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Archive for month: October, 2014

Can technology change education?

Raj Dhingra is a twenty-year veteran of the technology industry with an extensive track record of building strong, sustainable and profitable industry leadership positions in new and emerging categories.

In this video, Raj answers one of the most complex, most common questions in the classroom today: Can technology really change education?

Watch the video to find out!

How to use a DVI to VGA converter (comedy video)

We won’t lie.. We simply could not stop laughing after watching this video!

Internet user ‘iJustine’ teaches the YouTube community how to connect a Macbook Pro to an external monitor through the use of a VGA to DVI converter. The step-by-step procedure and the results are incredibly dry in humour, but down-right hilarious.

Oh the complexities of the good ol’ VGA cable!

The future and impact of the educational video game

The future and impact of the educational video game

The days of purely teaching students through text books is something that should be found in a history book, or more likely, an online history course or app. The tried-and-true, and ancient, method of teaching through books alone has been forever changed by technology. The company McGraw-Hill Education has been investing a lot of time, money and research into the 21st Century classroom and is releasing new educational video games that introduce new ways for kids of all ages to learn everything from politics to Spanish.

The company entered the higher education gaming market last year with the launch of McGraw-Hill Practice, a suite of hands-on, experiential learning games that go much further than any text books or websites and attempt to connect with today’s gaming generation. Included in the McGraw-Hill Practice suite is Government in Action, the industry’s first 3D, multiplayer game for the American Government course, which is taken by more than 750,000 students per year. Government in Action simulates the experience of being a member of the U.S. Congress, allowing college students to apply the concepts and principles they are learning in the classroom by collaborating with and competing against their fellow students to secure political capital and get re-elected. Government in Action and the other games in the McGraw-Hill Practice suite are designed to reinforce learning while increasing engagement, a key element of successful instruction in today’s classroom.

Gaming has been one of the most popular trends in education in recent years. While all students have their own unique and preferred learning style, learning by actively engaging with a subject is a learning method shown to appeal to a large number of today’s students. Popularized by educational theorist David Kolb and supported by numerous studies, experiential learning has been proven to be one of the most efficient and effective ways to learn difficult or complex concepts. Government in Action, which was built based on the cognitive science behind experiential learning, helps students not only engage with the concepts of their American Government course but also apply those concepts in their daily lives and personally understand how the American government actually works.

“With McGraw-Hill Practice and Government in Action, we’re incorporating the leading principles of cognitive science and technology in our product development,” said Stephen Laster, chief digital officer of McGraw-Hill Education. “By tapping into the way today’s students learn most successfully — including real-life simulations and the competitive elements of gaming — we are helping to improve student performance.”

Government in Action allows students to explore the real-world challenges and day-to-day experiences of a member of the U.S. House of Representatives. Students compete and collaborate with classmates to obtain political capital by developing and passing legislation and strategizing political moves, such as seeking co-sponsorship of a bill from a member of the competing party or launching a national media campaign. Players have limited resources to spend, so cooperation with other students is crucial to finding success in the game.

“Government in Action has helped me bring my American Government course to life by creating an engaging environment for students to explore the reality I’m teaching,” said Professor Jason Seitz of Georgia Perimeter College. “Government in Action helps my students tie all of the concepts in my course together to develop a deeper understanding and knowledge of the subject. With an engaged classroom, I can spend less time transferring facts and more time exploring implications. Not only has Government in Action made studying American Government more enjoyable for my students, it has also made teaching it more fun, too.”

The McGraw-Hill Practice suite also includes Practice Marketing and Practice Operations. Practice Marketing is another multiplayer simulation that puts students’ marketing skills to the test in a competitive, real-world environment designed to support the Marketing Principles course. Practice Operations brings operations management to life by allowing students to manage operations of a clothing manufacturing and distribution company while reinforcing key concepts that promote critical thinking and strategic decision making.

This year, the company launched Practice Spanish: Study Abroad, the first 3D educational game for PCs and tablets aimed at immersing college students in the Spanish culture. Set in Colombia, the game offers a fully realized 3D world filled with avatars that players can interact with in Spanish as they explore the city and smaller towns. The multiplayer Spanish language learning game provides students with a virtual and immersive â??study abroadâ? experience while enabling them to practice Spanish vocabulary, grammar, reading, and conversation. As the company’s first foreign language learning game, Practice Spanish builds on the new interactive initiative at the traditional textbook maker.

Craig Gill, executive marketing manager at McGraw-Hill, said the game replicates the experience students or tourists would have when visiting a foreign country. Students may be asked to find their classes on campus, plan weekend excursions, buy souvenirs, interact with the fictional host family, and possibly seek medical attention to assist a fellow classmate.

