A presentation done at IWBNET interactive Learngin Conference. Looks at Web2.0 as well as current trends in learning - back channeling, Quest Atlantis and more
Learning environments perhaps the key to geeting real change to happen
Campfire (storytelling – explicit instruction) Watering hole (share ideas collaborative), Cave (personal reflection) mountain top (sharing and celebrating the success) approach to learning HOT – in Denmark using Internet in their final exams
The best education images all in one place Access more than two million rights-cleared images from over 50 of the best collections in the world, including: Oxford Scientific (OSF) Natural History Museum De Agostini Editore Picture Library Foodanddrinkphotos
Author illustrator Comments Read Create Send to friend Themes Guardian email – invite collaborators Game Board almost of taking turns Inspired by artists
Information graphics or infographics are graphic visual representations of information , data or knowledge . These graphics present complex information quickly and clearly, Wiki pedia
instant feedback Increased students involvement texting “may as well do so with a purpose” Know what your students are thinking Deal with issues BEFORE they become a problem Give students a voice List from David Kapuler is the media & technology specialist at Greendale School District in Greendale, WI. Read his blog at http://cyber-kap.blogspot. com. (Annotated by tvanos) 1. Donut Chat: Quite simply the most robust site for creating an easy-to-use chat room. A user has the ability to filter words, manage multiple rooms, and even embed it into their site. Free, available for variety of devices, multiple file formats supported 2. Neat Chat: The easiest site for creating a fast, simple chat room to use as a back channel. Also can print out chats and upload files. A bit like etherpad/primary pad. No sign in necessary. Create room, invite attendees through url generated. Each user is colour identified and begin. Simple and quick 3. Chatzy: Create a private room and invite people via email or URL; includes advanced features such as the ability to use commands. Ability to set up quickly, “sold” as an alternative to facebook, Skype and Windows live 4. BackNoise: Very user friendly, with the ability to mute and hide a text. 5. TodaysMeet : An excellent site similar to Twitter in that you can chat with up to 140 characters—great for printing out transcripts. 6. TinyChat : Create a room that integrates directly with Twitter, as well as the ability to do video/audio chatting. 7. Twiddla: One of the best collaborative whiteboards for commenting/ drawing in your own "sandbox." Users also have the ability to chat via text and audio in real time. 8. Skrbl: An easy-to-use interactive whiteboard where people have the ability to chat, text, and draw all in the same place. 9. PinDax: Is an innovative method of online note taking. Plus, it gives the user the ability to chat and post images in real time. 10. Google Wave: Create “waves” for people to join and chat and upload files in real time.
Give people sandpit time, give students a voice – some students who do not participate in general lessons are actually becoming involved in classroom discussions and sharing thoughts (and bringing up points that other don’t you can moderate comments
Questions open to the world Teacher creates a series and invites others to join in the conversation Students post questions – other can vote on the which question they want answered Brings out trends, highlight questions that need to be answered
Virtual Worlds such as Quest Atlantis provides a safe and moderated environment for students to explore, interact Level playing field – teacher and students fellow questers Ability to try quests/succeed /fail/ ask for help Moderator by automatic response to words, daily checks sent to teachers – both as affirmation and monitoring Hundreds of activities – whole range of topics. Over 250 quests Inquiry based learning Quest Atlantis From Wikipedia, the free encyclopedia Quest Atlantis (QA) is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15, in inquiry tasks. Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students.Users can perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. The project is intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. The goal of Quest Atlantis is establish educational worlds where children become empowered scientists, doctors, reporters, and mathematicians who have to understand disciplinary content to accomplish desired ends.
Virtual Worlds such as Quest Atlantis provides a safe and moderated environment for students to explore, interact Level playing field – teacher and students fellow questers Ability to try quests/succeed /fail/ ask for help Moderator by automatic response to words, daily checks sent to teachers – both as affirmation and monitoring Hundreds of activities – whole range of topics. Over 250 quests Inquiry based learning in gaming a decision every half – 1 second Quest Atlantis From Wikipedia, the free encyclopedia Quest Atlantis (QA) is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15, in inquiry tasks. Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students.Users can perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. The project is intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. The goal of Quest Atlantis is establish educational worlds where children become empowered scientists, doctors, reporters, and mathematicians who have to understand disciplinary content to accomplish desired ends.
http://www.youtube.com/watch?v=b64_16K2e08 Real Estate in Netherlands http://www.youtube.com/watch?v=g-TugdUIjsE&feature=related SMART technologies – Augmented Box
QR Codes – SIMPLE – meets my criteria that ANYONE should be able to do it QR Codes @ Joeys Day in the Life of Year 7 The Gym Art work around the school Induction for ESL students – what support is available The Uniform Shop The Chapel QR Bookmarks Daily notices
QR Codes – SIMPLE – meets my criteria that ANYONE should be able to do it QR Codes @ Joeys Day in the Life of Year 7 The Gym Art work around the school Induction for ESL students – what support is available The Uniform Shop The Chapel QR Bookmarks Daily notices
QR Codes – SIMPLE – meets my criteria that ANYONE should be able to do it QR Codes @ Joeys Day in the Life of Year 7 The Gym Art work around the school Induction for ESL students – what support is available The Uniform Shop The Chapel QR Bookmarks Daily notices
From Michael Sisley [email_address] The Kinect is all about AR as well, though more placed than the Geocaching stuff we have looked at. Because it is under $200 and Microsoft I think it is viable for schools. Microsoft and others are urging a KinectHack group to build AR stuff around the device and software (all platforms) for their Games for Learning projects and the Serious Games people. There are some amazing uses already, including wearing the Kinect on the head and using it to tell distance, also a German anatomy visualization and some great music ones making the Kinect a theremin. I will stick with the Microsoft Kinect ideas as I am a Live member (like you), have joined up with Xbox Live and my Windows phone also does Xbox Live, so I thought it might in a shabby way trail after the iPod stuff in AR. I contacted the Games for Learning people years ago with my original Xbox but of course it was not wireless and no hard drive so the modern equivalent is very sophisticated, with good wireless N, 250G HDD, Facebook, Twitter and all done by gestures through the Kinect.
Physical touching created better results – Embodied Media User Interface Change the way we deal and work with information Distributed Cognition – Tetris Study/ Scramble Tiles Interface on our problem solving makes a big difference Play and the efficient manipulation of problems Make mistakes and recover Reflect Power of rapid prototyping for problems soling – mistakes not costly Siftables – great solution and enhances the merge object physical with interactive behaviour More than JUST Primary School Gene Expression – Complexity theory, Malaria Eradication
Two examples of the user as a Curator ScoopIt Paperli