Corning is a leading specialty glass and ceramics manufacturer. To showcase future uses of their glass, they created the video "A Day Made of Glass".
This video shows visions for home life, school, and work - all using touch sensitive glass that doubles as computer displays. I found the vision for the classroom of the future of particular interest. I'll break the scene down into separate pictures for further discussion.
The video shows two girls in school uniforms entering a modern elementary school building. Upon entering the classroom, they dock their tablet computers in their desks. [Click on picture to enlarge]
This action automatically uploads their homework and takes their attendance (as shown on the floor-to-ceiling screen in the front). The student's desk automatically opens a digital notebook for note taking, a calendar, a virtual keyboard, and a chat folder with student questions. From personal experience, typing on digital keyboards is cumbersome and slow. [Click on picture to enlarge]
The teacher uses her floor-to-ceiling touch screen to call up today's lesson: A physics lesson on optics. The wall screen also offers room controls (e.g. light dimmer). The teacher's actions on the main screen are mirrored on each students' screen. I don't know what the mirroring function serves: It seems it would distract students from looking at the main screen. [Click on picture to enlarge]
The teacher uses an interactive mindmap diagram to search through different topics. Through a drag-and-drop motion, the teacher transfers a physics activity to a multitouch table. I wonder if all the activities are created and scripted by for-profit education companies. This would leave the teacher hardly any creative freedom in which she could apply her expertise. [Click on picture to enlarge]
The students gather around the multitouch table for an optics activity. The students drag-and-drop color circles to explore additive color combinations. I found it noticeable that the class consists of only ten students. This optics activity could easily be achieved using real coloured glass and a light beam. Physics is about exploring the natural world, for which a computer activity provides no physical evidence. Computer-enhanced activities can be useful when showing phenomena that are too large/small or too fast/slow to experience directly. The goal should not become to replace all real-life experiments with computers simulations, but to carefully decide when which activity is more effective. [Click on picture to enlarge].
In a later scene, the students are seen on a field trip to a forest where they use their tablet computers for an augmented reality activity. [Click on picture to enlarge]
The Corning video makes no mention of the costs or durability of these glass-based tablet computers. Given the current financial situations of many public schools, such technology seems only affordable by wealthy private schools (as implied in the video).
The Corning video resembles Microsoft's vision of the classroom of the future:
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Showing posts with label Learning Technology. Show all posts
Showing posts with label Learning Technology. Show all posts
Monday, February 13, 2012
Monday, December 12, 2011
Building "A Young Lady's Illustrated Primer"
Neil Stephenson's book "The Diamond Age" presents a fascinating piece of educational technology called "A Young Lady's Illustrated Primer" (See diagram below).
The primer is an interactive book that can answer a learner's questions (spoken in natural language), teach through allegories that incorporate elements of the learner's environment, and presents contextual just-in-time information.
The primer includes sensors that monitor the learner's actions and provide feedback. The learner is in a cognitive apprenticeship with the book: The primer models a certain skill (through allegorical fairy tale characters) which the learner then imitates in real life.
The primer follows a learning progression with increasingly more complex tasks. The educational goals of the primer are humanist: To support the learner to become a strong and independently thinking person.
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| A Young Lady's Illustrated Primer Diagram [Click to Enlarge] |
For example, the IBM Watson computer can understand natural spoken language and give simple answers. Educational toy company LeapFrog developed the LeapPad - a tablet computer for children that resembles the "Young Lady's Illustrated Primer" - except for the goal of subversive critical thinking.
Wednesday, October 19, 2011
Does the internet make schools obsolete?
The internet makes many kinds of information available in an instant. As as result, memorising facts and figures seems to become more and more obsolete. The internet became an integral part of our distributed cognition.
The instant availability of digital information poses fundamental questions for education: What do we still need to learn in schools?
Raymond Nickerson (1996) offers the following answer:
"One might ask at this point: if information does indeed become much more accessible in the future than it is now, will learning still be necessary? If answers to questions can be obtained much more readily through new information resources, will it be so important to have knowledge in one's head? I believe the answer is unequivocally yes. I believe this is the several reasons, but it will suffice to mention one. The asking of questions, except of the most superficial kind, is a knowledge-based activity. Only someone who knows quite a bit about biology is going to ask what is new in the sequencing of bases in the DNA molecule. And even if one were able to ask the question, say because one got it from someone else already formed, without some knowledge of the subject one would not understand the answer. In general, the more one knows, the more useful a powerful information-finding resource is likely to be." (p. 258)
Reference:
Nickerson, R. (1996). On the distribution of cognition: some reflections. In G. Salomon (Ed.), Distributed Cognitions: Psychological and Educational Considerations (pp. 229-262). Cambridge University Press.
