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Digital Fluency Faculty Workshop - Future of Education

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Presentation given on August 12, 2016, final day of the week-long George Fox U. Digital Fluency Initiative Faculty Workshop.

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Digital Fluency Faculty Workshop - Future of Education

  1. 1. The Future of Education https://unsplash.com/@spacex Presented August 12, 2016 George Fox U. Digital Fluency Initiative Faculty Workshop
  2. 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. 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
  4. 4. https://youtu.be/aQ-tjdMnHlA
  5. 5. The Future of Education is You …and will likely involve some pretty amazing technology as well 
  6. 6. Engaged Learners - Minecraft https://youtu.be/Tpa7zyIiuSo
  7. 7. http://www.nmc.org/publication/nmc-horizon-report-2016-higher-education-edition/ Horizon Report 2016 Higher Education Edition
  8. 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. 9. Augmented reality (AR) superimposes an image, video or some other digital overlay onto our view of the real world in real time.
  10. 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
  11. 11. Augmented Reality Example: What’s possible, potential of AR
  12. 12. Watch on YouTube: https://youtu.be/3JV3kTw2hYg Augmented Reality Real Time Demo – iPhone 6 PLus
  13. 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. 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
  15. 15. https://youtu.be/hbRFAq9XEV0
  16. 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
  • ThanthawinKhuruangtr

    Sep. 12, 2016

Presentation given on August 12, 2016, final day of the week-long George Fox U. Digital Fluency Initiative Faculty Workshop.

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