This document discusses how iPads can be used to support student success through accessibility, personalized learning, connectivity, and alternative ways of communicating knowledge. It provides examples of apps that can help with connectivity, collaboration, content creation, communication, assessment, and managing iPads in the classroom. Key recommendations include utilizing student experts with apps, having backup plans, and asking questions about content, skills, needs, and whether an app allows consuming or creating content before selecting apps.
This document provides resources for schools implementing 1 to 1 iPad programs, including websites for Catholic Education Parramatta, examples of school iPad portals, research on iPad usage, and Apple and iBook resources. It also lists the Twitter handle and web resources of Lisa Nash, a librarian at the Learning Exchange, which include links to blogs, websites, and profiles focusing on using iPads, lesson ideas, QR codes, and iBooks in education.
Future conference talk for UCC about Augmented RealityDan Sodergren
Blippar is a mobile visual discovery technology that allows users to scan physical images like advertisements with their smartphone cameras to unlock interactive content experiences. It provides a new content medium that combines one app, one cumulative audience, and rewards customers with engaging content. Blippar is also a strategic partner for many global clients, working with top creative agencies. It has grown rapidly in a short time and sees potential to significantly enhance print advertising and gaming experiences through immersive and social augmented reality applications.
ROGER VIVIER-EDITORIAL PRODUCT & FEATURES SAMPLES REDUCED SIZEMonique Nguyen
Monique Nguyen secured product placements and feature stories for Roger Vivier shoes in top fashion magazines in April 2013, including US Vogue, US Elle, Elle Accessories, Vogue, Harper's Bazaar, Vogue Brasil, Vogue Latin America, The Wild, and Flaunt.
An insightful morning debate exploring how consumers experience choice in the face of fragmentation and automation, and how retailers can ensure their innovation agenda measures up.
Mobile Horizons Istanbul
Blippar Demo - Mikela Eskenazi
(note: this is a generic Blippar presentation, it was not given at Mobile Horizons. However, is does contain several case studies so we thought it would be of interest.)
Mobile Horizons Istanbul was a unique thought-leadership forum about the disruptive changes caused by mobile technologies: Wearable Technologies, New interfaces, Mobile Retail, Big Data, Connected Life, and more!
Featuring international mobile visionaries and Turkish business leaders Mobile Horizons Istanbul was held at an exclusive venue on the shores of the Bosphorus
For more information, please visit the website at www.mobile-horizons.com or facebook at www.facebook.com/mobilehorizons.
Blippar is an augmented reality platform that allows any printed or static graphic to be turned into an interactive experience when scanned with a smartphone. It provides brands with engagement opportunities like gaming, videos, AR, and direct responses like purchases or store finders. Blippar works by choosing a marker like an ad or package, adding a call to action, and providing content to unlock. It has over 1 million downloads and seen many successful campaigns. The future of Blippar envisions users habitually scanning the world to access content and a self-service platform for brands and media owners worldwide.
Blippar is giving you more from the world you seeIlyas 伊利亚
Blippar is a visual discovery platform founded in 2011 with 300 employees across 12 offices globally. It allows users to scan objects using their mobile device to unlock additional interactive content. Blippar's mission is to enhance communication and experiences by bridging the physical and digital worlds. Key features include videos, games, 360 degree views, and sharing to social media. Blippar measures success based on total blipps, unique users, engagement rates, and data capture. It has partnered with major brands for campaigns using augmented reality.
The document discusses various topics related to user experience in virtual reality, including VR market sizes and hardware, interaction techniques, presence, comfort considerations, and the future of VR. It provides statistics on VR user bases, describes common input methods for different VR platforms, and lists factors that influence comfort as well as techniques to mitigate motion sickness.
This document provides resources for schools implementing 1 to 1 iPad programs, including websites for Catholic Education Parramatta, examples of school iPad portals, research on iPad usage, and Apple and iBook resources. It also lists the Twitter handle and web resources of Lisa Nash, a librarian at the Learning Exchange, which include links to blogs, websites, and profiles focusing on using iPads, lesson ideas, QR codes, and iBooks in education.
Future conference talk for UCC about Augmented RealityDan Sodergren
Blippar is a mobile visual discovery technology that allows users to scan physical images like advertisements with their smartphone cameras to unlock interactive content experiences. It provides a new content medium that combines one app, one cumulative audience, and rewards customers with engaging content. Blippar is also a strategic partner for many global clients, working with top creative agencies. It has grown rapidly in a short time and sees potential to significantly enhance print advertising and gaming experiences through immersive and social augmented reality applications.
ROGER VIVIER-EDITORIAL PRODUCT & FEATURES SAMPLES REDUCED SIZEMonique Nguyen
Monique Nguyen secured product placements and feature stories for Roger Vivier shoes in top fashion magazines in April 2013, including US Vogue, US Elle, Elle Accessories, Vogue, Harper's Bazaar, Vogue Brasil, Vogue Latin America, The Wild, and Flaunt.
An insightful morning debate exploring how consumers experience choice in the face of fragmentation and automation, and how retailers can ensure their innovation agenda measures up.
Mobile Horizons Istanbul
Blippar Demo - Mikela Eskenazi
(note: this is a generic Blippar presentation, it was not given at Mobile Horizons. However, is does contain several case studies so we thought it would be of interest.)
