The document discusses how the internet and emerging technologies have changed education from isolated one-room schoolhouses to virtual classrooms and learning environments. It outlines various virtual worlds, augmented reality platforms, synchronous learning tools, knowledge sharing platforms, and social media that facilitate online and networked learning experiences. Emerging technologies continue to change how education is delivered and knowledge is shared in interactive virtual spaces.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Web 3.0 continues to create a more democratic, censorship-free, and more transparent internet network by producing solutions to the problems of Web 2.0.
In this direction, metaverse technology, which is a future repetition of the internet consisting of 3-dimensional, permanent virtual spaces connected to the virtual universe, continues to reveal its difference.
At this point, the new technologies of the future continue to develop.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
Metaverse has become ae buzzword in the tech industry. Not a single day goes by without a mention of it
in the media, especially around investments, startups building components, new platforms being
announced and large companies entering this world of digital engagement. There is undeniably a huge momentum of an almost real 3D virtual world, and the clarion call was perhaps Facebook rebranding itself
as Meta which will perhaps be remembered as a red letter moment in the evolution of the Metaverse.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Web 3.0 continues to create a more democratic, censorship-free, and more transparent internet network by producing solutions to the problems of Web 2.0.
In this direction, metaverse technology, which is a future repetition of the internet consisting of 3-dimensional, permanent virtual spaces connected to the virtual universe, continues to reveal its difference.
At this point, the new technologies of the future continue to develop.
Exploring the Metaverse - Education in Virtual Worlds and GamesJo Kay
Slides from an Elluminate Session for New Learning and New Literacies Online Masters Students at University of Illinois - http://education.illinois.edu/online/newlearning/
The Metaverse is a collection of 3D virtual simulations or worlds. Here, users can access various activities and can create their very own avatars. Metaverse will act as an alternative digital world where people can socialize and collaborate on tasks, play games and do many other activities.
The infrastructure of the Metaverse needs to have a solid foundation before connecting multiple virtual spaces with one another. Metaverse needs to be decentralized to function properly.
Centralized Metaverse will be extremely limited where third parties can take control with no intention of fair play. This is where blockchain comes in handy. Blockchain is the perfect technology for Metaverse as it can offer it the decentralization it needs for the users.
Here, at 101 Blockchains, we offer full courses that will help you understand blockchain and how blockchain will be a crucial part of the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/metaverse-future/
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
When asked to do a research assignment, Rafael , 12M (EJR) went for two topics that have puzzled him. This is the ppt he created as the support for his presentation.
Exploring the Metaverse - Education in Virtual Worlds and GamesJo Kay
Slides from an Elluminate Session for New Learning and New Literacies Online Masters Students at University of Illinois - http://education.illinois.edu/online/newlearning/
The Metaverse is a collection of 3D virtual simulations or worlds. Here, users can access various activities and can create their very own avatars. Metaverse will act as an alternative digital world where people can socialize and collaborate on tasks, play games and do many other activities.
The infrastructure of the Metaverse needs to have a solid foundation before connecting multiple virtual spaces with one another. Metaverse needs to be decentralized to function properly.
Centralized Metaverse will be extremely limited where third parties can take control with no intention of fair play. This is where blockchain comes in handy. Blockchain is the perfect technology for Metaverse as it can offer it the decentralization it needs for the users.
Here, at 101 Blockchains, we offer full courses that will help you understand blockchain and how blockchain will be a crucial part of the Metaverse.
The following courses will help you ->
Metaverse Fundamentals
https://academy.101blockchains.com/courses/metaverse-fundamentals
NFT Fundamentals Course
https://academy.101blockchains.com/courses/nft-fundamentals
Introduction to DeFi Course
https://academy.101blockchains.com/courses/defi-course
Tokenization Fundamentals
https://academy.101blockchains.com/courses/tokenization-fundamentals
Learn more about the certification courses from here ->
Certified Enterprise Blockchain Professional (CEBP) course
https://academy.101blockchains.com/courses/blockchain-expert-certification
Certified Enterprise Blockchain Architect (CEBA) course
https://academy.101blockchains.com/courses/certified-enterprise-blockchain-architect
Certified Blockchain Security Expert (CBSE) course
https://academy.101blockchains.com/courses/certified-blockchain-security-expert
Learn more from our guide ->
https://101blockchains.com/metaverse-future/
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The metaverse is not new! The technology behind the latest immersive experiences has been building for years. Find out more about the history of the metaverse.
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
These slides are from my presentation at Stanford's Metaverse U event May 29th - 30th 2009 on web3D and the standard defining the mixed reality Metaverse.
Contents
I. Metaverse Ecosystem
-Present and Future of Metaverse Infographics
-Why Metaverse Now?
II. Digital Twin Metaverse
-Digital Twin Types
-Digital Twin Models
-Digital Twin Patent Landscape
-Digital Twin Metaverse Use Case: AI Innovation Platform
III. Metaverse Enterprise & ESG Applications
-Metaverse Enterprise
-ESG Strategic Planning and Program Management
-Scenario Planning for Metaverse Enterprise
-TCFD Scenario Analysis
IV. ESG Digital Transformation
-ESG Sustainability Imperative
-ESG Investing and Management Consideration Core Factors
-ESG + Digital Integrated Transformation (ESGDX) Imperative
-How ESGDX Can Create New Revenue Streams?