Sunday, August 14, 2011
Wednesday, November 24, 2010
8 Ways Technology Is Improving Education
[Reposted from Mashable.com]
Don Knezek, the CEO of the International Society for Technology in Education, compares education without technology to the medical profession without technology.
“If in 1970 you had knee surgery, you got a huge scar,” he says. “Now, if you have knee surgery you have two little dots.”
Technology is helping teachers to expand beyond linear, text-based learning and to engage students who learn best in other ways. Its role in schools has evolved from a contained “computer class” into a versatile learning tool that could change how we demonstrate concepts, assign projects and assess progress.
Despite these opportunities, adoption of technology by schools is still anything but ubiquitous. Knezek says that U.S. schools are still asking if they should incorporate more technology, while other countries are asking how. But in the following eight areas, technology has shown its potential for improving education.
1. Better Simulations and Models
While a tuning fork is a perfectly acceptable way to demonstrate how vibrations make sound, it’s harder to show students what evolution is, how molecules behave in different situations, or exactly why mixing two particular chemicals is dangerous.
Digital simulations and models can help teachers explain concepts that are too big or too small, or processes that happen too quickly or too slowly to demonstrate in a physical classroom.
The Concord Consortium, a non-profit organization that develops technologies for math, science and engineering education, has been a leader in developing free, open source software that teachers can use to model concepts. One of their most extensive projects is the Molecular Workbench, which provides science teachers with simulations on topics like gas laws, fluid mechanics and chemical bonding. Teachers who are trained in the system can create activities with text, models and interactive controls. One participant referred to the project as “[Microsoft] Word for molecules.”
Other simulations the organization is developing include a software that allows students to experiment with virtual greenhouses in order to understand evolution, a software that helps students understand the physics of energy efficiency by designing a model house, and simulations of how electrons interact with matter.
2. Global Learning
At sites like Glovico.org, students can set up language lessons with a native speaker who lives in another country and attend the lessons via videoconferencing. Learning from a native speaker, learning through social interaction, and being exposed to another culture’s perspective are all incredible educational advantages that were once only available to those who could foot a travel bill. Now, setting up a language exchange is as easy as making a videoconferencing call.
3. Virtual Manipulatives
Let’s say you’re learning about the relationship between fractions, percents and decimals. Your teacher could have you draw graphs or do a series of problems that changes just one variable in the same equation. Or he could give you a “virtual manipulative” like the one above and let you experiment with equations to reach an understanding of the relationship. The National Library of Virtual Manipulatives, run by a team at Utah State University, has been building its database of these tools since 1999.
“You used to count blocks or beads,” says Lynne Schrum, who has written three books on the topic of schools and technology. “Manipulating those are a little bit more difficult. Now there are virtual manipulative sites where students can play with the idea of numbers and what numbers mean, and if I change values and I move things around, what happens.”
4. Probes and Sensors
About 15 years ago, the founders of the Concord Consortium took the auto focus sensor from a Polaroid camera and hooked it up to a computer graph program, thereby creating the ability to graph motion in real time. Today there are classrooms all over the world that use ultrasonic motion detectors to demonstrate concepts.
“I’ve taught physics before, and you spend a lot of time getting these ideas of position, and what is velocity, and what does motion really mean and how do you define it,” says Chad Dorsey, the president and CEO of the Concord Consortium. “And you end up spending a lot of time doing these things and trying to translate them into graphs. You could spend a whole period creating a graph for an experiment that you did, and it loses a lot of meaning in that process. By hooking up this ultrasonic motion detector to a graph right away…it gives you a specific real-time feel for what it means to move at faster rates or slower rates or increasing in speed or decreasing in speed and a much more foundational understanding of the topic than you could ever get by just drawing the graph by hand.”
Collecting real-time data through probes and sensors has a wide range of educational applications. Students can compute dew point with a temperature sensor, test pH with a pH probe, observe the effect of pH on an MnO3 reduction with a light probe, or note the chemical changes in photosynthesis using pH and nitrate sensors.