Mobile Horizons Istanbul was a unique thought-leadership forum about the disruptive changes caused by mobile technologies: Wearable Technologies, New interfaces, Mobile Retail, Big Data, Connected Life, and more!
Featuring international mobile visionaries and Turkish business leaders Mobile Horizons Istanbul was held at an exclusive venue on the shores of the Bosphorus
For more information, please visit the website at www.mobile-horizons.com or facebook at www.facebook.com/mobilehorizons.
Blippar is an augmented reality platform that allows any printed or static graphic to be turned into an interactive experience when scanned with a smartphone. It provides brands with engagement opportunities like gaming, videos, AR, and direct responses like purchases or store finders. Blippar works by choosing a marker like an ad or package, adding a call to action, and providing content to unlock. It has over 1 million downloads and seen many successful campaigns. The future of Blippar envisions users habitually scanning the world to access content and a self-service platform for brands and media owners worldwide.
Blippar is giving you more from the world you seeIlyas 伊利亚
Blippar is a visual discovery platform founded in 2011 with 300 employees across 12 offices globally. It allows users to scan objects using their mobile device to unlock additional interactive content. Blippar's mission is to enhance communication and experiences by bridging the physical and digital worlds. Key features include videos, games, 360 degree views, and sharing to social media. Blippar measures success based on total blipps, unique users, engagement rates, and data capture. It has partnered with major brands for campaigns using augmented reality.
The document discusses various topics related to user experience in virtual reality, including VR market sizes and hardware, interaction techniques, presence, comfort considerations, and the future of VR. It provides statistics on VR user bases, describes common input methods for different VR platforms, and lists factors that influence comfort as well as techniques to mitigate motion sickness.
Blippar is a new medium that allows users to instantly convert real-world objects into interactive augmented reality experiences using their mobile device. It provides a game-changing way to deliver dynamic content through spontaneous and interactive experiences. With the fastest and most engaging technology currently available, Blippar has already gained hundreds of paying clients in under 10 months since its launch by focusing on an agency approach rather than just the technology.
This document discusses immersive media consultancy and production. It outlines services such as VR, 360 video production, post-production, and content distribution. Recent projects are highlighted for Nike/Ronaldo/Rankin, Dubai 2020, and Cancer Research UK. The opportunity to shape the new immersive media industry with VR, AR and MR is discussed. Technologies mentioned include head mounted displays, light-field cameras, volumetric capture and haptics.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Philipp Nagele (CTO, Wikitude) An Insider Deep-Dive into the Wikitude SDK AugmentedWorldExpo
Philipp Nagele (CTO, Wikitude GmbH) gives an Insider Deep-Dive into the Wikitude SDK
An introduction into the many options of the Wikitude SDK with a deeper look into advanced features like Plugins API and how to combine third party libraries with the Wikitude SDK. We will look into the general architecture of the SDK and deep-dive into a few outstanding (and maybe not so well-known) features of the SDK.
Ambarish Mitra, Founder & CEO at Blippar speaking at ad:tech London on 13th October 2015
http://ad-techlondon.co.uk/
Register for next year: http://ad-techlondon.co.uk/register
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Mobile App Trends for 2017: Design, Monetization & Morenickculbertson
"Mobile App Trends for 2017: Design, Monetization & More"
These slides accompany the February 2017 presentation at the Dallas App Developers Meetup by Nick Culbertson. Also included are links to the GDC Crossy Roads Talk and EZSwift Github project (a simple webview app with autolayout).
Making VR with Unreal Engine Luis CataldiUnreal Engine
The document discusses recent developments in virtual reality (VR) capabilities in the Unreal Engine. It describes new features like a forward rendering renderer with multi-sample anti-aliasing (MSAA), contact shadows, automatic level of detail (LOD) generation for static meshes, improved per-pixel translucent lighting, and reflection capture quality improvements. It also provides an overview of platform support for VR and resources for learning to develop VR content with Unreal Engine.
This document provides a visualization of the social media and gamification technology landscape, mapping over 80 different platforms across multiple categories including social networks, apps and games, publishing, analytics, advertising, and more. The visualization uses boxes and lines to show relationships and acquisitions between major companies in the social and gamification technology space.
Technology is disrupting nearly every part of our daily lives.
Smartphones have allowed us to stay connected to each other at literally every moment of our lives, whether it's on our daily commutes or on faraway vacations.
The Internet of Things (IoT) is making us more connected than ever with smart home devices that can control our lights and thermostats and order food for us with simple voice commands.
Robo advisors are making investing more accessible and more affordable for everyone.
And the list is growing.
Almost every industry has been disrupted by digital technologies over the past decade. And, in 2017 we expect to see more revolutionary developments impacting our businesses, careers, and lives.
