flow.
  • This cycle of knowledge development (personal to network to organization) allows learners to remain current in their field through the connections they have formed.
  • This amplification of learning, knowledge and understanding through the extension of a personal network is the epitome of connectivism.
  • Diverse teams of varying viewpoints are a critical structure for completely exploring ideas
  • An organizations ability to foster, nurture, and synthesize the impacts of varying views of information is critical to knowledge economy surviva
  • As knowledge continues to grow and evolve, access to what is needed is more important than what the learner currently possesses.
    • BalancEd Tech
       
      Access is not enough. Prior knowledge and understanding is needed. Processing is needed. Evaluation of processing and outputs is needed. Feeding that back into the "system" is needed.
  • learning is no longer an internal, individualistic activity
  • learning is no longer an internal, individualistic activity
Paul Allison

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 29 views

  • If we are to understand the 21st century and the generation who will inherit it, it's crucial that we learn to describe the dynamics of this gaming life: a place that's not so much about escaping the commitments and interactions that make friendships "real" as about a sophisticated set of satisfactions with their own increasingly urgent reality and challenges.
    • Paul Allison
       
      This is pretty easy to say, and I'm helping to create a NYC Writing Project group to look experiment with games and to study how to bring them into our curriculum. So much of it is theory! And sometimes it feels like another pressure point urging us to do this or do that in the classroom.
Elena Gamova

Adaptive Learning Systems - 18 views

  • Educational software and systems are not easily usable for many learners and educators, and for that matter present obstacles for educational institutions.
  • The necessary business models and key transactions that enable the missions of knowledge-driven institutions are not yet adapted to computers and distributed systems. Equally problematic: educational networks do not yet offer sufficiently high reliability to become a viable alternative to many educational media, such as desktop systems or traditional classroom techniques.
  • In the current environment, end users will have to wait some time yet until many technological advances such as virtual reality and distributed simulation become preferred tools among trainers and educators.
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  • The program emphasizes comprehensive infrastructure solutions that are both flexible and scalable with respect to all fundamental aspects of information network-based instruction. Four key research areas are:
Thane Magelky

5 Innovative Classroom Management Tools for Teachers - 264 views

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    "Few teachers are drawn to the profession for its administrative duties. But the reality of attendance taking, lesson planning, grading and parental communications is that they're a big part of the job. These tasks, however, need not take over. With help from the many online services and mobile apps designed for teachers, it can be easy to efficiently organize and complete classroom management responsibilities. Here are five of our favorite virtual tools for tackling some of the most common classroom chores."
Deborah Baillesderr

Google Cardboard Reviews | edshelf - 34 views

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    This is a review for an inexpensive 3D virtual reality kit from Google for the classroom using cell phones. New resources are being developed for educational uses every month.
anonymous

Social Networking as a Tool for Student and Teacher Learning - 52 views

  • Online social networking includes much more than Facebook and Twitter. It is any online use of technology to connect people, enable them to collaborate with each other, and form virtual communities, says the Young Adult Library Services Association
  • Among students surveyed in a National School Boards Association study, 96 percent of those with online access reported using social networking, and half said they use it to discuss schoolwork. Despite this prevalence in everyday life, schools have been hesitant to adopt social networking as an education tool. A 2010 study into principals’ attitudes found that “schools are one of the last holdouts,” with many banning the most popular social networking sites for students and sometimes for staff.
  • Survey research confirms, however, that interest in harnessing social networking for educational purposes is high. As reported in School Principals and Social Networking in Education: Practices, Policies and Realities in 2010, a national survey of 1,200 principals, teachers and librarians found that most agreed that social networking sites can help educators share information and resources, create professional learning communities and improve schoolwide communications with students and staff. Those who had used social networks were more positive about potential benefits than those who had not. In an online discussion with 12 of the principals surveyed, most said, “social networking and online collaboration tools would make a substantive change in students’ educational experience.” They said these tools could improve student motivation and engagement, help students develop a more social/collaborative view of learning and create a connection to real-life learning.
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  • Most national, state and local policies have not yet addressed social networking specifically; by default, it often falls under existing acceptable use policies (AUPs). While AUPs usually provide clear language on obscenities, profanity and objectionable activities, they also leave out gray areas that could open students to harmful activities while excluding them from certain benefits of social networking. Likewise, boilerplate policies that ban specific applications, such as Twitter, may miss other potential threats while also limiting the ability of students to collaborate across schools, districts, states or countries. The challenge for districts is to write policies that address potentially harmful interactions without eliminating the technology’s beneficial uses.
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