The document traces the evolution of educational technology from the 17th century hornbook to modern devices. It describes early tools like slates, chalkboards, and projectors introduced between the 1600s-1900s. In the 20th century, technologies like film projectors, radios, overhead projectors, and ballpoint pens were adopted. Important later developments included headphones, slide rules, photocopiers, liquid paper, calculators, and CD-ROM drives between 1940-1990. The introduction of interactive whiteboards, iClickers, laptops, wireless networks, smartphones, and tablets in the 1990s-2010s has transformed modern classrooms with cloud-based services and virtual learning environments.
This document provides a history of educational technology from 4000 BC to the future. It describes some of the major developments throughout history including the abacus in 2700 BC, the printing press in 1436, the development of slide rules and calculators in the 1700s-1800s, the introduction of computers and the internet in the 1960s-1980s, and emerging technologies like virtual and augmented reality being applied to education. The timeline shows how technology has increasingly been integrated into classrooms over the past centuries and will likely continue transforming education.
History of-educational-technology-timelineTics Umg
This document provides a timeline of key developments in educational technology from 40,000 BC to 2008 AD. Some notable milestones include the development of painting and drawing as means of communication around 40,000 BC, the founding of Plato's Academy in 389 BC which began a new movement in education, and Gutenberg inventing the printing press in 1453 which transformed society by allowing mass publication.
40 Years of Education (Education so far)Komal Gandhi
The document provides a summary of key technological developments in education from 1801 to 2012. It notes the invention of the blackboard in 1801, the fountain pen in 1884, multiple choice tests in 1914, the creation of television in 1925, the floppy disk and calculator in the 1970s, the first mobile phone call in 1973, the introduction of the CD in 1982, the launch of Windows in 1992, YouTube and Wi-Fi in 2005, the first iPhone in 2007, and Google Glasses planned for 2012. The document advocates for a balanced approach to education that considers new technologies but doesn't lose sight of developing well-rounded, thinking students.
The document discusses the history and evolution of educational technology from ancient times to the present. It covers major developments such as the invention of writing, alphabets, printing press, textbooks, blackboards, photography, film, radio, television, computers and the internet. It also profiles important individuals who contributed to the field such as Comenius, Herbart, Pestalozzi, Montessori, Dewey, Edison, Bruner and Bloom. The emergence of educational technology in the Philippines is also briefly outlined.
The document traces the history of educational technology from 3000 BC to the present. It describes how early technologies like the abacus, blackboard, and slate were introduced and used in classrooms. Radio and film began to be used in the 1920s. During World War II, technology advanced rapidly for military training purposes. The 1940s saw the introduction of the computer. Television was used for instruction in the 1950s and language labs in the 1960s. Microcomputers entered schools in the 1970s and became widespread in the 1980s. The internet and web browsers revolutionized education in the 1990s and 2000s, introducing tools like blogs, learning management systems, and video sharing.
The document traces the evolution of educational technology from the 17th century hornbook to modern devices. It describes early tools like slates, chalkboards, and projectors introduced between the 1600s-1900s. In the 20th century, technologies like film projectors, radios, overhead projectors, and ballpoint pens were adopted. Important later developments included headphones, slide rules, photocopiers, liquid paper, calculators, and CD-ROM drives between 1940-1990. The introduction of interactive whiteboards, iClickers, laptops, wireless networks, smartphones, and tablets in the 1990s-2010s has transformed modern classrooms with cloud-based services and virtual learning environments.
This document provides a history of educational technology from 4000 BC to the future. It describes some of the major developments throughout history including the abacus in 2700 BC, the printing press in 1436, the development of slide rules and calculators in the 1700s-1800s, the introduction of computers and the internet in the 1960s-1980s, and emerging technologies like virtual and augmented reality being applied to education. The timeline shows how technology has increasingly been integrated into classrooms over the past centuries and will likely continue transforming education.
History of-educational-technology-timelineTics Umg
This document provides a timeline of key developments in educational technology from 40,000 BC to 2008 AD. Some notable milestones include the development of painting and drawing as means of communication around 40,000 BC, the founding of Plato's Academy in 389 BC which began a new movement in education, and Gutenberg inventing the printing press in 1453 which transformed society by allowing mass publication.
40 Years of Education (Education so far)Komal Gandhi
The document provides a summary of key technological developments in education from 1801 to 2012. It notes the invention of the blackboard in 1801, the fountain pen in 1884, multiple choice tests in 1914, the creation of television in 1925, the floppy disk and calculator in the 1970s, the first mobile phone call in 1973, the introduction of the CD in 1982, the launch of Windows in 1992, YouTube and Wi-Fi in 2005, the first iPhone in 2007, and Google Glasses planned for 2012. The document advocates for a balanced approach to education that considers new technologies but doesn't lose sight of developing well-rounded, thinking students.
The document discusses the history and evolution of educational technology from ancient times to the present. It covers major developments such as the invention of writing, alphabets, printing press, textbooks, blackboards, photography, film, radio, television, computers and the internet. It also profiles important individuals who contributed to the field such as Comenius, Herbart, Pestalozzi, Montessori, Dewey, Edison, Bruner and Bloom. The emergence of educational technology in the Philippines is also briefly outlined.