BI Intelligence, Business Insider's premium research service, has put together a list of 30 Big Tech Predictions for 2017 across Mobile, Digital Media, Payments, IoT, E-Commerce, and Fintech. Some of these major predictions include:
Autonomous car road tests
Snapchat and Amazon rattling the digital ad space
VR hardware competing with popular gaming consoles
The grocery industry making the move online
Mobile wallets adding value to users
Insurtech ascending with investments from legacy players and tech giants
Social video taking 2017 by storm
Augmented Reality in Education: Present Accomplishments, Future VisionsJulie Evans
The document discusses augmented reality in education through case studies and future visions. It summarizes three case studies: EcoMobile, which uses augmented reality to enhance learning about ecosystems; School in the Park, where students use augmented reality to learn at cultural institutions; and STEAMing Ahead with Mobile Learning, a project using augmented reality to teach STEAM concepts in a library dome. It envisions immersive learning through virtual reality, mixed reality, and evolving interfaces to sense contextual information. The presentation aims to spark discussion on augmented reality applications and deeper learning strategies in education.
The document discusses an "iPads in the Library" program at Inter-American Magnet School. It describes how iPads are being used to expand learning in the library by engaging students in reading, writing, research, collaboration and global online communities. It provides examples of student projects created using apps like Puppet Pals HD, Voicethread and iMovie. The document advocates that technology is an important tool for preparing students for the digital age and should not be seen as a novelty. It also discusses alternative specials class scheduling that allows for continuity of library and technology projects.
The document discusses trends in educational apps and technology. It notes that students are increasingly writing and learning in digital contexts, facilitated by ubiquitous social and new media. These technologies promote collaborative, participatory learning through project-based and wiki-based activities, digital storytelling, and more opportunities for practice and feedback. The document outlines future trends like adaptive learning, augmented and virtual reality experiences, integration of the internet of things into education, and artificial intelligence potentially changing how and where students learn.
This document discusses makerspaces in libraries and how they can promote information literacy and accessibility. It provides examples of different types of makerspaces, including stationary, mobile, and those focused on specific projects. The document emphasizes that makerspaces should be universally designed to be inclusive for people of all abilities. It also stresses the importance of training for educators on how making can be integrated into classroom learning and promoting reflection, critique, and ethical use of technology among young makers.
SED is an after school program that provides hands-on science, technology, engineering, art and math activities for students in 3rd, 7th and 12th grades. Students have the opportunity to build robot pets, learn coding, and conduct DNA experiments. SED aims to foster creativity, problem solving skills, and excellence in students by allowing them to explore scientific concepts through experimentation and design. The small class sizes of 16 students or less allow for close mentorship from science professionals with various specializations and degrees.
This document discusses the concepts of information literacy, digital information fluency, and "media fluency". It argues that the current focus on teaching media production skills alone is an "epic fail" and that we should instead focus on developing "medium fluency" or "meta-medium fluency", which is the ability to understand and work with digital media and information as flexible tools and environments. The document provides several examples and perspectives to support this idea and concludes with three discussion questions about how to support the development of medium and meta-medium fluency in students.
1. The document discusses various technologies that can be used in the classroom such as wikis, blogs, podcasts, and social networking sites.
2. It encourages teachers to engage students in their own learning using technologies like virtual book studies, online collaboration tools, and mobile devices.
3. Examples are given of ways technologies can transform education, such as using smartphones to deliver English lessons, implementing virtual textbooks, and facilitating online learning environments.
Empowering Students with Free/Libre SoftwareJohn Iglar
Technology can help us fulfil our schools' missions, and free (libre) and open source software is one way to do that. By giving our students the tools to build, modify and share in the digital world, we truly empower them to shape their world.
This document outlines the agenda for a National Digital Learning Day event at Randolph Middle School. The event will discuss Bring Your Own Device (BYOD) policies and how increased access to technology can benefit students. Plans are to begin a BYOD program next year, including developing a technology plan, training staff, and teaching students digital citizenship. The event will also cover online test preparation resources, educational apps, and an overview of the Atomic Learning and Gaggle programs.
Blippar is a new medium that allows users to instantly convert real-world objects into interactive augmented reality experiences using their mobile device. It provides a game-changing way to deliver dynamic content through spontaneous and interactive experiences. With the fastest and most engaging technology currently available, Blippar has already gained hundreds of paying clients in under 10 months since its launch by focusing on an agency approach rather than just the technology.
This document discusses immersive media consultancy and production. It outlines services such as VR, 360 video production, post-production, and content distribution. Recent projects are highlighted for Nike/Ronaldo/Rankin, Dubai 2020, and Cancer Research UK. The opportunity to shape the new immersive media industry with VR, AR and MR is discussed. Technologies mentioned include head mounted displays, light-field cameras, volumetric capture and haptics.
2016 is the year that virtual reality hits the consumer market with at least five major VR platforms coming from heavyweights such as Google, Sony, Oculus, Samsung and Valve. These platforms offer different solutions to the problem of input in VR including everything from position tracking controllers to single button input schemes. Learn how to design compelling UX that is intuitive, what concepts translate across each platform, as well as a few things to avoid along the way.
Philipp Nagele (CTO, Wikitude) An Insider Deep-Dive into the Wikitude SDK AugmentedWorldExpo
Philipp Nagele (CTO, Wikitude GmbH) gives an Insider Deep-Dive into the Wikitude SDK
An introduction into the many options of the Wikitude SDK with a deeper look into advanced features like Plugins API and how to combine third party libraries with the Wikitude SDK. We will look into the general architecture of the SDK and deep-dive into a few outstanding (and maybe not so well-known) features of the SDK.
