Physical toys can be recognized by the iPad touch screen, utilized by free game app. The interaction (maybe requirement?) of physical toys, that must be purchased, in order to utilize a free app... curious to see if this kind of interaction will gain footing in education
While I understand the reasons behind designing tablets like these, that monitor the content kids consume really carefully, it does bring up the larger issue of how do you really want to introduce kids to the internet. Do you shelter them by only letting them use kid-friendly apps, search engines, etc. or do you teach them early about smart and safe digital practices? There are of course plenty of safety reasons to go with the former, but I'm also interested in seeing how the latter might look.
No way! Now toy companies are actually going to have to start delivering on their marketing! I can't remember how many times I opened a toy and was totally disappointed because it had hardly anything in it.
Getting excited about Sesame Street&AR idea that was posted earlier, went to find if Lego is doing anything as Lego Education is getting more active lately to my understanding.
I only found this. This to me is not AR although it is utilizing some level of digital technology (social network/sharing work with others).
I would be more interested to see more work from traditional game/toy players to be aggressive in the tech space.
full disclosure: classmate Alex Schoenfeld first shared this with the us in the TIE facebook group :). But it brings an interesting trend in the adoption and pricing of mobile apps:
Article outlining what lots of us know when it comes to moblie apps and pricing - free, $1, and $2 are the price-points that sell, and allow us to try out an app with minimal regret.
But with the rise of more and more high-quailty, high-profile, and high-budget educatioanl apps, will the pricing structure change? Will parents and educators be willing to spend the prices of traditional computer software ($50 or more?) for really great mobile apps?
The article brings up an interesting model that seems to already be coming to life looking at how apps are being sold and updated lately:
"Donahoo and Russell propose there's a better way: subscriptions and content expansion packs. Launchpad Toys follows the latter tact. The initial price the Toontastic app for $3 (though it's currently free). Users can use that fully functioning app, or choose to add additional characters and themes with $.99 expansion packs. This way, they contend, costs are controlled; it's cheap for parents and children to evaluate an app, and the model encourages regular updates."
Interesting video in light of our discussions on AI toys. This is going for a much older audience, but some of the "reactive" qualities would be extremely applicable to products for children.
With all of the unfounded claims being made by developers of early childhood learning toys regarding the educational efficacy of their products (read BABY EINSTEIN), I think that groups such as this one that review apps for safety and quality issues will become increasingly important. It's crazy that Android requires nothing of their Android Market developers than to pay a fee and submit a description and a few screenshots. App quality control will become a big deal, I'm predicting...
I've heard of 3D printers before. I thought it would be interesting to try out in schools. For example, if students were designing towns to learn volume and surface area. This could help with spatial learning, which is essential to understanding math. I don't know how feasible this it though...
One of our classmates, Hongge, is really into 3D printers and knows a lot about it. You could check with him what he's done with this technology in the classroom. If we can 'print' human kidneys, the possibilities seem endless...
Thanks Kasthuri. That looks pretty awesome. I bet kids would be really engaged in classes if they were able to creat their own 3D objects for class projects. I wonder if any schools are using this yet.
Hi Irina, Yes! Nothing like seeing your ideas take a concrete shape. Looks like the cost of these printers is comparable to that of SmartBoards, so it may be feasible to try them out in classrooms pretty soon. That said, unless the projects are well integrated into the curriculum, they will end up as another fancy toy.
Harvey and I had a conversation about these last week - Harvey spoke of the way that these printers could open up opportunities for those who can visualize their creations in their heads, but have trouble putting those ideas in tangible form. We spoke of the potential in art and design.
With the global focus on combating digital piracy while protecting people's free speech and rights on the internet (the current controversies over SOPA, for example), here is a thought-provoking idea about what the future of IP, digital piracy, and citizenship will have to deal with:
3D printers- as they become cheaper, better, and more mainstream... will designs for actual physical objects become what is easily pirated online? So now, you can make a physical object (toys, clothing, etc) by downloading the design files on pirate sites, then make the object yourself. Will digital piracy extend into theft (making unauthorized copies) of physical objects?
"Six Stages of Platform Adoption":
UNBRIDLED EXPECTATIONS
UNIMAGINATIVE CONTENT MIGRATION
REALITY CHECK
EMPOWERMENT OF THE NAY-SAYERS
CREATIVE CONTENT DEVELOPMENT
PLATFORM MATURATION & VINDICATION OF THE VISIONARY