The document traces the history of educational technology from 3000 BC to the present. It describes how early technologies like the abacus, blackboard, and slate were introduced and used in classrooms. Radio and film began to be used in the 1920s. During World War II, technology advanced rapidly for military training purposes. The 1940s saw the introduction of the computer. Television was used for instruction in the 1950s and language labs in the 1960s. Microcomputers entered schools in the 1970s and became widespread in the 1980s. The internet and web browsers revolutionized education in the 1990s and 2000s, introducing tools like blogs, learning management systems, and video sharing.
ICT has transformed education by serving multiple teaching functions such as drill and practice and problem solving. It allows information to be delivered instantly to a wide audience at low cost. The evolution of educational technology over time is shown from the horn book in 1650 to modern interactive whiteboards, with major developments including the chalkboard, film projector, overhead projector, educational television, and the internet. Computers now increase productivity, facilitate communication, provide access to information, act as teaching aids, electronically store information, and teach subjects to enhance learning.
This document traces the development of education and educational technology through different eras. It discusses how in ancient times, education was taught informally by priests and parents, and the first forms of writing like hieroglyphics were developed. During medieval times, formal schooling emerged in places like monasteries and universities. The Renaissance period saw further developments like the printing press and early educational tools and theories from thinkers like Comenius, Montessori, and others. The document provides historical context on how education and technology have evolved together over millennia.
History of educational technology
Particularly in recent years, technology has changed from being a peripheral factor to becoming more central in all forms of teaching. Nevertheless, arguments about the role of technology in education go back at least 2,500 years. To understand better the role and influence of technology on teaching, we need a little history, because as always there are lessons to be learned from history.
Visual education began in the late 19th century with the use of magic lanterns and stereopticons to project slides during lectures. In the early 20th century, films and film projectors were introduced into classrooms, and the first educational film catalog was published in 1910. During this time, radio, television and early computers were also experimented with for educational purposes. By the late 20th century, technologies like videotapes, compact discs, and the internet became widely used in education.
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
The document discusses the history and evolution of educational technology from the past to today. It covers three key areas: instructional design, educational media, and educational computing. Instructional design roots can be traced back to pioneers like Edward Thorndike and was influenced by behaviorism, cognitivism, and constructivism. Educational media emerged in the late 19th/early 20th centuries using tools like films. Educational computing evolved throughout the 20th century from the earliest computers to the development of microprocessors, personal computers, and the internet.
Education Technology: Yesterday, Today and Tomorrowjohn20gabrillo
Educational technology has evolved from three disciplines: instructional design, educational media, and educational computing. Originally separate, these fields have converged into today's integrated field of educational technology. Current trends include taking an eclectic approach to learning theories that incorporates behavioral, cognitive, and constructivist perspectives. There is also a shift toward just-in-time education using learning objects and rapid prototyping rather than only pre-designed materials.
The document provides a history of educational technology from ancient times to the present. It discusses how early technologies like the abacus and textbooks helped transmit information. Over time, technologies like film, radio, television and computers were incorporated into education. Major developments included the introduction of mainframe computers in schools in the 1950s and personal computers in the 1970s/80s which allowed technology use to expand. Current trends include increasing computer usage and the rise of the internet to facilitate communication and access resources.
This document provides an overview and introduction to a lecture on video game law:
- It discusses whether video games should be considered a form of "mass media" and how audience interactivity made the concept of mass media obsolete.
- It covers some of the innovations and firsts that video games have introduced, such as interactivity, voice control, online communities, and virtual reality.
- It references debates around whether virtual worlds like World of Warcraft constitute their own countries or jurisdictions, and how real-world laws may apply to virtual environments.
- It touches on issues like whether video games deserve legal recognition and protection as an art form, the limitations this recognition brings in terms of intellectual property law,
This document provides an overview of research being conducted in the virtual world of Second Life. It discusses topics like virtual world interoperability, virtual hallucinations, knot theory, robotics, and education in Second Life. It also provides statistics on Second Life usage and lists many resources and links for further researching topics related to Second Life.
The document provides a history of educational technology from 1872 to 2005. It describes several important milestones in the development of educational technology, including the invention of the typewriter in 1872, the first electronic computer (ENIAC) in 1946, the first handheld calculator in 1967, the first personal computer (Altair 8800) in 1974, the introduction of CD-ROM technology in 1983, and the launch of the One Laptop per Child initiative in 2005 which aimed to provide $100 laptops to children around the world. The document also includes a short quiz about educational technology.
History of Instructional Technology ExhibitMichelle Wendt
History of Instructional Technology Exhibit, created by Brian Harrison, Roma Surti and Michelle Wendt of the Richard Stockton College of New Jersey MAIT program.
Artificial intelligence and the Singularity - History, Trends and Reality Checkpiero scaruffi
A lecture given at the second LAST festival (www.lastfestival.org) by Piero Scaruffi on Artificial intelligence and the Singularity - History, Trends and Reality Check. This is a very old presentation. See the updated one at www.scaruffi.com/singular
A presentation about one of Wikimedia Israel\'s outreach projects in close cooperation with the Israel Internet Association and the Center for Educational Technology.
Charles Babbage invented early computers but failed to build them. Claude Shannon founded information theory and Alan Turing made major contributions to computer science and artificial intelligence. John Von Neumann made important contributions to mathematics, physics, and artificial life. William Shockley, Douglas Engelbert, Robert Noyce, Steve Wozniak, Grace Hopper, and Vint Cerf all made seminal contributions to the development of computers and the Internet through inventions like the transistor, mouse, microchip, Apple I computer, computer programming, and TCP/IP protocols.