Ambarish Mitra, Founder & CEO at Blippar speaking at ad:tech London on 13th October 2015
http://ad-techlondon.co.uk/
Register for next year: http://ad-techlondon.co.uk/register
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Mobile App Trends for 2017: Design, Monetization & Morenickculbertson
"Mobile App Trends for 2017: Design, Monetization & More"
These slides accompany the February 2017 presentation at the Dallas App Developers Meetup by Nick Culbertson. Also included are links to the GDC Crossy Roads Talk and EZSwift Github project (a simple webview app with autolayout).
Making VR with Unreal Engine Luis CataldiUnreal Engine
The document discusses recent developments in virtual reality (VR) capabilities in the Unreal Engine. It describes new features like a forward rendering renderer with multi-sample anti-aliasing (MSAA), contact shadows, automatic level of detail (LOD) generation for static meshes, improved per-pixel translucent lighting, and reflection capture quality improvements. It also provides an overview of platform support for VR and resources for learning to develop VR content with Unreal Engine.
This document provides a visualization of the social media and gamification technology landscape, mapping over 80 different platforms across multiple categories including social networks, apps and games, publishing, analytics, advertising, and more. The visualization uses boxes and lines to show relationships and acquisitions between major companies in the social and gamification technology space.
Technology is disrupting nearly every part of our daily lives.
Smartphones have allowed us to stay connected to each other at literally every moment of our lives, whether it's on our daily commutes or on faraway vacations.
The Internet of Things (IoT) is making us more connected than ever with smart home devices that can control our lights and thermostats and order food for us with simple voice commands.
Robo advisors are making investing more accessible and more affordable for everyone.
And the list is growing.
Almost every industry has been disrupted by digital technologies over the past decade. And, in 2017 we expect to see more revolutionary developments impacting our businesses, careers, and lives.
BI Intelligence, Business Insider's premium research service, has put together a list of 30 Big Tech Predictions for 2017 across Mobile, Digital Media, Payments, IoT, E-Commerce, and Fintech. Some of these major predictions include:
Autonomous car road tests
Snapchat and Amazon rattling the digital ad space
VR hardware competing with popular gaming consoles
The grocery industry making the move online
Mobile wallets adding value to users
Insurtech ascending with investments from legacy players and tech giants
Social video taking 2017 by storm
Augmented Reality in Education: Present Accomplishments, Future VisionsJulie Evans
The document discusses augmented reality in education through case studies and future visions. It summarizes three case studies: EcoMobile, which uses augmented reality to enhance learning about ecosystems; School in the Park, where students use augmented reality to learn at cultural institutions; and STEAMing Ahead with Mobile Learning, a project using augmented reality to teach STEAM concepts in a library dome. It envisions immersive learning through virtual reality, mixed reality, and evolving interfaces to sense contextual information. The presentation aims to spark discussion on augmented reality applications and deeper learning strategies in education.
The document discusses an "iPads in the Library" program at Inter-American Magnet School. It describes how iPads are being used to expand learning in the library by engaging students in reading, writing, research, collaboration and global online communities. It provides examples of student projects created using apps like Puppet Pals HD, Voicethread and iMovie. The document advocates that technology is an important tool for preparing students for the digital age and should not be seen as a novelty. It also discusses alternative specials class scheduling that allows for continuity of library and technology projects.
The document discusses trends in educational apps and technology. It notes that students are increasingly writing and learning in digital contexts, facilitated by ubiquitous social and new media. These technologies promote collaborative, participatory learning through project-based and wiki-based activities, digital storytelling, and more opportunities for practice and feedback. The document outlines future trends like adaptive learning, augmented and virtual reality experiences, integration of the internet of things into education, and artificial intelligence potentially changing how and where students learn.
This document discusses makerspaces in libraries and how they can promote information literacy and accessibility. It provides examples of different types of makerspaces, including stationary, mobile, and those focused on specific projects. The document emphasizes that makerspaces should be universally designed to be inclusive for people of all abilities. It also stresses the importance of training for educators on how making can be integrated into classroom learning and promoting reflection, critique, and ethical use of technology among young makers.
SED is an after school program that provides hands-on science, technology, engineering, art and math activities for students in 3rd, 7th and 12th grades. Students have the opportunity to build robot pets, learn coding, and conduct DNA experiments. SED aims to foster creativity, problem solving skills, and excellence in students by allowing them to explore scientific concepts through experimentation and design. The small class sizes of 16 students or less allow for close mentorship from science professionals with various specializations and degrees.
This document discusses the concepts of information literacy, digital information fluency, and "media fluency". It argues that the current focus on teaching media production skills alone is an "epic fail" and that we should instead focus on developing "medium fluency" or "meta-medium fluency", which is the ability to understand and work with digital media and information as flexible tools and environments. The document provides several examples and perspectives to support this idea and concludes with three discussion questions about how to support the development of medium and meta-medium fluency in students.
1. The document discusses various technologies that can be used in the classroom such as wikis, blogs, podcasts, and social networking sites.
2. It encourages teachers to engage students in their own learning using technologies like virtual book studies, online collaboration tools, and mobile devices.
3. Examples are given of ways technologies can transform education, such as using smartphones to deliver English lessons, implementing virtual textbooks, and facilitating online learning environments.