5. More Efficient Assessment
Models and simulations, beyond being a powerful tool for teaching concepts, can also give teachers a much richer picture of how students understand them.
“You can ask students questions, and multiple choice questions do a good job of assessing how well students have picked up vocabulary,” Dorsey explains. “But the fact that you can describe the definition [of] a chromosome … doesn’t mean that you understand genetics any better … it might mean that you know how to learn a definition. But how do we understand how well you know a concept?”
In Geniverse, a program the Concord Consortium developed to help students understand genetics by “breeding” dragons, teachers can give students a problem that is much more like a performance assessment. The students are asked to create a specific dragon. Teachers can see what each student did to reach his or her end result and thereby understand whether trial-and-error or actual knowledge of genetics leads to a correct answer.
The organization is also developing a program that will help teachers collect real-time assessment data from their students. When the teacher gives out an assignment, she can watch how far along students are, how much time each a spends on each question, and whether their answers are correct. With this information, she can decide what concepts students are struggling with and can pull up examples of students’ work on a projector for discussion.
“What they would have done in the past is students would make a lab report, they’d turn it in, the teacher would take a couple of days to grade it, they’d get it back a couple of days later, and two to three days later they’d talk about it,” Dorsey says. “But they’ve probably done a couple of lessons in between then, [and] they haven’t had time to guide the students immediately as they learned it.”
6. Storytelling and Multimedia
Knezek recently saw a video that was produced by a group of elementary students about Bernoulli’s Principle. In the video, the students demonstrated the principle that makes flight possible by taking two candles and putting them close together, showing that blowing between them brings the flames closer together. For another example, they hung ping pong balls from the ceiling and they pulled together.
“With a simple assignment and access to technology, researching and also producing a product that would communicate, they were able to do deep learning on a concept that wasn’t even addressed in their textbook, and allow other people to view it and learn from it,” Knezek says.
Asking children to learn through multimedia projects is not only an excellent form of project-based learning that teaches teamwork, but it’s also a good way to motivate students who are excited to create something that their peers will see. In addition, it makes sense to incorporate a component of technology that has become so integral to the world outside of the classroom.
“It’s no longer the verbal logic or the spoken or written word that causes people to make decisions,” Knezek says. “Where you go on vacations, who you vote for, what kind of car you buy, all of those things are done now with multimedia that engage all of the senses and cause responses.”
7. E-books
Despite students’ apparent preference for paper textbooks, proponents like Daytona College and California Gov. Arnold Schwarzenegger are ready to switch to digital. And electronic textbook vendors like CourseSmartare launching to help them.
E-books hold an unimaginable potential for innovating education, though as some schools have alreadydiscovered, not all of that potential has been realized yet.
“A digital textbook that is merely a PDF on a tablet that students can carry around might be missing out on huge possibilities like models and simulations or visualizations,” Dorsey says. “It takes time and it really takes some real thought to develop those things, and so it would be easy for us as a society to miss out on those kinds of opportunities by saying, ‘Hey look, we’re not carrying around five textbooks anymore. It’s all on your iPad, isn’t that great?’”
8. Epistemic Games
Epistemic games put students in roles like city planner, journalist, or engineer and ask them to solve real-world problems. The Epistemic Games Group has provided several examples of how immersing students in the adult world through commercial game-like simulations can help students learn important concepts.
In one game, students are cast as high-powered negotiators who need to decide the fate of a real medical controversy. In another, they must become graphical artists in order to create an exhibit of mathematical art in the style of M.C. Escher. Urban Science, the game featured in the above video, assigns students the task of redesigning Madison, Wisconsin.
“Creative professionals learn innovative thinking through training that is very different from traditional academic classrooms because innovative thinking means more than just knowing the right answers on a test,” explains The Epistemic Games Group’s website. “It also means having real-world skills, high standards and professional values, and a particular way of thinking about problems and justifying solutions. Epistemic games are about learning these fundamental ways of thinking for the digital age.”
See the original post of the article here: 8 Ways Technology Is Improving Education
Tuesday, October 5, 2010
Microsoft LightSpace creates a Surface interface on any table
| http://www.engadget.com/2010/10/04/microsoft-lightspace-brings-surface-plus-shadows-to-any-table/ |
Engaged posted an interesting article about new technology LightSpace from the Microsoft Labs. By using a projector, it is possible to create an interactive interface on a regular table. This opens fascinating possibilities for collaborative work in offices and classrooms.
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