Art/Science Interaction - Case study: Silicon Valleypiero scaruffi
Presentation for the Alpbach Technology Forum of August 2014 on Art/Science and Silicon Valley. I keep updating my presentations on Silicon Valley at www.scaruffi.com/svhistory
History of Instructional Design and TechnologyBen Clark
The document traces the history of instructional design and technology from the early 1900s to the present. It highlights several key events and developments, including the first use of media for instructional purposes in 1905, the emergence of visual instruction and audiovisual instruction between 1905-1930s, the influence of cognitive psychology principles in the 1980s, and the increasing focus on constructivist and learner-centered approaches from the 1990s onward. The field has evolved significantly over the past century due to technological innovations and refinements in instructional strategies.
Intelligence is not Artificial - Stanford, June 2016piero scaruffi
The document discusses artificial intelligence and argues that the field is progressing more slowly than predicted. It makes four main points:
1) Recent AI accomplishments like image recognition and AlphaGo are narrow and rely on large datasets and computational power rather than true intelligence.
2) Progress in AI has not accelerated as much as claimed and past eras saw similar revolutionary changes in technology.
3) Claims of soon achieving superhuman AI are dubious as many animals already demonstrate abilities beyond humans.
4) Machines have long been able to perform tasks humans cannot, but near future AI will focus more on applications like consumer products, healthcare, and jobs rather than general human-level intelligence.
New media such as the internet, eBooks, blogs, and web tools enable different forms of eLearning including individual learning through online exercises and tutorials, virtual classrooms, and learning platforms. Resources for eLearning include iTunes U which provides podcasts, audio files and videos from universities, wikis like Wikipedia which allow collaborative editing of online encyclopedias, and websites like elearning.lu which offers online language courses in cooperation with the University of Luxembourg.
Water polo is a team water sport where two teams of seven players try to score goals by throwing a ball into the opponent's net. Players can only use one hand to pass and shoot the ball. There are six field players and one goalkeeper per team. Positions include center forward, wings, drivers, point player, and goalkeeper. Defense aims to guard these offensive positions. The modern game originated from water rugby played in England and Scotland in the 19th century.
ICT has transformed education by serving multiple teaching functions such as drill and practice and problem solving. It allows information to be delivered instantly to a wide audience at low cost. The evolution of educational technology over time is shown from the horn book in 1650 to modern interactive whiteboards, with major developments including the chalkboard, film projector, overhead projector, educational television, and the internet. Computers now increase productivity, facilitate communication, provide access to information, act as teaching aids, electronically store information, and teach subjects to enhance learning.
This document traces the development of education and educational technology through different eras. It discusses how in ancient times, education was taught informally by priests and parents, and the first forms of writing like hieroglyphics were developed. During medieval times, formal schooling emerged in places like monasteries and universities. The Renaissance period saw further developments like the printing press and early educational tools and theories from thinkers like Comenius, Montessori, and others. The document provides historical context on how education and technology have evolved together over millennia.
History of educational technology
Particularly in recent years, technology has changed from being a peripheral factor to becoming more central in all forms of teaching. Nevertheless, arguments about the role of technology in education go back at least 2,500 years. To understand better the role and influence of technology on teaching, we need a little history, because as always there are lessons to be learned from history.
Visual education began in the late 19th century with the use of magic lanterns and stereopticons to project slides during lectures. In the early 20th century, films and film projectors were introduced into classrooms, and the first educational film catalog was published in 1910. During this time, radio, television and early computers were also experimented with for educational purposes. By the late 20th century, technologies like videotapes, compact discs, and the internet became widely used in education.
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
The document discusses the history and evolution of educational technology from the past to today. It covers three key areas: instructional design, educational media, and educational computing. Instructional design roots can be traced back to pioneers like Edward Thorndike and was influenced by behaviorism, cognitivism, and constructivism. Educational media emerged in the late 19th/early 20th centuries using tools like films. Educational computing evolved throughout the 20th century from the earliest computers to the development of microprocessors, personal computers, and the internet.
Education Technology: Yesterday, Today and Tomorrowjohn20gabrillo
Educational technology has evolved from three disciplines: instructional design, educational media, and educational computing. Originally separate, these fields have converged into today's integrated field of educational technology. Current trends include taking an eclectic approach to learning theories that incorporates behavioral, cognitive, and constructivist perspectives. There is also a shift toward just-in-time education using learning objects and rapid prototyping rather than only pre-designed materials.
The document provides a history of educational technology from ancient times to the present. It discusses how early technologies like the abacus and textbooks helped transmit information. Over time, technologies like film, radio, television and computers were incorporated into education. Major developments included the introduction of mainframe computers in schools in the 1950s and personal computers in the 1970s/80s which allowed technology use to expand. Current trends include increasing computer usage and the rise of the internet to facilitate communication and access resources.
This document provides an overview and introduction to a lecture on video game law:
- It discusses whether video games should be considered a form of "mass media" and how audience interactivity made the concept of mass media obsolete.
- It covers some of the innovations and firsts that video games have introduced, such as interactivity, voice control, online communities, and virtual reality.
- It references debates around whether virtual worlds like World of Warcraft constitute their own countries or jurisdictions, and how real-world laws may apply to virtual environments.
- It touches on issues like whether video games deserve legal recognition and protection as an art form, the limitations this recognition brings in terms of intellectual property law,
This document provides an overview of research being conducted in the virtual world of Second Life. It discusses topics like virtual world interoperability, virtual hallucinations, knot theory, robotics, and education in Second Life. It also provides statistics on Second Life usage and lists many resources and links for further researching topics related to Second Life.