Empowering Students with Free/Libre SoftwareJohn Iglar
Technology can help us fulfil our schools' missions, and free (libre) and open source software is one way to do that. By giving our students the tools to build, modify and share in the digital world, we truly empower them to shape their world.
This document outlines the agenda for a National Digital Learning Day event at Randolph Middle School. The event will discuss Bring Your Own Device (BYOD) policies and how increased access to technology can benefit students. Plans are to begin a BYOD program next year, including developing a technology plan, training staff, and teaching students digital citizenship. The event will also cover online test preparation resources, educational apps, and an overview of the Atomic Learning and Gaggle programs.
Project>Login: From Curiosity to CareerJay Collier
The demand for computing and IT professionals is growing nationally, and these are well-compensated careers for those who are passionate about technology. Unfortunately, in Maine, as elsewhere, too few young and adult learners are discovering this profession, mastering foundational skills, and gaining relevant experience to succeed.
Maine’s Project>Login has been working with students, teachers, and professionals to chart a course from curiosity to career: from playing and tinkering to making and studying to mastering the practices and competencies that will help them thrive in their future roles: at home, at work, and in the community.
How can we help young and adults learners discover, explore, and pursue pathways to the computing and IT profession?
The document discusses how students today learn differently due to increased access to technology and the internet. It provides examples of how some schools are incorporating various web 2.0 tools like wikis, blogs, podcasts, and social media to engage students in their own learning both inside and outside the classroom. The document advocates for funding innovative online learning models to provide more equitable educational opportunities for all students.
Presentation by Darya Yegorina (CEO, CleverBooks) delivered on several events in 2018. Copyright belongs to CleverBooks Company. Any further use of this presentation or its contents need to be approved by CleverBooks Company.
The document discusses the potential benefits of a 1:1 iPad pilot program in schools. It provides examples of studies that found iPads can increase student achievement, engagement, and independence. The document argues that iPads create a flexible learning environment and can help students like Noah Rahman, who has cerebral palsy, develop important skills. Overall, the document advocates for iPads by highlighting ways they may positively impact student learning.
Harnessing the Power of Open: How Open Education Can Transform Our Assignment...Robin DeRosa
This document discusses open education and how open pedagogy can transform assignments, courses, and colleges. It defines open educational resources (OER) and open pedagogy. It argues that open education increases access to higher education by lowering costs for students and enabling them to contribute to knowledge. Sustainable open assignments center access, connect students to communities of practice, and leverage open licenses. Open education can put the "public" back into public higher education by making knowledge more accessible, interactive, and collaborative.
The document proposes a plan to improve the Reading Public School district by focusing on collaboration, critical thinking, community partnerships, and global awareness. The plan aims to prepare students for active participation in their education and civic duties. It recommends increasing collaboration and social skills training, emphasizing problem solving and metacognition. It also suggests strengthening community partnerships through internships and mentorships to better reflect the real world. Finally, the plan proposes enhancing global awareness by starting foreign languages earlier and focusing more on current events and international topics.
Collaboration and teamwork are becoming increasingly important skills. New technologies now allow individuals around the world to work together. Examples discussed include Innocentive, which connects over 120,000 scientists and engineers to solve problems, and Wikipedia, where thousands collaborate on documents. The "Flat Classroom Project" uses tools like email, Skype and social networks to connect classrooms globally and foster understanding between students. Scientists in Antarctica also use blogs and online exchanges to share their work and educate the public through projects like "Ice Stories".
Similar to TCEA 2017 Apps, Apps Everywhere: iPads for Student Success (20)
The document summarizes a session presented by Dr. Kimberly LaPrairie and Dr. Marilyn Rice on using technology to support teaching and learning. The session covered various tools like Poll Everywhere, Google Suite, Coggle, Trello, Padlet, Flipgrid and Screencast-O-Matic. It provided examples of how these tools can be used for pre-assessment, formative assessment, content curation, virtual communication, collaboration and screencasting. The presentation aimed to model the use of these technologies to enhance assessment, debriefing, gathering and sharing of information for instruction.
This document discusses how iPads can be used to foster future-ready skills in learning, including collaboration, creativity, communication, and critical thinking. It provides examples of how iPads can be used to connect students to sources of knowledge through educational videos and content practice. It also explores how iPads can connect students to other learners through collaboration apps and ways for students to communicate and create their own knowledge through writing, speaking, and illustration apps. The document concludes with tips for managing iPads in the classroom, such as not spending too much time on any single app and utilizing student experts, as well as how to locate applicable apps based on content and skills goals.
This document summarizes several leadership books that provide advice and strategies for leaders. It includes summaries of "Game Changers" by Dave Asprey which distills high performance strategies into becoming smarter, faster and happier; "Conscious Coaching" by Brett Bartholomew which bridges the gap between physical training science and human behavior science for coaches; and "Lead with Culture" by Jay Billy which explains how school culture impacts student and teacher experiences.
Developing Strong Technology Leaders Through Online Project-Based Curriculum
ISTE Bytes Presentation
Kimberly N. LaPrairie, Ph.D - Associate Professor
Marilyn P. Rice, Ph.D. - Professor
Stephen A. Turner, M.A. - Instructional Designer
Heather L. Vermilio, M. Ed. - Instructional Designer
Sam Houston State University
TCEA 2016 - iPad Academy - Austin, TX
Wednesday, February 3, 2016
1:30 p.m. - 3:00 p.m.
