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This blog is dedicated to the topics of Course materials, Innovation, and Technology in Education. it is intended as an information source for the college store industry, or anyone interested in how course materials are changing. Suggestions for discussion topics or news stories are welcome.

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Showing posts with label augmented reality. Show all posts
Showing posts with label augmented reality. Show all posts

Friday, August 3, 2018

Games Help Make Learning Fun

Playful design, the blending of serious educational games (SEGs) with immersive technologies such as virtual and augmented reality, is becoming the next big thing in higher education. Playful design works because people like to play games and games make learning fun, according to David Chandross, professor of education, Ryerson University, Toronto, ON, Canada.

“Serious games work by practicing skills and tracking achievement, but also by giving learning an addictive quality,” he wrote in an article for The Conversation. “The ‘one more move’ thinking that keeps video gamers up all night is harnessed for learning.”

Chandross noted peer-reviewed studies show SEGs encourage students to use what they learn while playing, engage them better than most lectures, and reward learners for their achievements. It’s a form of active learning that helps students succeed.

“We learn a lot when we love what we are learning,” Chandross said. “It’s a basic trademark of achievement in higher education. Human beings love doing certain things, and learning to become a master of their own world, however fantastical it might be, is one of them.”

Monday, April 16, 2018

Prevent a Virtual Divide Before It Happens

As new technologies enter the learning landscape, educators need to ensure their introduction doesn’t create a “digital divide 2.0,” wrote Emory Craig, director of e-learning and instructional technologies, College of New Rochelle, New Rochelle, NY, in a piece for EdTech: Focus on Higher Education.

Virtual (VR) and augmented reality (AR) are already beginning to offer virtual labs and field trips, interactive storytelling, and immersive world-building experiences. However, the cost of some VR headsets and the computers capable of supporting them can be quite high.

Lower-cost systems so far tend to confirm the truism that you get what you pay for. While Google Cardboard offers an easy-to-use, affordable option, its visual experience is poorer and interactivity is limited by the lack of a hand controller.

Newer, standalone VR headsets that don’t require a smartphone or external computer may prove to be workable solutions. Facebook, which has a stated goal of getting a billion people using virtual reality, plans to release at least two standalone devices this year through Oculus VR. Google and the Taiwanese company HTC Corp. both have standalone VR headsets in the pipeline as well.

Craig suggested that dedicated spaces or events, available to everyone on a campus, will broaden access to VR and AR experiences. “In the near future, we may see VR headset carts, checkout stations, and even lease/purchase initiatives in some academic programs,” he said, adding that institutions could also host events to allow students and faculty to experiment with rented or demo devices.

Friday, November 3, 2017

24/7 Access to Profoundly Change Ed Model

“The digitization of society is inevitable,” physicist, futurist, and author Michio Kaku said in his opening keynote address at the 2017 Educause Annual Conference this week in Philadelphia, PA. He foresees a future in which digital connection will be so ubiquitous that it will vanish from our awareness, just as we take electricity for granted today.

“We won’t use the word ‘computer’ anymore,” said the professor of theoretical physics at the City College of New York and CUNY Graduate Center. “We don’t say the word ‘electricity’ anymore, and yet electricity is everywhere and nowhere. That is the fate of the computer.”

Advances in virtual and augmented reality will blur distinctions between the physical and digital worlds. “In the future, you will blink and be online,” Kaku predicted. Humans will be able to essentially live and work at will in a cyber-environment. That shift will drive fundamental changes to education at all levels.

Kaku said such instant, seamless access to information will mean that instructors can emphasize concepts and principles, reducing the need to memorize facts and dates since such details will be immediately available in cyberspace.

Working in tandem with “robo-professors” powered by artificial intelligence, educators will transition to a role that involves more counseling and guidance to help students stay in school and succeed. “Professors will gradually change more and more into mentors,” Kaku said. “Mentoring cannot be done by a robot.”

Monday, October 16, 2017

Faculty Envision EdTech’s Future Reality

 More than 80% of respondents in Campus Technology’s second annual Teaching with Technology Survey of higher-ed faculty said that virtual-, augmented-, and mixed-reality technologies will have the most impact on education over the next decade, ahead of video, adaptive learning, and even mobile devices.

That impact is already being felt. A report on the online higher-ed market by technology research and advisory firm Technavio noted that the growing popularity of augmented and virtual reality is spilling over into online education, with instructors incorporating these emerging visual technologies to boost the interactivity of the online learning experience.

Of course, awareness and enthusiasm may play out differently. In the Campus Technology survey, faculty ranked mobile devices and apps No. 2 on their list of the top 10 technologies for the next 10 years, but also listed mobile devices in second place in their tally of tech they wish they didn’t have to deal with in the classroom.

Monday, July 31, 2017

Immersive Tech Nears a Tipping Point

Higher education is closing in on a tipping point for immersive learning, according to Marci Powell, chair emerita and former president of the United States Distance Learning Association. Immersive includes 3-D, augmented reality (AR), virtual reality (VR), and mixed reality (MR), which refers to a hybrid environment where physical and digital entities interact in real time.

For Campus Technology’s midpoint check-in on the year’s ed-tech trends, Powell noted that the prices for virtual-reality headsets are heading sharply down as new models continue to roll out, and AR- and VR-ready laptops are negating the need for expensive hardware and servers to support VR. She added that the growing number of VR lesson plans available makes assembling a curriculum with the technology faster and easier.