The document provides a history of educational technology from 1872 to 2005. It describes several important milestones in the development of educational technology, including the invention of the typewriter in 1872, the first electronic computer (ENIAC) in 1946, the first handheld calculator in 1967, the first personal computer (Altair 8800) in 1974, the introduction of CD-ROM technology in 1983, and the launch of the One Laptop per Child initiative in 2005 which aimed to provide $100 laptops to children around the world. The document also includes a short quiz about educational technology.
History of Instructional Technology ExhibitMichelle Wendt
History of Instructional Technology Exhibit, created by Brian Harrison, Roma Surti and Michelle Wendt of the Richard Stockton College of New Jersey MAIT program.
Artificial intelligence and the Singularity - History, Trends and Reality Checkpiero scaruffi
A lecture given at the second LAST festival (www.lastfestival.org) by Piero Scaruffi on Artificial intelligence and the Singularity - History, Trends and Reality Check. This is a very old presentation. See the updated one at www.scaruffi.com/singular
A presentation about one of Wikimedia Israel\'s outreach projects in close cooperation with the Israel Internet Association and the Center for Educational Technology.
Charles Babbage invented early computers but failed to build them. Claude Shannon founded information theory and Alan Turing made major contributions to computer science and artificial intelligence. John Von Neumann made important contributions to mathematics, physics, and artificial life. William Shockley, Douglas Engelbert, Robert Noyce, Steve Wozniak, Grace Hopper, and Vint Cerf all made seminal contributions to the development of computers and the Internet through inventions like the transistor, mouse, microchip, Apple I computer, computer programming, and TCP/IP protocols.
Art/Science Interaction - Case study: Silicon Valleypiero scaruffi
Presentation for the Alpbach Technology Forum of August 2014 on Art/Science and Silicon Valley. I keep updating my presentations on Silicon Valley at www.scaruffi.com/svhistory
History of Instructional Design and TechnologyBen Clark
The document traces the history of instructional design and technology from the early 1900s to the present. It highlights several key events and developments, including the first use of media for instructional purposes in 1905, the emergence of visual instruction and audiovisual instruction between 1905-1930s, the influence of cognitive psychology principles in the 1980s, and the increasing focus on constructivist and learner-centered approaches from the 1990s onward. The field has evolved significantly over the past century due to technological innovations and refinements in instructional strategies.
Intelligence is not Artificial - Stanford, June 2016piero scaruffi
The document discusses artificial intelligence and argues that the field is progressing more slowly than predicted. It makes four main points:
1) Recent AI accomplishments like image recognition and AlphaGo are narrow and rely on large datasets and computational power rather than true intelligence.
2) Progress in AI has not accelerated as much as claimed and past eras saw similar revolutionary changes in technology.
3) Claims of soon achieving superhuman AI are dubious as many animals already demonstrate abilities beyond humans.
4) Machines have long been able to perform tasks humans cannot, but near future AI will focus more on applications like consumer products, healthcare, and jobs rather than general human-level intelligence.
New media such as the internet, eBooks, blogs, and web tools enable different forms of eLearning including individual learning through online exercises and tutorials, virtual classrooms, and learning platforms. Resources for eLearning include iTunes U which provides podcasts, audio files and videos from universities, wikis like Wikipedia which allow collaborative editing of online encyclopedias, and websites like elearning.lu which offers online language courses in cooperation with the University of Luxembourg.
Water polo is a team water sport where two teams of seven players try to score goals by throwing a ball into the opponent's net. Players can only use one hand to pass and shoot the ball. There are six field players and one goalkeeper per team. Positions include center forward, wings, drivers, point player, and goalkeeper. Defense aims to guard these offensive positions. The modern game originated from water rugby played in England and Scotland in the 19th century.
The document discusses a WIRED grant focused on developing an Interactive Digital Technology (IDT) workforce in Appalachian Ohio. IDT includes fields like gaming, virtual worlds, and simulation/training software. The goal is to anticipate emerging IDT industries and prepare the regional workforce through initiatives at three state universities. Examples provided show the large salaries and economic impact of the growing gaming industry, which already employs over 300 people and spends $30-40 million per game.
This document discusses elements of digital branding. It defines digital branding as applying technologies like websites, apps, and social media for marketing purposes. It outlines various digital channels like web content, ecommerce, mobile, and social media. It presents a framework showing how different brand assets like websites, apps, social profiles, and campaigns can be used across these channels to strategically guide users through a journey towards a brand. It stresses integrating both digital and offline channels for a comprehensive user experience.
El documento presenta las diferentes herramientas y secciones de la plataforma SommelierAlumni.org, una red profesional para compartir conocimientos sobre el mundo del vino. Describe secciones como Home, Invite, My Profile, Forum, Events, Follow, Search y Network, las cuales permiten a los miembros publicar eventos, seguirse unos a otros, buscar información, crear grupos de discusión y compartir enlaces y recursos sobre vino.
An overview of using Second Life in education, with the Johnson & Wales University Global Outreach Morocco project as a case study. This is from a presentation on April 20, 2007 at Boston College.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
This presentation by Susan Acampora of The College of New Rochelle was presented at the Westchester Library Association annual conference in Tarrytown, NY on May 8,2009.
The presentation is about Second Life and Libraianship. It covers key SL library initiatives, resources for getting started, research resources, and profressional development opportunities.