This session will investigate the functional integration of the iPad in a variety of PK-16 educational settings. Discover how to leverage the iPad and Bloom’s digital taxonomy to engage diverse learners, individualize curriculum, assess learning, and much more. Numerous iPad apps, most of which are FREE, will be explored for authentic integration for teaching and learning. Participants will also learn how to locate and examine the best apps for education.
Presented by:
Kimberly LaPrairie
KNL007@shsu.ed
Twitter: @drlaprairie
Marilyn Rice
EDU_MPR@shsu.edu
TCEA 2016 - iPad Academy - Austin, TX
Tuesday, February 2, 2016
3:00 p.m. - 3:50 p.m.
Room 11AB
Discover the possibilities for authentic classroom integration of the iPad and explore top apps for student-centered, digital age teaching and learning. Numerous free educational iOS apps will be reviewed and demonstrated. We’ll also have you share apps you’ve found useful.
Presented by:
Kimberly LaPrairie
KNL007@shsu.ed
Twitter: @drlaprairie
Marilyn Rice
EDU_MPR@shsu.edu
This session will investigate the functional integration of the iPad in a variety of PreK-16 educational settings. Discover how to leverage the iPad and Bloom’s Digital Taxonomy to engage diverse learners, individualize curriculum, assess learning, and much more. Preferred device: iPad
This document discusses how iPads and apps can be used to engage students in higher-order thinking based on Bloom's revised taxonomy. It provides examples of apps that can be used to apply each level of Bloom's taxonomy, from remembering to creating. The document also discusses how teachers can find appropriate apps and encourages teachers to leverage their professional learning networks to discover new app recommendations. In conclusion, it suggests apps are not just for students but can also help teachers have fun in the classroom.
1. The document discusses top iPad apps for digital age learning. It provides examples of how different apps can be used to apply Bloom's revised taxonomy of learning domains in teaching the story of the Three Little Pigs.
2. Bloom's taxonomy includes remembering, understanding, applying, analyzing, evaluating, and creating. The document gives examples of apps that could be used to teach each level, such as using Doodlelicious for remembering and Animoto for understanding.
3. The document encourages teachers to have fun by finding new apps and sharing recommendations through their professional learning networks. It provides links to websites that review educational apps.
This document discusses using technology tools in the classroom and how to select appropriate tools based on Bloom's Taxonomy. It provides examples of apps that can be used to support different levels of Bloom's Taxonomy, such as flashcards for remembering, Voicethread for understanding, and Animoto for applying. The document also shares resources for finding new apps, like websites from 21st Century Innovations and Kathy Schrock, and recommends tapping your professional learning network for app recommendations. It encourages teachers to have fun with apps too and not just use them for students.
This document discusses top iPad apps for education and 21st century classroom jobs. It begins by listing traditional classroom jobs and suggests which could be eliminated based on necessity. It then provides examples of iPad apps that could replace traditional jobs like pencil sharpener, paper passer, and board cleaner. Beyond traditional jobs, it discusses 21st century roles like researcher and curriculum reviewer and provides app examples for those. It concludes by encouraging engagement in learning, individualized curriculum, and formative assessment beyond traditional class jobs and provides contact information for the authors.
More from Dr. LaPrairie @ Sam Houston State University (13)
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
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3. 7 YEARS OF IPAD IN EDUCATION:
WHAT WE KNOW NOW
•iPads can provide
accessibility and
personalized learning
Source: http://www.educationalmosaic.com/blog/what-have-we-learned-from-7-years-of-ipads-in-
education
4. 7 YEARS OF IPAD IN EDUCATION:
WHAT WE KNOW NOW
•iPads can provide connectivity
•iPads can provide alternatives for communicating
knowledge
35. Managing iPads:
Dos and Don’ts
• DON’T spend too much time teaching how to use a specific app
• DON’T only integrate apps you are an expert using
• Do utilize student experts
• Do know app limitations
• Do have a class account
• Do have a save and share plan
• Do have a backup plan
Source: http://www.erintegration.com/2015/03/30/the-5-most-common-mistakes-when-integrating-ipads-into-the-classroom/?utm_content=bufferd8da6&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer
38. First ask yourself:
• What content do I want students to learn?
• What skills do I want students to practice or refine?
• What are students’ needs?
• Do I want students to consume or create?
• Do I already have an app that does the same thing?
Source: http://www.edtechmagazine.com/k12/article/2016/05/10-questions-ask-installing-new-educational-app
Linked to Google Doc where we can all take notes together
Welcome
Introduction of presenters
In this presentation, we are going to examine how iPads can be used to promote student success
Let’s begin by reviewing what we have learned about iPads in education since the device was introduced 7 years ago
iPads can provide accessibility and personalized learning
Education is traditionally designed to be “one size fits all”
Technology brings the ability to customize learners’ experiences and accommodate their specific needs
RTI Guidance App (by TEA)
Response to Interventions resources organized by grade level and subject area
iPads can provide connectivity
Education requires connecting –
Connecting to sources of knowledge AND
Connecting to other learners
iPads can provide alternatives for communicating knowledge
In education, we still tend to ask students to express themselves using the same uniform text formats we have always used despite the fact that we know many struggle with verbal expression and written composition
Brainfeed – Educational Video For Kids
◆ AGES 7+
◆ Each video is handpicked by educators - must be:
short (under 10 minutes) and
documentary style videos
Curriculum-basedEntertaining & engagingVisually stimulatingHigh quality contentAge-appropriate Child-friendly
screened for inappropriate content.
