Osmo was created by young parents and encourages social interaction by expanding interaction with games to the area in front of an iPad. It does this by providing a white stand and a red mirror that works with iPad and iPad mini. The reflector lets the front-facing camera recognize what is placed in front of iPad. Something to know is that iPad must be removed from any case in order to fit into the stand.
Last February Samantha Morra wrote a detailed guest post about using the augmented reality app Elements 4D in chemistry lessons. This week Terri Eiccholz shared the news that Elements 4D now offers a collection of lesson plans that utilize the augmented reality app in elementary school, middle school, and high school. Elements 4D is available for iPad and Android.
"A quality five-minute movie project will suck weeks away from your class time, if done right. Then again, with the right technology--a coupla iPads, apps, and Web 2.0 accounts for example--a decent 30-second video can be churned out in a class period often with just the technology half your kids carry in their pockets.
There are three basic categories of movie project: basic non-edited,edited nonscripted, and scripted edited. that more or less align with different levels of assessment: practice, formative, and summative. The products of these project types are also suited to different audiences: self, teacher/peers, public. Since Christmas came in July, and I now have my very own set of 10 class iPads, I've selected an iPad app to focus on for each movie making level."
"The rise of the Maker has been one of the most exciting educational trends of the past few years. A Maker is an individual who communicates, collaborates, tinkers, fixes, breaks, rebuilds, and constructs projects for the world around him or her. A Maker, re-cast into a classroom, has a name that we all love: a learner. A Maker, just like a true learner, values the process of making as much as the product. In the classroom, the act of Making is an avenue for a teacher to unlock the learning potential of her or his students in a way that represents many of the best practices of educational pedagogy. A Makerspace classroom has the potential to create life-long learners through exciting, real-world projects."
"Talking about augmented reality technology in teaching and learning the first thing that comes to mind is this wonderful app called Aurasma. Since its release a few years ago, Aurasma gained so much in popularity and several teachers have already embraced it within their classrooms. For those of you who are not yet familiar with how Aurasma works and how to use in it in your class, the video tutorials below will help you out."
As I move in to a role where I will be working with other colleagues on a more formal basis when it comes to e-learning, I have been reflecting upon different Apps. I was thinking about SAMR and which Apps can have transformative learning linked to them, if used properly. The list started growing quite …
"Tomorrow at the NCTIES 2014 conference I am facilitating a workshop on creating videos with mobile apps. I designed the workshop to accommodate users of iOS and Android devices. In preparation for the workshop I created this chart that compares the features and costs of eleven mobile video creation apps. The chart can be viewed as embedded below or you can grab a copy through Google Drive http://bit.ly/1mT9MlD ; (click "File" the "make copy" to save a copy for yourself)."
"Below we’ve gathered a diverse list of learning apps across iOS and Android from giants like Google, Apple, Microsoft, as well as upstarts like Brainfeed, The Sandbox, and Knowji. None of the apps are perfect, but each app does something special, and in that talent represents what’s possible as we careen towards 2020 and beyond.
Learning through play. Self-directed learning. Flipped learning. Mobile learning. Collaborative learning. Social learning. It’s all here. Alone, none offer the turn-key approach to education that textbooks have traditionally turned to. But this is a strength. As education technology grows, we can adapt to new learning models that take advantage of the fragmented but enormous potential of self-directed, creative, collaborative, and almost entirely mobile learning."
"This post is about a topic and app close to my heart. Computer programming is the engine of modern life and dream maker for tens of thousands. More and more countries are introducing the subject as compulsory schooling at surprisingly young ages. The UK is introducing a national school programme in september this year whilst also funding yearofcode.org to increase momentum. Code.org is pushing an international message with big-name endorsement. Even small countries like Estonia have their 5-year-olds taking their first steps into logical problem solving. A site I’ve used for years is codecademy.com"
This term I have been working with upper Key Stage 2 pupils to develop interactive adventure style games in Book Creator. One of the features of the app is it allows you to link objects such as images and text to other pages within the book. For images, tap on the image to select it, then tap on the Info icon and use the hyperlink box to type in the page number. For text, highlight the text withIn the text box and you will see a hyperlink option.
This has enabled us to create games where choices, questions and decisions are asked of the user/player throughout. We have then used this as a stimulus for writing, not only creatively but also instruction and advertising. Above are a few screen shots of an example book I made but I didn't want to show the pupils too much as I wanted them to come up with their own ideas.
"Technology integration in instruction is a process that starts with setting out clearly defined objectives and ends with assessing learning outcomes against these objectives, and all along the way several tools and strategies are employed to attend to the overall performance of this process. Hence, the first question teachers need to ponder when thinking about using technology in class is not what kind of technology to use but what do they want to achieve behind using this technology? On a deeper level, they need to find answers to questions such as: Does this technology constitute a a good addition to the learning task ? Can the same learning task be performed without using technology? These and several other questions should come to the forefront when you start planning a technology-based learning activity.
Today’s college students arrive on campus with an average of seven devices. Eighty percent of these students will carry and use a mobile phone during every waking hour of the day. So, how do you navigate all of this screen mayhem to reach students where they are…eyes to the screen? That’s the chal
Perspective is a platform for exploring, creating, and sharing audiovisual stories. Today's storytelling involves a mishmash of apps, websites, blog tools, and technologies. Perspective simplifies all this by combining the essential elements of storytelling into a single iPad App.
Codea, the super-smart code editor for Apple's iPad, has received a huge update adding an iOS 7-inspired redesign, 64-bit optimization, a refreshed asset system, a new code editor, and much more. You can pick up the ...