The document discusses emerging technologies and their potential uses for education, including virtual worlds, augmented reality, and social networks. It notes the exponential growth of virtual worlds and genres. It also outlines new media literacies like play, performance, and networking. The document proposes that major companies may disrupt traditional P-16 education by providing free curriculum and assessments through new business models like advertising. It concludes by listing various free digital tools and platforms that can support learning.
This document summarizes a presentation on incorporating Web 2.0 tools into classroom practice. It describes technologies like RSS, blogs, wikis, podcasting, social bookmarking, social networking, Flickr, YouTube, e-portfolios and virtual worlds. Examples are given of how each tool can be used for teaching, learning, collaboration and professional development. The document concludes that adopting social software in schools requires developing teacher and student comfort, confidence and creativity with these new technologies.
The powerpoint presentation from our Virtual Worlds and Second Life workshop held on Tuesday the 23rd September 2008 as part of our Learning 2.0 programme
Second Life: Teaching Tips from the Virtual FrontierCynthia Calongne
This document provides tips and best practices for teaching in virtual worlds like Second Life. It discusses using avatars and virtual spaces to create immersive learning environments that support different teaching and learning styles. Tips include preparing content and activities, developing communication and assessment strategies, and getting comfortable with virtual world navigation and building tools. The goal is to effectively utilize virtual worlds to enhance teaching and create collaborative, applied learning experiences for students.
The History of Educational Technology.pptxAlmeraDacuma1
The document outlines the evolution of educational technology over the past 114 years through an infographic timeline. It describes technologies from early wooden paddles with printed lessons used in the colonial era to modern devices like interactive whiteboards, iClickers for polling students, and tablets. The timeline shows how technologies have progressed from basic tools like chalkboards and pencils to increasingly digital and interactive devices that aim to enhance teaching and learning in modern classrooms.
Science Technology and Society Chapter III Lesson 1. This PPT includes complete information about the timeline of information age. Various informations including images were included to further illustrate the timeline or history of information age.
The document provides a history of the Information Age from ancient writing systems to modern computing technologies. It begins with early writing systems from 3000 BC and progresses through major developments like the printing press, telegraph, motion pictures, computers, and the internet. Some key events and inventions discussed include Johannes Gutenberg's printing press in 1455, the first general purpose computer (ENIAC) in 1946, the microprocessor chip in 1971, the first personal computer kits in 1975, and the Apple Macintosh in 1984. The document traces the evolution of information technologies over millennia that define the current Information Age.
Interaction 13 - The Dream of the 90s Is Alivejasonbrush
The document discusses the development of digital art and net art in the 1990s. Early experiments explored nonlinear hypertext narratives and ways to incorporate user interaction. Artists began experimenting with new media like CD-ROMs, the web, and technologies that blended digital media with performance and the body. This led to a period of "technological vertigo" as new artistic possibilities rapidly emerged.
This document provides a history of educational technology from ancient times to the modern era. It discusses how early technologies like the abacus aided counting and calculations. In the 19th century, technologies like textbooks, blackboards, and improved writing implements were introduced. Important developments included the invention of photography and instructional television. During World War II, the US government encouraged the use of technology for military training, spurring the development of technologies like microteaching and computer-assisted instruction. The introduction of computers in the 1950s, the development of the Internet and World Wide Web in the 1990s, and the rise of mobile technologies have transformed educational technology.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
Presented on November 9, 2009 as a part of the Seminar for Historical Administration surrounding the idea of how the changing media landscape has (and will continue to) alter the mission and behaviors of museums around the world.
Education Technology: Yesterday, Today, and Tomorrowjohn20gabrillo
Educational technology has evolved from three disciplines: instructional design, educational media, and educational computing. Originally separate, these fields have converged into today's integrated field of educational technology. Current trends include taking an eclectic approach to learning theories that incorporates behavioral, cognitive, and constructivist perspectives. There is also a shift toward just-in-time education using learning objects and rapid prototyping rather than only pre-designed materials.
Grand Quizzing Week 22 | SciTech Quiz | PrelimsQuNITe
- The document describes a jigsaw puzzle-like project made up of pieces with glyphs from different writing systems, representing the multilingual nature of the project. A 3D model was later developed.
- It discusses a voting procedure for space travelers that allows them to vote electronically from space before elections.
- The last name of a famous Russian scientist, Igor Yevgenyevich, is revealed to be Chernyi.
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
The document discusses virtual worlds and Second Life. It provides an overview of the history of virtual worlds, from early platforms in the 1990s to current platforms like Second Life. It describes some of the activities people engage in on Second Life, such as socializing, gaming, arts and culture, business and education. It also touches on some of the opportunities and challenges of virtual worlds, such as their use for civic engagement, adult entertainment, and concerns about safety and identity.