Students can design and personalize their avatar, selecting physical features to their liking, including hairstyle, eye color, and clothing. Students can interact with their fellow classmates from within the game, encouraging students to speak in the target language with their real-world classmates from within the virtual setting. Students will collaborate with each other to complete some Quests.

Gill said they chose Colombia as the locale because it’s where the most pure form of Spanish is spoken. Players are able to explore a fictional town inspired by Bogota as they wish, interacting with local merchants and residents who will speak to them in Spanish. The game challenges players to use the keyboard or tablet touchpad to converse with the virtual residents in proper Spanish.

Twelve computer-controlled characters will appear periodically throughout the game. Players will interact with them in conversations to complete each quest. Examples include Paloma, an adventurous study abroad student interested in exploring the city, and David, a shy Canadian study abroad student who’s reluctant to use his developing language skills. Additional characters will include host family members and a local study abroad program advisor.

While this game is aimed at beginners, Gill said it can be expanded to include other locales and provide more advanced Spanish immersion. He said the game engine can also be utilized to teach additional languages with other countries as the main locale for cultural interactions.

*article courtesy of The Chicago Tribune*

The Pencil Metaphor

The Pencil Metaphor

A teacher’s ability to adequately adopt technology into the classroom plays an integral role in the educational development process.

This brilliant illustration translates a metaphoric representation of how parts of a pencil can better reflect the level of education reform at your school.

Which part of the pencil are you? How does your school adapt to education technology?

An Ultralift testimonial from Vision One

Now here’s a blast from the past – or do they call it a ‘Flash Back’ now-a-days?!

Rewind to Integrate, Sydney from 2011, and you’ll find this nifty little endorsement by our Vision One experts for mounts and brackets produced and distributed by Ultralift Australia.

Ave Maria College turns hall into video wall showpiece

Ave Maria College took a huge step in solidifying their status as an education leader over the New Year period with the unveiling of their state-of-the-art video wall solution, designed and implemented by Vision One Australia AV experts.

Check out this awesome new video, showing off the installation in all its glory.

4 ways to use #edtech to give students a voice

4 ways to use #edtech to give students a voice

By voice, we mean the ability to recogniae their own beliefs, practice articulating them in a variety of forms, and then find the confidence — and the platform — to express them.

The platforms part can go a long way toward serving the confidence part. Introverted students (who may be gifted with self-reflection) might find the openness of a social media channel like Twitter intimidating, but they might also love the idea of long-form blogging, or even communicating indirectly through the creation of mini-documentaries, podcasts or music videos.

This (correctly) implies that there is no one-size-fits-all solution for students to express themselves and interact with the world. You can indeed insist that all students blog because, from your perspective, it sounds justifiable and beneficial, but if the goal is to help students find their own voice, they will need choices. Here are just four possibilities:

1. Blogging

This one is simple. WordPress, Blogger and a variety of education-focused blogging platforms help students establish their own digital space to meet the world. It allows the embedding of images, videos, tweets and of course text. To be successful here, they just need a reason to blog.

2. Storify or Storehouse

Storify and Storehouse essentially allow students to collect media bits and pieces from across the web, and to socialize them — that is, to shape them into a unique form of expression through social media. The focus here is less on the student articulation of ideas (in contrast to blogging), and more on what they share and why they share it. In other words, the content itself is the star. To be successful here, students need an eye for compelling content, as well as an understanding of the ways that various digital media can work together to tell a story.

3. Podcasting or VoiceThread

While podcasting and VoiceThread have fundamental differences, they boil down to the ability for students to express themselves verbally around an idea important to them. To be successful here, students need to be comfortable talking, and to be able to do so in ways that are interesting to listen to. They also need strong audience awareness — but then again, when don’t they?

4. YouTube Channels

YouTube is the ultimate digital distribution channel — billions and billions and billions of views. It works, and it’s staggeringly efficient, with a world of analytics and an instant global audience for any video that can find traction. Students can create review channels, perform music, humorously remix existing content, act, create documentaries, and a million other possibilities. Success here depends on a student’s comfort level in front of a camera (if they’re somehow performing), and/or an eye for standing out in front of said billions and billions of competing videos (if they’re behind the camera or somehow producing).

To work with YouTube — and really with any of the above-mentioned media — students need to have a strong awareness of both legal copyright issues and notions of digital citizenship. As a teacher encouraging them to find their voice, you are in a unique position to teach or reinforce these concepts.

How are you using technology to help your students find their voice?

*article courtesy of Terry Heick at http://www.edutopia.org*

Adidas & Intel Touch Screen Interactive Wall

Diving into something a little different today.. We’re talking retail interactivity. We stumbled across this pretty nifty system at the ISE show from a few years back. As the description reads:

Adidas and Intel had presented their interactive wall made of touch screen LCD screens at ISE2011 in Amsterdam. The effect is stunning!

We certainly agree! Check out the video and let us know what you think.

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