links in descriptions are disabled,
app can be password locked using the iOS accessibility options.
no advertisements
◆ over 2,000 videos - every week new videos are added to our SEARCHABLE LIBRARY
◆ Topic areas include:
ScienceThe UniversePlanet EarthTechnology & DesignArts & MusicLanguageThe Human BodySocial StudiesMathCareers
◆ Purchase Brainfeed School Edition for $14.99 - MORE CONTENT
Similar apps: Science 360
CONNECTIVITY: Connecting to Sources of Knowledge
Audioboom
Worlds leading spoke-word audio platform. Very useful for current events and history.
Also content creation:
Record, edit and upload audio straight from the app.
Another podcast app that is more academic would be iTunesU
CONNECTIVITY: Connecting to Sources of Knowledge
TinyTap
Create interactive lessons
● Teacher can Make - Interactive presentations
Educational games- Flashcards
quizzes- ebooks- Illustrated stories
Student can also use the app to create these
Can search content created by other educators
Also has a subscription service to unlock additional lessons and features
CONNECTIVITY: Connecting to Sources of Knowledge
Augmented Reality Apps
Is Often described as superimposing a computer-generated image on a user's view of the real world, providing a composite view
Many times interact with other media, such as printed images
ZooKazam
Learn about the animal kingdom while seeing and virtually interacting with the animals.
Point your device at one of our “markers" (or make your own using the device camera) and then your selected animal appears in photo realistic 3D animation.
Students learn using detailed info-graphics that appear right on the screen with the 3D animal.
Also select the weather icon to change the scenes in your images to snow, sun or rain
40+ Animals with 9 Different Categories
Choose animals from the following list of categories: • Birds• Fish• Mammals• Dinosaurs• Invertebrates• Amphibians• Insects• Reptiles• Pets
$0.99
PLKIDZ
print alphabet flashcards
Animal comes to life on the screen
Solar
Explore solar system within existing environment
Similar apps such as:
Amazing Space Journey (2012) – print targets to explore solar system and its motion
SkyORB 3D – star-map and much more
Explore! AR STEM Missions
Grade 3-5 Science and math concepts – currently the concepts of energy and how a basic circuit works
ASimilar apps such as:
Arloon Chemistry ($2.99) - teaches how to write inorganic chemical formulae and name chemical compounds
Anatomy 4D
Uses printed targets to display different parts of the human anatomy as interactive models (last updated 1/2015)
Gamar
Brings Museums and art galleries to life
Includes interactive games, unlock secrets
1600 –
Learn about what happens at the White House. tap "Start" and point your camera at George Washington (on the one dollarbill)
Augmented Reality Freedom Stories (10/2013)
Teaches about the underground railroad through printable flashcards
FlixRemix AR Movies for Education
Integrates lessons with Hollywood movies
turns Movie Moments into Teachable Moments
Run FlixREMIX on a Second Screen and FlixREMIX syncs with the movie to show & speak Expert Commentary with Interactive Quizzes
FlixREMIX movie-based lessons are available for a wide variety of topics, such as The Science of Star Wars: The Force Awakens, Social Study Lessons from Independence Day, Real World Math in This is Spinal Tap and more!
Blippar
Scan objects – such as plants, art, food - to learn about them
SEARCH APP STORE
Connecting to other learners and collaboration on content
Connecting with other learners and collaborating on content
Google Keep
• Capture, edit, share, and collaborate on notes on any device.• Add notes, lists, photos, and audio to Keep.• Organize notes with labels and colors.• Get reminded about a note at the right time or place.• Record a voice memo and have it automatically transcribed.
Connecting with other learners and collaborating on content
Padlet
Digital canvas
Drag in a video, record an interview, snap a photo, write your own text posts or upload some documents
Use to create Venn diagram, a discussion board, a portfolio
Lucidchart – flowchart, diagram
Drag and drop interface
An also access and collaborate cross platforms
Also mention: Popplet $4.99, Inspiration
Assembly
create graphics, stickers, icons, scenes, and other graphics
Includes a library of essential shapes, symbols and stickers that can be layered, stacked and repositioned to create new designs.
That leads us to communication of knowledge and content creation
iPads were initially criticized as being designed for consumption but had limited capacity for content creation. NOT ANYMORE
The iPad NOW allows learners to be prolific producers of a wide variety of content to communicate their knowledge and understanding
The iPad allows for the creation of content ranging from the production of static artifacts to interactive, augmented reality exhibits
iSource APA (MLA also available).
Also iSource MLA ($2.99)
Bundle $4.99
Shows learners how to cite the source. Creates it step by step.
includes a list of the most common formatting rules for students to use as a reference guide.- choose a resource type like a book or encyclopedia, enter the required resource information
To create a finished bibliography, simply copy the formatted citations into their favourite word processor (like Pages or Word), listed alphabetically.This app also strictly adheres to the Publication Manual of the American Psychology Association version 6.
iSource APA (MLA also available).