This document provides a timeline of major developments in media and communication technologies from 3300 BC to 2011 AD. Some of the key events included the development of Egyptian hieroglyphics in 3300 BC, the invention of the Gutenberg press in 1455 which could print thousands of pages per day, the launch of the first newspaper "Acta Diurna" in 1640 Rome, Samuel Morse's development of the telegraph in 1830, Alexander Graham Bell's invention of the telephone in 1876, Thomas Edison's invention of the phonograph in 1877, the creation of the first motion picture film in 1888, Guglielmo Marconi proving radio communication feasibility in 1895, the invention of the first electronic TV by Phil
This document provides a timeline of major developments in media and communication technologies from 3300 BC to 2011 AD. Some of the key events included the development of Egyptian hieroglyphics in 3300 BC, the invention of the Gutenberg press in 1455 which could print thousands of pages per day, the launch of the first newspaper "Acta Diurna" in 1640 Rome, Samuel Morse's development of the telegraph in 1830, Alexander Graham Bell's invention of the telephone in 1876, Thomas Edison's invention of the phonograph in 1877, the creation of the first motion picture film in 1888, Guglielmo Marconi proving radio communication feasibility in 1895, the invention of the first electronic TV by Phil
This document provides a timeline of major developments in media and communication technologies from 3300 BC to 2011 AD. Some of the key events included the development of Egyptian hieroglyphics in 3300 BC, the invention of the Gutenberg printing press in 1455, the creation of the first telegraph by Samuel Morse in 1830, the invention of the telephone by Alexander Graham Bell in 1876, the first motion picture filmed by Louis Le Prince in 1888, the invention of radio by Guglielmo Marconi in 1895, the creation of the first electronic television by Philo Farnsworth in 1927, the invention of the World Wide Web by Tim Berners-Lee in 1990, the launch of Google in 1998, the founding of
This document provides a timeline of major developments in media and communication technologies from 3300 BC to 2011 AD. Some of the key events included the development of Egyptian hieroglyphics in 3300 BC, the invention of the Gutenberg printing press in 1455, the creation of the first telegraph by Samuel Morse in 1830, the invention of the telephone by Alexander Graham Bell in 1876, the first motion picture filmed by Louis Le Prince in 1888, the invention of radio by Guglielmo Marconi in 1895, the creation of the first electronic television by Philo Farnsworth in 1927, the invention of the World Wide Web by Tim Berners-Lee in 1990, the launch of Google in 1998, the founding of
Computer Media Aided Communication And Language Learningfrfrfrfr
The document summarizes key developments in computer-assisted language learning (CALL) during the 1980s.
1. The 1980s saw the rise of personal computers and the microcomputer, making computing widely available for the first time and fueling major progress in CALL.
2. Seymour Papert developed the Logo programming language in 1980, which had a big impact on education by allowing students to develop their own educational activities.
3. The Commodore 64, one of the earliest home computers, was released in 1982 and used a TV as a monitor, further popularizing personal computing.
The document discusses Pennsylvania's Classrooms for the Future initiative, which aims to modernize classrooms with new technologies like laptops, projectors, and digital cameras over three years. It provides $200 million for "smart" classrooms and additional funding for teacher professional development. The program will equip core subject classrooms in public high schools and career and technical centers. Schools will receive a coach to help teachers integrate technology into lessons and get students more engaged as active learners through projects like creating multimedia presentations or analyzing scientific data. Early results suggest improvements in student performance and perceptions like attendance and engagement.
The document discusses the evolution of the "memeplex", which refers to the system through which memes are launched and evolve, particularly in digital environments like social media. It traces the key developments from the earliest computer networks and use of the term "meme" in the 1970s through the rise of social media platforms and their role in accelerating the spread and mutation of internet memes. Major events discussed include the creation of the internet, web, email, smartphones, social networks like Myspace and Facebook, and the role of politicians like Donald Trump in harnessing memes for their campaigns.
A virtual world is a simulated online environment where users interact through avatars. While some virtual worlds are like video games, others allow for open-ended user creation and social interaction. The document discusses how virtual worlds could be empty spaces for users to collaboratively build and populate. Examples are given of educational, cultural, and business uses of virtual worlds that provide immersive experiences and connections to real-world information systems through avatars. The document advocates developing content and experiences across multiple online platforms including virtual worlds, to engage communities of interested users.
The history of educational technology can be traced back to ancient cultures that developed systems of knowledge and invented writing to record and transmit information. In ancient Greece, the term "techne" referred to the systematic application of knowledge to instruction. Major contributors in the 19th century included Edward Thorndike, who formulated the scientific theory of learning, and John Dewey, who introduced the scientific method to instruction. The 19th century also saw effective technological developments like textbooks, blackboards, and improved writing tools. Visual instruction became popularized through photography's invention. Instructional television and early computers were developed throughout the 20th century, leading to the internet revolution of the 1990s.
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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Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
3. We are sponsored by a WIRED Grant. We have a $5.1M Grant from the United States Department of Labor, utilizing non-tax funding, to the State of Ohio for workforce development in Interactive Digital Technology. WIRED has three University partners in Ohio, each with a WIRED Cyber Center for outreach to the Cyber Clubs that they created in their regions. They are: Ohio University with its well-known VITAL lab for projects in virtual worlds such as the new Smithsonian Institution Latino Museum in Second Life. Kent State Tuscarawas Campus with it’s large animation degree program and Shawnee State University with two degrees in game development (BFA & BS) and one in animation (BFA). WIRED owns four islands on the SL main grid. WIRED Island One is a showcase island while WIRED #2, #3, & #4 belong to our University partners. We are currently purchasing several islands on the teen grid for the University groups.
4. Our brain has over one trillion neurons and has evolved over millennia to function in multi-dimensional space. neuron
5. Experience was the primary teacher before image and language. We honed our perceptual and survival skills over uncountable generations. Our primary mode for understanding the world is built upon experience.
6. Recent Duke University studies indicate that the Neanderthals (298,000 - 27,000 BC) had the vocal structure to speak modern languages. If confirmed, this pushes the earliest speech possibilities back well beyond the 40,000 years scientists had previously thought possible. http://www.trussel.com/prehist/news64.htm OMG !!!
7. Our ability to share experiences and engage in the teaching/learning process is one of the attributes that allows us to form civilizations.
