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Fasten your seatbelts!!! An accelerated ride through some ed -tech landscapes

Fasten your seatbelts!!! An accelerated ride through some ed -tech landscapes. Daniel Christian Calvin College Fall Conference | 8/25/11. Goals of this ride!. Not meant to overwhelm, rather to: Help you connect with others

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Fasten your seatbelts!!! An accelerated ride through some ed -tech landscapes

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  1. Fasten your seatbelts!!!An accelerated ride through some ed-tech landscapes Daniel Christian Calvin College Fall Conference | 8/25/11

  2. Goals of this ride! Not meant to overwhelm, rather to: Help you connect with others Take a pulse check of what’s going on both now and in the near future Present a variety of ideas, options, possibilities,and resources Focus on the ones you think might help you and/or your students – and discard the rest

  3. The ride begins as we zoom down… Connections Avenue

  4. Some tools for connecting w/ others Blogs  powerful! Campus Pack here at Calvin Blogs, wikis, podcasts, journals Online-based communities Web collaboration tools Such as Wimba Classroom, Skype,WebEx… Twitter, Facebook, Google + types of tools

  5. Connecting with others: Yammer

  6. Connecting with others: Blogs A blend of the term web log Often individuals posting w/ invites for comments Key pt: You’re subscribing to streams of content If outside of Calvin, to create your own: WordPress To gather/read postings  Google Reader To get started: See RSS in Plain Englishand/or this resource Then get Google Readeror another “feed” aggregator

  7. Connecting with others: Blogs

  8. Connecting with others: Blogs Centre for Learning & Performance Technologies Disrupting Class Educause eLearning Learning Faculty Focus George Siemens InsideHigherEd.com Joshua Kim Mashable.com Moodle.org

  9. Connecting with others: Blogs New Media Consortium (NMC) NITLE November Learning ReadWriteWeb.com Smashing Magazine Stephen Downes The Masie Center The World Future Society The Xplanation

  10. Tapping into streams of content: Example from corporate / L&D world Jane Hart | C4LPT | August 2011

  11. Tapping into streams of content

  12. Connecting with others: Skype

  13. Coming up to an intersection… … we now need to take a right on Trends Blvd.

  14. Trends: The pace of change has changed Choose your metaphor…

  15. Trends: The pace of change has changed

  16. Trends: The pace of change has changed

  17. Trends: The pace of change has changed

  18. Trends: Changes in “Textbooks” Books  e-Books  Apps Increasing levels of interactivity, engagement, functionality Multitouch Multimedia-based (UDL) Highly-accessible (UDL) Digital learning that’s constantly updated over the web Helpful in illustrating abstract concepts 24 x 7 x 365

  19. Trends: Some innovative startups/publishers Touch Press Flat World Knowledge Moonbot Studios Walrus Books (France) Inkling

  20. Trends: Changes in “Textbooks” http://morrislessmore.com -- Moonbot Studios

  21. Trends: “Textbooks” of the future

  22. Trends: “Books” morphing into apps • “Books” morphing into apps • Video from Walrus Books • Game-like interface • Uses upcoming ePub3 standard, esp. HTML5, CSS3, JavaScript • Digital collaboration project w/ French publisher MNEMOS

  23. Trends: Cloud-based computing Basically refers to things coming from or being stored out on the Internet, such as: Applications Content Data

  24. Trends: Quick Response (QR) Codes Somewhat like a bar code, but has information embedded into it Connects the physical world w/ the virtual world QR readers can be downloaded to smart phones (RedLaser, Neoreader, etc.) QR generators (SparqCode, Maestro, etc.)

  25. Trends: Near Field Communications (NFC) A short-range wireless standard that allows devices to communicate securely and perform transactions Some believe NFC will be much more prevalent and popular than QR codes Heavily transactions-based; retail, banking, etc.

  26. Trends: Augmented Reality Definition: Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. Often used in entertainment, military training, engineering design, robotics, manufacturing and other industries.

  27. Trends: Augmented Reality

  28. Trends: Augmented Reality From t-immersion.com

  29. Trends: Augmented Reality From K12MobileLearning.com – by Johnny Kisko

  30. Trends: Augmented Reality

  31. Trends: Mobile

  32. Trends: Mobile

  33. Trends: Mobile

  34. Trends: Mobile

  35. Trends: Convergence Growth of digital video

  36. Trends: Convergence/Multiple Devices Growth of digital video

  37. Trends: Convergence/Multiple Devices Growth of digital video

  38. Trends: Transmedia Storytelling Telling stories across multiple platforms and formats Commercial& entertainment-oriented for now;but educational applications may soon follow

  39. Trends: Convergence Growth of digital video asdfsdaf

  40. Trends: Convergence Convergence

  41. Trends: Growth of digital video Growth of digital video

  42. Trends: Growth of digital video Growth of digital video Video traffic surpassed global peer-to-peer traffic in 2010 Internet video is 40% of consumer Internet traffic; 62% by the end of 2015 Internet video to TV tripled in 2010 Video-on-demand traffic will triple by 2015 5+ years to watch the amount of video that will cross global IP networks every second in 2015

  43. Trends: Continued growth of online learning

  44. Trends: Continued growth of online learning

  45. Trends: Troubling U.S. debt (with global ramifications) (No time to address this, but I need to mention it as an important trend…as this will have global ramifications and will most certainly be affecting those of us working within higher education.)

  46. Trends: Robotics & artificial intelligence • Consider 3 items in this month’s The Futurist: • The coming robotevolution race • Thank you very much, Mr. Roboto • The accelerating techno-humanfuture • IBM’s Watson

  47. Merging… … onto Resources Street

  48. Resources: New Media Consortium (NMC) Time-to-Adoption: One Year or Less Electronic Books Mobiles Time-to-Adoption: Two to Three Years Augmented Reality Game-Based Learning Time-to-Adoption: Four to Five Years Gesture-Based Computing Learning Analytics

  49. Resources: New Media Consortium (K-12) Time-to-Adoption: One Year or Less Cloud Computing Mobiles Time-to-Adoption: Two to Three Years Game-Based Learning Open Content Time-to-Adoption: Four to Five Years Learning Analytics Personal Learning Environments

  50. Resources: Khan Academy K-12 math, science (biology, chemistry, physics) K-12 humanities (finance, history) ~ 10 minutes long videos Best viewed on a computer Free of charge 2400 video tutorials 67+ million views

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