However, since have/have-not gaps haven’t yet been fully bridged for such comparatively common needs as smartphones and broadband access, the market is still far from a point where all students can use more advanced immersive tech at home or in the classroom. Institutions should be working now to ensure they’re able to provide such access as the technology becomes more mainstream.

Friday, June 2, 2017

Apple Has Big Plans for New AI Chip

While Siri gave Apple an early lead in voice-recognition technology, the competition answered with artificial intelligence (AI) devices, such as the Amazon Echo and Google Home. Reports now suggest that Apple is working on a new AI-enabled processor of its own.

“Two of the areas that Apple is betting its future on require AI,” said Gene Munster, former Apple analyst and co-founder of the venture-capital firm Loup Ventures. “At the core of augmented reality and self-driving cars is artificial intelligence.”

The new chip will be a dedicated module designed to control AI functions while providing battery performance, according to a Bloomberg report. Currently, Apple products use their main processor and graphics chips to handle AI processes.

The new AI chip is reportedly designed to handle functions such as facial recognition in the photos application, some speech recognition, and the iPhone’s predictive keyboard. Developers will also have access to the chip to develop apps that can handle AI-related tasks.

Apple has been designing in-house processors since it created the A4 chip in 2010 for the iPhone and iPad. It has also released dedicated processors for the Apple Watch, the wireless component for its AirPods, and the fingerprint scanner for its MacBook Pro.

The new AI chip has been tested in prototypes of the iPhone, but there’s no word that it will be included in the next generation of the device. Apple will introduce the iOS 11 operating system for iPhones and iPads at its annual developers conference later this month, as well as discuss its updates to laptops, which include faster processing chips.

Friday, May 26, 2017

Virtual-Reality Tech Keeps Getting Better

Gaming and educational applications are expected to increase the use of virtual-reality (VR) devices by 85% over the next five years, according to a report from technology market intelligence firm ABI Research.  The market for those devices is changing, with technology such as headsets and 365-degree cameras becoming more affordable and effective.

“Education is on the cusp of a profound change in the way we use VR technology,” said Emory Craig, director of e-learning at the College of New Rochelle, New Rochelle, NY. “People are starting to use it in higher ed even though the tech is very fluid at the moment.”

Headsets for high-quality equipment can cost close to $2,000 per setup, but technology firms are developing devices that work with lower-end desktop computers for the more affordable price of $299. Newer 365-degree cameras have more user-friendly features, making it easier to introduce video content into course materials. VR hand controllers are also improving to provide full-motion interactive experiences.

Content developers are experimenting with new ways to create virtual medical simulations, as well as creating applications that allow users to manipulate VR content. At the same time, Facebook is working on ways for users to connect and collaborate virtually.

“We can expect to see certain trends in VR to move forward, while others will disappear,” said Maya Georgieva, tech strategist and co-founder of the consulting group Digital Bodies. “As devices continue to shrink, we will see the development of augmented- and mixed-reality experiences that will power compelling visualizations, immersive storytelling, gamified simulations, and learning experiences.”

Monday, May 15, 2017

VR Allows Risk-Free Hands-On Training

Rising adoption of virtual reality (VR) and augmented reality in higher education is expanding and improving students’ hands-on training in a wide range of fields, from agriculture to medicine.

As noted in EdTech magazine, Southwest Virginia Community College’s crime-scene technology program employs Microsoft’s HoloLens “mixed-reality” smartglasses to let students practice their investigative skills as detectives in a virtual game environment.

Case Western Reserve University and Cleveland Clinic are collaborating on a new 485,000-sq.-ft. Health Education Campus, expected to open in summer 2019. The facility will incorporate HoloLens and other cutting-edge technology to transform anatomy lessons, the teaching of surgical procedures, and other aspects of medical education. Students will be able to practice and improve their skills risk-free on virtual patients.

EdTech points out that VR may also foster more empathetic caregivers by allowing students to experience old age “firsthand” through a VR headset and specialized software.

Monday, March 13, 2017

VR and AR Await a Tip to Reality

Virtual reality (VR)—computer-generated “reality” that immerses a viewer in a place and situation that may be as real as the Alamo or an unreal as a spaceship traveling to Pluto—seems a natural fit for educating students about history, the sciences, and other topics. The same is true for augmented reality (AR), which places a layer of information over reality, such as lap speeds superimposed on racecars in a televised NASCAR event.

In response to a survey at the 2016 Consumer Electronics Show, 37% of attendees said that VR’s most significant impact would be in teaching and learning. However, integration hurdles still need to be surmounted and learning outcomes demonstrated before these technologies become mainstream.

The 2016 New Media Consortium/Consortium for School Networking Horizon Report K-12 edition forecast it would be another two to three years before VR adoption hits a tipping point in education. Futuresource Consulting Ltd.’s report on the 2017 Bett Show (formerly the British Educational Training and Technology Show) suggests that VR/AR products won’t find their market until there is a widespread clamor (read: large purchase orders) for them, as eventually happened when laptops entered education.

Augmented reality may have an edge on gaining adoptions since it doesn’t require special devices the way VR does; users can experience AR with nothing fancier than a smartphone and the right software.

The potential is vast. A Goldman Sachs report predicted that virtual and augmented reality will represent an $80 billion market by 2025, with the education sector attracting up to 15 million VR/AR users.