8. Australia, carbon dating ochers is not possible South African cave paintings date from as early as 25,000 BC We have evidence of at least 30,000 years of image making. Lascaux-aurochs, France, circa 28,000 BC
9. In modern cultures, images became powerful mass teaching tools. Raffael, School of Athens, 1509 Plato and Aristotle
13. The written word, images and scientific knowledge were largely under the aegis of the church and elite patrons for many years. Giovanni di’ Medici
14. Organized civilization brought with it requirements for record keeping and subsequently new ways to “model” the world - such as writing and math. Babylonian legal tablet in its clay envelope
15. Approx. 24,000 years after the Lascaux cave paintings we have evidence of the first written language (circa 3500 BC). Sumerian
16. Writing developed through pictograms, but because of time and space efficiencies, most middle eastern and western cultures moved to non-pictographic alphabets. Roman alphabet
17. Moving from the right-brain based pictograph to the left-brain based modern alphabet introduced additional processing steps between the written word or number and the experience. purple door purpurrote tür purpere deur porta porpora puerta purpura пурпуровая дверь Left Brain Right Brain
18. Johannes Gutenberg .... 14th century inventor of movable type The invention of movable type eventually opened the published word to the masses, while books (primarily with a high text to image ratio) emerged to become a standard learning / teaching tool.
19. During the past several centuries, many teaching tools that were available to teachers and students tended to be two dimensional, static and not experiential. Experience, or small slices of it, were the provence of the lab. A vast majority of teaching communication was and continues to be verbal.
20. Dr. Maria Montessori (1870-1952) “ Scientific observation then has established that education is not what the teacher gives; education is a natural process spontaneously carried out by the human individual, and is acquired not by listening to words but by experiences upon the environment.” A few notable exceptions exist - such as the Montessori Method
21. McGuffy Reader Series 1836-1920 (est.120 million copies) The tools we provided for education for many years were not necessarily a good fit for our experiential learning preference.
22. A digital technology tsunami that started in the early 1970‘s in Silicon Valley would change everything.
23. The idea that a valid new concept begets only one new additional concept is unimaginable. Once a technology chain is initiated the development curve is always exponential. Exponential curves often seem linear when initiated but only for a short while. (paraphrasing) Prof. Ray Kurzweil (MIT), winner of the U.S. National Medal for Technology, from his keynote speech at Game Developers Conf. 2008, San Francisco
24. the exponential curve in action 1949/1950 The first “electronic brain” kits are advertised 1981 Tandy Color Computer 1977, Apple][, The first commercially successful desktop computer is sold. 1981, The first modern PC made by IBM is marketed. DESKTOP COMPUTERS 2009 Mac Pro 2009 Dell XPS 730x 2009 Alienware ALX x58
25. circa 1900 1949 -1961 first widely produced consumer film camera in US 1825 first known photo Joseph Niépce - France the exponential curve in action circa 1950 Google photographs the world 2008/2009 true image sharing websites become available circa 2000 circa 1900 1995 Kodak releases the first consumer digital camera 1990 Photoshop 1.0 release Circa 2006 phone & pda cameras become ubiquitous PHOTOGRAPHY / IMAGING analog digital
26. 1973, Vinton Cerf & Bob Kahn invent the TCP/IP protocol that is the core of the modern internet. 1982 Simple Mail Transfer Protocol (SMPT) developed 1988-89 MCI Mail (now Verizon) becomes the first e-mail attached to the interne t. the exponential curve in action THE WEB & SOCIAL NETWORKING Blogs (from we blog ) as of Dec 2007 there were over 112 million blogs Wikipedia founded 2001 by Jim Wales Quantum Link, late 1980’s, first IM service only for the Commodore Computer followed by AOL, ICQ and others. 1992, MOSAIC the first web browser in wide spread use 1993 The web goes public 1969, Columbus, Ohio, first e-mail service, first chat room innovative but plagued by poor management. 1969, US Military builds ARPANET which evolves to become the internet Twitter micro- blog founded 2006 Founded by Mark Zuckerberg, 2004 175M active users founded 2002 Founded 1996 , Larry Page & Sergey Brin Founded 1994 by Jerry Yang & David Filo Nano Blogging, Matt Ibsen 2008
27. Lumiére Movie Camera 1896 Newman & Sinclair Camera 1946 Bolex 16mm 1960’s 2009 RED Digital Video Camer w/ 24.4 x 13.7 mm Mysterium sensor true film quality digital video 1970‘s Bell & Howell Super 8 film camera 2009 Panasonic 3CCD FILM/VIDEO 2009 Cannon Flash Recorder the exponential curve in action 2009 Cannon Stereo Camera w zoom lens 21st Century 3D Camera 3DVX3 2006 analog digital
28. Conceptual models and some mechanical TV systems existed as early as the 1920’s. The first commercial TV broadcasts in the US started in 1941 but were suspended during WW2. Columbia, the first Color TV, 1951 Pro Video recorder 1969 Mitsubishi WD65735 3-D TV Samsung HL61A750 3-D TV Several models of 3-D TV are available now. the exponential curve in action TELEVISION / MONITORS Ed Sullivan Show, 1948 Howdy Doody & Buffalo Bob, 1947 RCA, 1954 analog digital
29. the exponential curve in action GAME DEVELOPMENT 1972 Allan Alcorn invents the first commercially successful video game for Atari, Pong Pong Wii X-Box 360 Sony PlayStation 3 1999 (March), EverQuest released as first successful MMORPG, by Sony 2001, Halo I released by Bungie Software 2004 Blizzard Software Habitat, 1986, forerunner of the MMORPG Ultima Underworld, 1992, first 3-D CRPG 2002, Sims Online or EA Land Wii Fit, 2008
30. June 2002 Second Life Launches Nearly every one of these trends manifests itself or will likely soon manifest itself in virtual world spaces such as Second Life. Interactive, linked, 3-D Graph of 120 Virtual Worlds, WIRED Island One 1978, MUD, aka British Legends text based virtual world launches 1995, CyberTown launches
31. Immersive technologies are precipitating a major shift in learning, teaching and entertainment environments. Virtual world spaces are making immersive education a viable 3-D tool for many. Television Film Industry Video Games Serious Games Virtual Worlds
32. It is widely accepted that 60-65% of the population today are visual learners (Visual Spatial Intelligence). The educational system in the US still insists on testing heavily biased toward the Verbal/Linguistic model of intelligence.