-ESGDX for ESG Sustainability Management
-ESG Sustainability Management/Assessment Issues & Challenges & Solutions
-ESG DX Forum
V. Sustainable Smart City Development
-Metaverse for Sustainable Smart City
-Smart City Components
-Smart City Design and Development
-Smart City Management
-Smart City Financing and Business Development
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Present and Future of Metaverse
Why Metaverse Now?
Metaverse Use Case: AI Innovation Platform
Metaverse Enterprise
Metaverse - Gartner Emerging Technology Mapping
Applications for ESG Sustainability Imperative
Metaverse for Sustainable Smart City
ConnectCon: Metaverse Products of the Future
A virtual festival for entrepreneurs, artists, and innovators to gather together to better understand how to collaborate more effectively around building the products for the future.
Into the Metaverse: experts and enthusiasts will discuss how to build projects in the Metaverse
Metaverse Mingle: get to know fellow doers and their superpowers in our networking space, connect with investors, and meet innovators
Metaverse Gallery: visit our virtual gallery to discover the critical milestones of the Metaverse development.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
Is investing in the Metaverse a great idea or not? First of all what is the Metaverse and what will be the investment opportunities?
https://youtu.be/x2G8aaHk6fw
When asked to do a research assignment, Rafael , 12M (EJR) went for two topics that have puzzled him. This is the ppt he created as the support for his presentation.
We look at the history of the multiverse, the big bang theory, the problem of fine-tuning, how it is solved by the anthropic principle, how the combination of eternal inflation & string theory might create many universes, and a bit of discussion as to the odds of the multiverse being true.
Great presentation on how to build virtual community, by David Hinds, performed for Social Media Club South Florida in January 2009.... posted here by me just to be able to share it with some friends.
I'm not the author... even If I would love to be :-)
At our January 19, 2009, meeting, David Hinds, noted expert on digital communities and Assistant Professor of Decision Sciences in the Nova Southeastern University Huizenga School of Business, spoke about the types of platforms, processes, and culture that lead to vibrant digital communities.
Part One of presentation used in a Web 2.0 / Library 2.0 familiarisation session for Dublin City Public Libraries' staff, 2007. Thanks in particular to H for use of some content.
A lecture prepared for the first session of the "Certificate in Community Management" proposed by Ichec. More info available here: http://www.ichec-entreprises.be/certificat_en_community_management-6993.html
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
32. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
33. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
34. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
35. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
36. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
37. Webex
Adobe
Centra
3D Synchronous Citrix NETWORKed
LiveMeeting
LEARNing Virtual Spaces
2D Synchronous
Learning
Sharing Spaces
Technologies
Virtual World
Knowledge
SecondLife SharePoint
There Lotus TeamRoom
ProtoSphere
Croquet
iWeb Groove
Yahoo Groups
Multiverse Blackboard
Web 2.0
Technologies
Dynamic
3D Social
Blogs KNOWLEDGE
NetWORKing Wikis
Tagging Discovery
RSS
Social Media
69. Tom Atkinson
College of Education
University of Central Florida
Atkinson@mail.ucf.edu
SL: Professor Tomsen
Twitter: AtkinsonUCF
http://education.ucf.edu/Insttech
AECT
Twitter: AECT_SL
http://www.aect.org/secondlife
http://slurl.com/secondlife/CAVE/31/29/805
Editor's Notes
Metaverse: A Convergence of Realities As virtual worlds increasingly augment the physical world, our experience has become a convergence of realities through text, media, the Web, and now virtual worlds into a dimension as vast as space and as timeless as infinity, a dimension between imagination and the knowledge of one’s physical reality that forms the “Metaverse”. Join “Dr. Atkinson” as he explores the boundaries of our new reality.http://slurl.com/secondlife/CAVE/200/61/22
The expansion into new media has been so extensive that a new model has emerged to supply the endless appetites of consumers.
While creating instructional materials by educators is nothing new, the ability to immediately share content and methods through electronic resources has resulted in a frenzy of access to user-created content into what some call…
….Cloud Computing Service.
Cloud computing refers to the use of Web-based services that are dynamically scalable to the needs of the user. Many services adopted the utility computing model (pay for what you use), while others are billed on a subscription basis, but most are actually free.
For example, files could be stored on SkyDrive with Windows Live instead of a local drive. Cloud computing led to a proliferation of new applications on what is now referred to as …..
Web 2.0,which refers to a perceived second generation of Web development and design to facilitate communication, information sharing, and collaboration.
Web 2.0 concepts have led to the development and evolution of Web-based communities, hosted services, and applications, such as social-networking sites, video-sharing sites, wikis, blogs, and folksonomies for classifying social tags. Commercial applications and databases represent the majority of sites.
For example, the SUNLINK project in Florida host….
…over 3 million titles…
…and nearly 29 million holdings….
