Electronic readers and textbooks, while an interesting concept and potentially lucrative for publishers, so far aren't meeting student needs
A host of research over the past decade has shown that even the option to click hyperlinks to related material can create confusion and weaken understanding.
The iPad measured at 6.2% lower reading speed than the printed book, whereas the Kindle measured at 10.7% slower than print
This article summarizes some research findings that suggest that electronic readers, such as the Kindle and iPad, are still inferior to the printed page and may even worsen student comprehension of material. The most up-to-date information technology seems inadequate for educational and academic needs.
What is old tech here? Just trying to understand your comment since this "blended learning" looks like exactly something I'd like to do in my classroom. Cool article!
Tying into discussions this week about bringing access to mobile devices to all via non-prohibitive costs, while still reaching a set of bare-minmum technical specs for actual use:
India's "$35 tablet" has been a pipedream in the tech blog-o-sphere for awhile now, but it's finally available (though for a price of roughly $60). Still though, as an actual Android color touch tablet, with WiFi and cellular data capability - I'm curious to see how it's received and if it's adopted in any sort of large scale
I had heard months ago that India was creating this, but was not going to offer it commercially - rather, just for its own country. Just like the Little Professor (Prof Dede) calculator, when tablets get this affordable, educational systems can afford classroom sets of them and then use them regularly. But to Prof Dede's point - can they do everything that more expensive tablets can do? Or better yet - do they HAVE to?
I think this is what they're aiming to do - all classrooms/students across the country having this particular tablet. They won't be able to do everything today's expensive tablets can do, but I think they'll still be able too to do plenty. This $35 tablet's specs are comparable to the mobile devices we had here in the US in 2008/2009. Even back then, we were able to web browse, check email, use social networking (sharing pics and video too), watching streaming online video, and play basic 2D games.
But even beyond those basic features, I think this tablet will be able to do more than we expect from something at this price point and basic hardware, for 2 reasons:
1. Wide-spread adoption of a single hardware. If this thing truly does become THE tablet for India's students, it will have such a massive userbase that software developers and designers who create educational software will have to cater to it. They will have to study this tablet and learn the ins-and-outs of its hardware in order to deliver content for it. "Underpowered" hardware is able to deliver experiences well beyond what would normally be expected from it when developers are able to optimize heavily for that particular set of components. This is why software for Apple's iPhone and iPad, and games for video game consoles (xbox, PS3, wii) are so polished. For the consoles especially, all the users have the same exact hardware, with the same features and components. Developers are able to create software that is very specialized for that hardware- opposed to spending their resources and time making sure the software works on a wide variety of hardware (like in the PC world). With this development style in mind, and with a fixed hardware model remaining widely used in the market for many years- the resultant software is very polished and goes beyond what users expect from it. This is why today's game consoles, which have been around since 2005/6, produce visuals that are still really impressive and sta
A good overview on challenges of integrating tech in the classroom -- contains interesting links for current examples; also highlights the need for one-to-one computing
Epcot on Wednesday opened a new attraction called "Sum of All Thrills," which lets kids use computer tablets to design a virtual roller coaster, bobsled track or plane ride. After inputting their designs, kids climb into a robotic carriage that uses virtual-reality technology to help them experience the ride they've created.
in the world of amusement parks and museums. Taking cues from the video game industry, park and ride designers have realized that people -- especially young ones -- want to interact with and even design their own thrill rides
Newest Disney attraction called - Sum of All Thrills where kids get to design their own virtual roller coaster. It uses virtual-reality technology. "Disney hopes the interactive nature of the ride would also help kids learn that math and science can be fun."
While I would not consider this incredibly expensive ride a 'distruptive innovation' or even an emerging ed technology, what Epcot has done by bringing this DIY-VR concept to the masses (if you are one of the masses that can A- afford Disney and B-have the patience to wait in line for `5-6 hours) is very important to future ed tech innovation strategies.
The progression/invention of such cost prohibitive entertainment tools will fall squarely on the high-end theme parks and consumer venues. The challenge has been set by Epcot and now others must either compete directly or develop a better or more accessible solution.
Off the top of my head, I can think of a few cost saving innovations that might be developed in this 'race'-
Artificial G-Force Engline: variable air pressure, smart-chairs, fans
Light-hearted tech article on some 2.0 tools for the elderly. Reminds us "While imagining your elderly uncle using high-tech devices to keep in touch might at first seem far-fetched, it's only a matter of time before it is second nature."
This article looks at one case study in El Salvador where MOOCs have cracked open the door for university reform. Universities in emerging markets operate on really low budgets compared to U.S. universities, and MOOCs give them access to current content, especially important for high-tech subjects.
The Federal Trade Commission is working on updates to COPPA (Children's Online Privacy Protection Act) with implications for how children's data can be collected online. Is this an opportunity for a new generation of ed tech to use student data in more comprehensive and smarter ways, or a threat to children's privacy?
Seems like a cool and useful product for teachers: aggregating the data gathered by the many apps and ed tech tools teachers use in the classroom in a single platform, with data visualization support