Digital Fluency Faculty Workshop - Future of Education
1. The Future of Education
https://unsplash.com/@spacex
Presented August 12, 2016 George Fox U. Digital Fluency Initiative Faculty Workshop
2. Researchers at the Massachusetts Institute of
Technology tasked with examining the future
of online education have returned with a
simple recommendation for colleges and
universities: focus on people and process,
not technology.
- Love Letter to Blended Learning, Inside HigherEd April 20, 2016
- https://www.insidehighered.com/news/2016/04/20/mit-online-learning-report-notes-importance-teachers-instructional-designers
3. “Technology will not replace the unique
contributions teachers make to education
through their perception, judgment,
creativity, expertise, situational awareness
and personality,” the report reads. “But it
can increase the scale at which they can
operate effectively.” – OEPI Report https://oepi.mit.edu/final-report
8. Augmented Reality (AR) aims to blend reality with the virtual
environment, allowing users to interact with both physical and
digital objects.
Virtual Reality (VR) enables users to step into an immersive,
computer-simulated alternate world where sensory
experiences can occur. Head-mounted devices such as Oculus
Rift can deliver both AR and VR experiences.
AR can also be used in conjunction with GPS-enabled
smartphones or tablets, while VR can take form in a dedicated
simulation room.
-Horizon Report 2016 Higher Ed: http://www.nmc.org/publication/nmc-horizon-report-2016-higher-education-edition/
9. Augmented reality (AR) superimposes an image,
video or some other digital overlay onto our view
of the real world in real time.
10. Convergence of Print & Digital – Augmented Reality Examples
Playing with the AR App IMAG-N-O-TRON Playing with Flying Morris in the GFU Library
NYTimes AR Example
12. Watch on YouTube: https://youtu.be/3JV3kTw2hYg
Augmented Reality Real Time Demo – iPhone 6 PLus
13. Educational Applications of Augmented Reality
Above from a future Edu AR concept video: https://youtu.be/XonlDNlJdXc
Available now: How to Transform Your Classroom With Augmented Reality:
https://www.edsurge.com/news/2015-11-02-how-to-transform-your-classroom-with-augmented-reality
14. 360º Video, Virtual Reality Presentation Highlights Edu Applications (may need to copy and paste links):
https://delta.ncsu.edu/news/2015/12/01/360o-video-virtual-reality-presentation-highlights-edu-applications/
View the virtual reality video: https://littlstar.com/videos/8b947e4c
Additionally, see Food Safety in Virtual Reality: https://cals.ncsu.edu/news/food-safety-in-virtual-reality/
Virtual Reality
16. Thank You!
This presentation given at the 2016 Digital Fluency
Initiative Faculty Workshop, August 12, 2016.
Robin M. Ashford, MSLIS
Senior Librarian | Assistant Professor
Reference & E-Learning Librarian
George Fox University | Portland Center Library
12753 S.W. 68th Ave.| Portland, OR 97223
503.554.6136 | rashford@georgefox.edu
Online Profile
Notes de l'éditeur
Today I’m going to start with a couple of quotes and a short video by John Spencer. Then we’ll take a look at a couple of videos on technologies that have either mainstreamed or may be close and their potential impact in higher education.
This is a short creative video John Spencer made. Even though it’s focused on K-12 classrooms, I think a lot of what he says works for college students in classrooms and apply to online as well.
We can all become engaged in playing a game on our smartphones or in watching the newest video meme on youtube but engagement in the classroom can be challenging for some. The video I’m going to share next is an example of students fully engaged and immersed in learning. I found this project very inspirational.
Next, let’s take a look at the most recent Horizon Report. The NMC Horizon Report is a collaborative effort between the NMC and the EDUCAUSE Learning Initiative (ELI). The report describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in education. Six key trends, six significant challenges, and six important developments in educational technology are placed directly in the context of their likely impact on the core missions of universities and colleges. The report starts with one year or less and goes from there up to five years.
Today we’re going to take a closer look at AR and VR. According to the Horizon Report: “Both AR and VR offer compelling applications for higher education; these technologies are poised to impact learning by transporting students to any imaginable location across the known universe and transforming the delivery of knowledge and empowering students to engage in deep learning.”
-The 2-3 years time-to-adoption sounds a bit ambitious to me since I’ve been following both of these technologies for several years but we’ll see…
Let’s first take a look at augmented reality. How many here have played pokemon go, either with your kids or without? I think Pokemon Go is a watershed moment for augmented reality. Even though AR has been around for a very long time (for instance, AR has long been used to project the first down marker in football. It’s not actually on the field, but it is on viewers’ screens). Thanks to Pokemon Go, people now immediately know and understand what you mean when you say augmented reality.
This slide is from an older librarian presentation. I’ve been playing and experimenting with various augmented reality (AR) platforms for a while now. This is still an evolving technology in which the most successful implementations appear to be by companies that can afford to invest in the research and development of creative experiences. I’ve not seen a high level of AR implementations yet in education, this may soon change (again, Pokemon Go!) –The bottom right image is one I took while playing with an augmented reality book in the library office. The print book is titled “The fantastic flying book of Mr. Morris Lessmore.” I’m able to use my mobile device to take Morris off the pages of the book and fly with him through the office right through my workstudy students raised arms. Great fun and provides a more interactive reading experience.
I created a 14sec video that can be viewed on the next slide.
Large companies and corporations can afford to do amazing things with augmented reality (AR) technology. I’ve yet to see the same quality AR produced by individuals or academic institutions. In the images above I’m using the Haagen-Dazs Concerto Timer app (no longer available) on the lid of the Haagen-Dazs ice-cream containers to display musicians playing a concerto while my ice-cream becomes “properly tempered” and ready to eat (when the concerto is over). Clever and creative marketing. – The next slide includes a 1min video demo of this in real time.
Virtual Reality is best experienced, it’s difficult to describe. The New York Times and others have created some excellent VR experiences.
We’ve brought along a few VR devices loaded with VR Apps for you to try out. The Horizon Report includes a few case studies from universities. There are many flashy videos on youtube but they are often professionally produced and some involve a product or service being sold. I chose this more realistic example of a university partnership from the Horizon Report. – Click the second link for 1min video