33. Teaching tools that are contrary or a poor match to learning styles often prove counter productive by reinforcing a sense of failure. square peg round hole
34. Immersives: a powerful learning tool.....that addresses all learning styles and intelligences TYPES OF INTELLIGENCE LEARNING INPUTS LEARNING TENDENCIES LECTURES PHOTOGRAPHS VIDEOS & ANIMATION BOOKS IMMERSIVE TECHNOLOGIES Visual/Spatial Intelligence tends to think in pictures X X x X Verbal/Linguistic Intelligence tends to think in words X x X X Logical/Mathematical Intelligence tends to think in logical & numeric patterns x x X Bodily/Kinesthetic Intelligence tends to remember & process information by interacting with the surrounding space X Musical/Rhythmic Intelligence tends to think in sounds, rhythms and patterns x X Interpersonal Intelligence tends to see things from others viewpoint to learn how they think & feel x x x x x Intrapersonal Intelligence tends to recognize own strengths & weaknesses, understanding ones role in relationship to others x x x Naturalist Intelligence tends to think in relationship to the environment X X x
35. You may have watched young people with certain learning differences such as ADD master a complex video game in a very short period of time.
36. We have continued to make choices in teaching/learning media that push ever closer to reconstituting experience on demand. Illustrations, photographs, interactive media, serious games and virtual worlds are examples.
37. e-Psych ( http://epsych.msstate.edu ) is an excellent example of an on-line interactive psychology text. On-line media, unlike textbooks, have no reproduction costs for stimulating, interactive visual content. Books have now pushed economic limits for the inclusion of color visuals and photographs to the breaking point. They are now being challenged by on-line e-books. These books are interactive but tend to be informational rather than immersive.
38. Serious games are immersive and constitute a huge market but they are preset in content and require professional production for the most part.
39. Interesting studies on “new brain” using motion MRI scans seem to indicate that children exposed to modern media over extended periods of time develop significantly different learning patterns. Some recent studies report that teaching techniques which have been adapted to using modern media result in a significant decline in ADD behavior patterns in the classroom.
40.
41. The Smithsonian Institution recently announced its first Virtual Museum located in Second Life. It was built by the Ohio University VITAL Lab, one of our academic partners in the WIRED Grant.
43. These user friendly immersive tools will allow us to rethink certain aspects of teaching to better fit how students learn most comfortably. You are first adopters. You will shape the growth and success of immersive technology.
44. CERN’s new internet, The Grid now active across the globe. 10,000 X broadband future possibilities
45. GLENDALE, Calif., March 13 /PRNewswire-FirstCall/ -- DreamWorks Animation SKG, Inc. (NYSE: DWA) announced today its intention to produce all of its films in stereoscopic 3D technology starting in 2009. To best take advantage of the technology, the company will now be creating films utilizing stereoscopic 3D from the beginning of its creative process. Immersive Entertainment coming to the movies: All future DreamWorks films to be produced in 3-D
47. WIRED Island One http://slurl.com/secondlife/WIRED%201/228/45/29
48. OVITA Interactive Virtual World InfoMachine http://slurl.com/secondlife/WIRED%201/147/138/41 Walk your avatar through our, 3-D, interactive graph for information about 120 virtual worlds with links to their respective corporate websites. It’s a cool research tool.
49. Experience our Solar, Wind & Water Power Park Virtual Field Trip The power of experiencing full scale models of wind and water turbines in mouselook view is impossible to duplicate in any other media. The water turbine is built in phantom so that you can stand in the spinning turbine blade housing and experience the water spinning it. The 1.5 mega watt wind turbine is 142M high!
50. Experience our Ancient Egypt Park Experience the throne room and the underground tomb in the pyramid. Feel the scale of the ancient monuments!
51. Experience our Solar System Park Multiple interactive exhibits help you experience the true scale of our solar system!
52. Experience our Underwater Marine Park Experience diving with our residents of the deep!
53. Experience our Underwater Marine Park Experience diving with our residents of the deep!
54. Experience the Shawnee State University Color Theory Lab Experience six football fields of interactive exhibits that immerse the visitor in many aspects of color theory. This is actually an entire color theory book built in a virtual world.
55. Technology has the tendency to reduce the barriers between the creative concept and its execution. The middleman, or producer, is slowly declining from the creative process to allow the creator, who best understands the idea, to forge the concept.
56. Centuries ago, experience was the only teacher. We now have the means to create and deliver interactive, immersive experiences on demand to classrooms.