Also iSource MLA ($2.99)
Bundle $4.99
Others such as RefMe (FREE)
WRITTEN COMPOSITION
Gradeproof –
writing help (FREE, $10/month to unlock full capabilities); iOS, desktop
A personal editor for improving writing.
Features:
Spelling & Grammar ChecksRephrasing AnalysisWord Count Targeting - increase and decrease word count.Plagiarism Checks
Can even identify complex grammatical issues that other word processors often miss.
options to import email attachments or use cloud storage services like DropBox.
WRITTEN COMPOSITION
iAnnotate ($1.99-$9.99)
read, mark up, and share PDF, DOC, PPT and image files!
IMPORT: Connect with - cloud services -
Box, Dropbox, Google Drive, Microsoft SkyDrive or WebDAV, use iTunes file sharing, or open PDFs directly from email or the Web.
taking notes on lecture slides,
annotating documents, revising documents,
grading papers,
ANNOTATE:
pen,
highlighter,
typewriter,
stamp,
voice recording,
Copy and paste annotations, even from one document to another.MULTITASK: 8 documents open at once, and easily navigate between them for tabbed reading. SHARE: can be viewed and edited in external PDF readers like Adobe Acrobat or Mac Preview.
*** Great for peer editing
VERBAL EXPRESSION APP
$1.99
Ummo is your personal speech coach.
use Ummo to track your filler words ("Umms" and "Uhhs", “like”, “you know”),
pace, word power, clarity, and more.
Just click the record button to start listening and click it again to stop listening.
Ummo will analyze your speech as you talk and show you how you did when you’re done. If you want to track any specific word or phrases, just add them in the settings tab!
VERBAL EXPRESSION APP
Animate Me
Animate any photo to talk
VERBAL EXPRESSION APP
Adobe Spark Video
Create animated videos in minutes
Easily add and trim video clips.
Pick from over 25,000 images or add your own photos.
Select the soundtrack that works best.
Then Spark automatically adds striking cinematic motion to your story — no design experience needed.
Adobe Spark Video
Walks you through creation of animated videos
Promote an Idea – call to action
Tell what happened
A hero’s Journey – overcoming a challenge
Show and Tell
Personal Growth – tell about an experience that changed you
Teach a Lesson –
An invitation - get audience excited about an event
Blank
• Touch to record your voice, one line at a time.
• Pick from the stunning collection of over 25,000 icons and millions of images, or use your own.• Choose the perfect theme with one tap – engaging motion makes every element memorable.• Select your own colors and fonts to make your stories look and feel exactly how you want them to.• Share it on Facebook, Twitter, email, or your own web page for anyone to watch.• Save your video to your Camera Roll to upload to your favorite video site.
VERBAL EXPRESSION APP
Shadow Puppet Edu –
kids as young as 5 can create multimedia video (FREE)
∙ Search Library of Congress, NASA, maps for images to explain an idea
∙ Safe search enabled ∙ Option for administrators to disable image search
STUDENTS CAN:∙ Present a project or describe an experience∙ Develop digital storytelling skills∙ Demonstrate understanding of a concept for assessment ∙ Improve speaking skills or practice reading aloud
Also includes lesson ideas for teachers
TeleStory
Students can create their own TV show
Creating a TV show is as easy as...1. Pick a theme, then mix and match over 30 animated scenes to film your own story2. Craft a script using our playful TV tropes (or write your own)3. Dress up in 50 different digital costumes with face tracking4. Perform and record your own show with animated settings and special effects
Animation Apps - create an illusion of movement when the movie is shown as a sequence
Animation Creator HD – $3.99
3D Creation
123D Design – (FREE)
Create 3D printable designs, right on your iPad
COMMUNICATION OF KNOWLEDGE
Augmented Reality Apps
superimposes a computer-generated image on a user's view of the real world
Aurasma – (FREE)
Augment - (FREE
Virtual Reality
computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside
Camarada – create 3D and virtual reality videos
Available on Google Play – coming to iOS soon (FREE)
SHOW VIDEO – 1:30
https://www.youtube.com/watch?v=LVUYvS5PmgA
Teacher Apps
Assessment
Poll everywhere
Audience members or students can easily respond to polls or vote using the app on a smartphone or tablet. Aside from the app, they can respond via web browser, text message, or Twitter.
Socrative Teacher – polls, exit tickets
Socrative will instantly grade, aggregate and provide visuals of results to help you identify opportunities for further instruction.
Can share quizes with other teachers
Plickers – poll class without devices
Just give each student a card (a "paper clicker"), and use your iPhone/iPad to scan them to do instant checks-for-understanding, exit tickets, and impromptu polls.
Best of all, your data is automatically saved, student-by-student, at plickers.com.
Managing APP use
According to research, device management continues to be problematic – but apple may have just help solve that issue
Classroom
App by apple came out in May 2016
SHOW VIDEO – 3:00
http://www.apple.com/education/products/#learning-with-ipad
Scroll down to “Meet your new teaching assistant”
Click Watch the Classroom app Guided Tour
App and website. Put apps on wish list. Will notify you when the price drops or when it becomes free. Can request push notifications.
*NOTE: When you search for these apps in the apps store they may not show up under iPad only apps – be sure to also check iPhone apps
What are your favorite APPs for teaching and learning?