…from all K-12 schools in Florida.
Similarly, the Web 2.0 application, Shelfari.com, enables users to build their own bookshelf to share with classmates, friends, family, and others. While Sunlink requires hundreds of thousands of dollars annually for hiring a company to update and maintain, Shelfari is free and maintained by consumers. Libraries solicit patrons to create personal bookshelves with reviews and information about authors.
Museums could use Dipity to connect artifacts with timelines,
…or Google Map Maker to link cultures with points of interest or historical reference.
So, what is the Metaverse? In 2002, a group of 100 computer professionals, researchers, and business consultants met to discuss the future of the Web. The result was a roadmap to the Metaverse.
There is no single, unified entity called the Metaverse—rather, like Web 2, it is comprised of tools and objects embedded everywhere in our environment as integrated features in our lives. Eventually, many of the Internet activities we now associate with the Web 2 will migrate to the 3D spaces of the Metaverse. This doesn’t mean all or even most of our web pages will become 3D, or even that we'll typically read Web content in 3D spaces. It means that as new tools develop, we’ll be able to intelligently mesh 2D and 3D to gain the unique advantages of each, in the appropriate context. Although the "Web" technically refers to a particular set of protocols and online applications, the term has become shorthand for online life. It's possible that "Metaverse" will come to have this same duality: referring to both a particular set of 3D web technologies and the standard way in which we think of life online.
The commission identified four scenarios of the Metaverse: Virtual Worlds, Mirror Worlds, Augmented Reality, Lifelogging. These four scenarios emphasize different functions, types, or sets of Metaverse technologies. Although all four are emerging, the conditions under which each will fully develop, in particular contexts, are far from clear.
For example, virtual worlds increasingly augment the economic and social life of physical world communities. As virtual and physical worlds collide, studies indicate participants have difficulty distinguishing between them. Participants in virtual worlds feel connected with others during social interactions. Bran scans show similar activity when learners engage in simulations as compared to real situations.
You may recall how Tom Cruise in the movie, Minority Report, was able to use a device that allow him to pinpoint the location and details about crimes before they were committed. In augmented reality, Metaverse technologies enhance the one’s physical world through the use of location-aware systems and interfaces that process and layer networked information on top of our everyday perception of the world.
For example, mirror worlds are informationally-enhanced virtual models or “reflections” of the physical world. Their construction involves sophisticated virtual mapping, modeling, and annotation tools, geospatial and other sensors, with location-aware and other lifelogging (history recording) technologies. Google Street Maps illustrates how maps contain cues for visitors. Prior to attending a conference at the Galt House in Louisville, KY, I was able to see the location and explore the hotel, restaurants, attractions, and transportation.
With the recent announcement of over 5 billion sold worldwide, mobile devices enhance digital maps with information about objects and personal tracking of friends.
Another example of blending physical realities with virtual is the Wii game. Here an archer practices his motor skills with a virtual target.
In James Cameron’s movie “Avatar”, human thoughts are fed into a virtual world that augments their reality.
In the real world, how we interact through various communication systems is rapidly changing our everyday life. In a study of human and avatar interactions called Project Natal, ateacherinserts a message on a sheet of paper into a scanner at the top of the screen, the avatar responds by grabbing the digital image and reading the message.
At a recent MPI Event in Cancun, participants establish connections with presenters, exhibitors and other participants before, during, and after the event to enhance their experience.
Using applications like Twitter, lifelogging technologies record and report the intimate states and life histories of users.
Lifelogging is not just software applications. Wearable cameras capture an image every 30 seconds. With 1GB of memory it can store up to 30,000 images before downloading. Built-in accelerometer and light sensors control the shutter . For example, an infrared sensor detects when someone comes near and takes a snapshot.Read more: http://www.devicemag.com/2009/10/19/vicon-plans-launch-of-wearable-lifelogging-camera-viconrevue-by-2010/#ixzz0UWv76fNn
O’Driscoll (2007) refers to this collection of applications as the iWeb,
which consists of four vectors: immediate, intuitive, interactive, and immersive. He believes that as this three-dimensional, avatar-mediated space emerges, virtual worlds will combine these qualities into a singularity, a worldwide virtual platform that allows users to engage in what matters most to them.
The “Immediate Vector” identifies 2D learning applications, sometimes referred to as flatland, that integrate with knowledge sharing repositories where networked virtual spaces emerge. These spaces integrate synchronous sharing with asynchronous storage using products like SharePoint, Live Meeting, Blackboard, and Webex.
The “Intuitive Vector” combines Web 2.0 technologies likeblogs, wikis, podcasts, and social media sites like Facebook and MySpace that use “tags” to access information and interact with others about specific activities.
As the Web enters the next dimension, most of the social networking sites like Facebook and MySpace will replace Web pages with Web spaces to form the “Interactive Vector.”
Likewise in the “Immersive Vector,” synchronous 2D learning platforms will become 3D as distance learning systems like Webex, Centraand Live Meeting integrate with virtual spaces.
Creating virtual space is similar to developing real space. It begins with defining a plan.