Its Taking Awhile …. But were Getting There: Collaborative Technologies in the Classroom

For nearly 12 years now I have had a very deep interest in the possibilities of collaborative web technology in education.  When I started creating these tool of my own 4-5 years ago a few of these technologies seemed  obvious to make their way into the mainstream classroom (eventually o.O), namely open source educational software, open source (if you will) learning content (think open courseware), collaborative learning tools (almost all of the web 2.o tools out there now) , and 3D immersive environments (with natural user interfaces ala the Ipad 😉 ).   Over the past few years much of these technologies seem to be making good progress towards common classroom adoption, and in some cases  even approaching main stream. As I follow these trends I take particular note of just how main stream some of these technologies are becoming,  in…

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The Mobile Immersive Learning Lab 2.0 (CAVE for the Classroom)

  @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ The Mobile Immersive Learning Lab 2.0 (CAVE for the Classroom) ================================================== 3 X http://us.toshiba.com/tv/3d/65ul610u (3 X $4,500) 1 X http://www.matrox.com/graphics/en/products/gxm/th2go/ (1 X $300) 1 X http://www.apple.com/macbook/ (1 X $1000) Estimated total: $14,800 ================================================== The visualization software we use are open source applications called Opensim & OpenCobalt

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A Few (biased) Immersive Education Observations From the Field:

A few (biased) observations from the field: The ability to provide a rich contextual learning environment IS the primary affordance these 3D immersive environments provide (I strongly contend) …. and that highly immersive rich contextual learning environment, combined with visual  hardware (ala a Mobile Immersive Learning Lab  to provide even ra richer sense of “being there”) are certainly emerging educational technologies whose time is soon coming …. I have contend that as these rich environments, combined with in-class MILL visual hardware (extended IWB’s) AND the ability to naturally directly manipulate & create in-world content (with natural user interfaces) allows the student to connect to content in ways simply NEVER seen before in the classroom.    The next 5-8-10 years should be a very very exciting time to be involved in immersive education, both with software & hardware, as technologies and…

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Greenbush Labs Turns 5

5 years ago next month Greenbush Labs was launched. Greenbush Labs was started as a platform for me to log notes, evangelize the knowledge management affordances of the newer (at the time) Web 2.0 technologies, and to “brain dump” innovative educatioanl technologies.  Over the past 5 years it has grown to serve as a broader platform for innovative educational technologies and has served as a launch based for internal Greenbush projects such as the Podcast Directory (2006) ,  3D Immersive Education Projects (2006) , 3D Immersive Touch & Edusim (2007), GreenbushTV(2007), the Mobile Immersive Learning Lab (2008), & Scratch as an Interactive Whiteboard Application Tool Kit (2010).  Cheers to 5 more years ! 🙂 ==

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Crowd Accelerated Innovation – the power of online video

The Edusim project has certainly been a benefactor of the “Crowd Accelerated Innovation” & the power of web video. TED’s Chris Anderson says the rise of web video is driving a worldwide phenomenon he calls Crowd Accelerated Innovation — a self-fueling cycle of learning that could be as significant as the invention of print. But to tap into its power, organizations will need to embrace radical openness. … A very compelling video !

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A Good Day for 3D Immersive Touch

Two storys today regarding “3D immersive touch” (http://en.wikipedia.org/wiki/Edusim) .   Providing more indications to me that our 3D immersive touch and Edusim projects (now running on 4 years) were right on target with regard to where this technology will some day lead.  Touching the 3D virtual learning objects as we would any natural object, and eventually the touch surface that “shape shifts” and responds to the touch via haptics. Japan develops ‘touchable’ 3D TV technology Touchable 3D system could put a holodeck in every living room One key component missing from these sources is the fact that these environments will be “networked” and “multi-user” … Another good day for 3D & Touch

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Three Years Ago Last Week – The “3D & Mobile for Education” Post

Its been almost exactly three years now since the “3D & Mobile Road Ahead” Post … and this is as (or more) relevant as ever. Though the graphic is showing its age (It was developeed before the Iphone, and well before Secondlife had anywhere close to 1 million users), the rate of change we are seeing with 3D virtual environments/augmented reality and mobile media make this worth remembering.   It is almost a certainty that for content providers (Like us) …. we have 2 platforms emerging (having emerged in the case of mobile media) to leverage and come to grips with. …. and with today Google Android App Inventor news today mobile seems to be evolving into a “production” rather than “consumption only”  mind set, which virtual environments have realized several years ago.

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Android App Inventor, Scratch, & The Android Tablet Touch Lab

I was very excited to learn of the new Android App Inventor Application today, primarily because of the possibility it holds for putting simple developer tools into the hands of students to CREATE their own gadgets and tools.   The App Inventor interface is very very similar to the kids development tool “Scratch” from MIT.  I look forward to getting these tools int he hands of kids ! App Inventor Video: object width=”560″ height=”340″> Scratch: Android Tablet Touch Lab:

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More AR Goodness – This time from ReadWriteWeb

Via Read Write Web Using quick response (QR) codes, a camera is able to detect which page the student is on and can display supplementary 3D materials. The student controls the experience by presenting one of three business card-sized QR codes that either activate or advance a sequence of models for each page. They can get a closer look or a different angle on the models by simply moving the book closer to the camera or rotating it.

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