The emergence of digital media formats, internet resources and the ability to create digital content through the use of interactive mobile devices like tablets and smart phones have now become a standard feature of every classroom environment. Teachers are discovering innovative ways to create digital rich technology based interactive lessons. The methods used in interactive lesson design can offer an array of ways to access and combined content into a complete seamless learning experience. Teachers who use the interactive lesson design features will find that content no longer needs to be segmented and delivered in isolation but has the potential to be combined into interactive presentations that responds to an individual’s touch to access content.
Please note that all graphics represented in this presentation are active through some type of interactive link, including augmentation, bar codes and hyperlinks.
2. What is an interactive lesson?
• An interactive lesson is the compilation
of digital media sources that are
combined for the purpose of engaging
the learner in various representational
experiences that enhances the
learning process.
3. INTERACTIVE MEDIA
Before Hyperlinks
• Technology provides us with
powerful tools to try out
different designs
• Technology is a tool that can
catalyze a medium to enhance
content for the purpose of
deeper knowledge.
4. How do (did) they Learn?
Veterans
Boomers
Gen X
Millennial
Rote
Memorization
Classroom
Lecture
Workshops
Books
Manuals
Learning
through Play
Role Play
Games
Media Centric Software CD’s
Videos Toys
Games
Read Only Web Web 2.0
Wiki’s, Blog’s, Twitter
Semantic Web
Study Extensive
Course Based
Learning
PowerPoint
Hands On
Kits
Learning
is Fun
E-Learning
All generations can engage in all
types of learning and media.
This info-graphic points out only
those methods/media that were
common during a generations
formative years.
INTRODUCTION OF
INTERACTIVE MEDIA
Mobile Learning
Smart Phone
iPad Tablets
5. There are seven levels of interactive lessons.
They include;
FIRST GENERATION INTERACTIVE SYSTEM
• Level 1: Physical World Hyper-linking
• Level 2: Physical World Embedding
• Level 3: Physical World Geo-codes KMZ Markers
SECOND GENERATION INTERACTIVE SYSTEM
• Level 4: Physical World QR Codes
• Level 5: Layer Augmented Markers
• Level 6: Marker less Geo Augmented Reality
• Level 7: Augmented Vision
6. First Generation Interactive System
Touch Screen
Projector
PowerPoint or
Keynote becomes
software application
of choice.
7. Level 1: The Hyperlink & The Interactive Lesson
• Images on PowerPoint Slides Become Overlays
• Overlay Images become interactive through a Hyperlink
• Multi Media is imbedded into the root of the folder
Media files stored in
folder with
presentation
8.
9. Level 2: Physical World Embedding
• multiple uses for
embedding additional
content into a model
• presentation that
ranges from maps to
show historical facts,
• infographics to
represent
informational data,
• or to display steps in
a solution to a
problem.
10. Level 3: Physical World Geo-codes KMZ Markers
• "Google Earth offers the means to display
geographic data from a wide variety of
sources
• data includes imagery for the entire globe
• make inferences by comparing familiar
places to other locations.
• learn about the world through rich layers
of map-able data offered
• create and display their own data."1
11. KMZ PLACEMARK FILE EXTENSION
• KMZ is a file extension for a place mark
file used by Google Earth.
• KMZ files can contain place marks
featuring a custom name;
• the latitudinal and longitudinal
coordinates for the location, and 3D
model data.
• KMZ files can be opened by Google
Earth,
Silk Road
12. Google Earth 3D Markups & Virtual Tours
ACCESS TO FORBIDDEN CITY ACCESS TO VIRTUAL TOUR
13. Limited Repositories
Storing Digital Content – Compact Disk & Thumb Drives
• Virtual streaming and YouTube was
limited in schools
• unitedstreaming was formed now
Discovery Education
• Creation of Units of Learning
• CD Rom was our package of choice
15. Level 4: Physical World QR Codes
• A QR Code is a two dimensional
bar code
• when scanned enables you to
access some pre-written content
or complete a task.
• Content must be stored online
• Content has to be referenced to
a url or hyperlink
16.
17. Level 5: Layer Augmented Marker
• Interactive In Real Time
• Registered In Three
Dimensions
• Combines Real & Virtual
World Aspects
• Enhances One's Current
Perception Of Reality
http://auras.ma/s/5GHrT
20. Posting Virtual Content On Location
• Create a Digital Story
• Create Several Picture
Targets of an Area
• Picture Target Is What
Activates The Content
On Your Mobile Device
22. Level 6: Markerless Geo AR
• Camera, compass and
GPS information is
needed
• Browser first locates the
user with GPS
• Retrieves information
from online sources
based on geographical
coordinates
23. Marking Geo Augmented Reality
• Air Tag: share comments,
by leaving Air Tags at that
place and moment.
• Air Filter: By specifying
time, distance and type,
users can sort through
the many floating Air Tags
around the location.
• Air Pocket: a bookmark
that allows users to view
Air Tags were posted.
26. Augmented Games Turn the real
world into a
playable
racetrack with
Tabletop
Speed!
27. Why AR for Education
• Provides rich contextual learning for individual learning a skill
• Appeals to constructivist notions of education where students take
control of their own learning
• Provides opportunities for authentic learning and appeals to multiple
learning styles
• Has the power to engage a learner in ways that have never been
possible
• Can provide each student with his/her unique discovery path
• No real consequences if mistakes are made during skills training.
29. To learn more about creating and generating digital
content visit my website the ePub Generation the
Connected Learning Project
Editor's Notes
The emergence of digital media formats, internet resources and the ability to create digital content through the use of interactive mobile devices like tablets and smart phones have now become a standard feature of every classroom environment. Teachers are discovering innovative ways to create digital rich technology based interactive lessons. The methods used in interactive lesson design can offer an array of ways to access and combined content into a complete seamless learning experience. Teachers who use the interactive lesson design features will find that content no longer needs to be segmented and delivered in isolation but has the potential to be combined into interactive presentations that responds to an individual’s touch to access content.
Please note that all graphics represented in this presentation are active through some type of interactive link, including augmentation, bar codes and hyperlinks.
An interactive lesson is the compilation of digital media sources that are combined for the purpose of engaging the learner in various representational experiences that enhances the learning process. These representational experiences focus on the modalities of an individual's ability decipher information from multimedia content that is both interactive and exploratory, allowing the individual to expand their own ideas for the construction and creation of content.
Learning modalities is a representational experience, that provides the learner with symbolic figurative occurrences, concrete episodes, abstract developments, or symbolic interactions with their world. Designing instruction experiences around these modalities of learning is a powerful instructional component that can enhance a student's understanding and retention of information. Modality instruction is essentially the ability to integrate the diverse senses either in isolation or in arrangement to engage and reinforce the learning process. By the very design of the interactive format, a learner can cross over from rote memory to world of creative expansion of newly constructed ideas.
"Technology provides us with powerful tools to try out different designs, so that instead of theories of education, we may begin to develop a science of education. But it cannot be an analytic science like physics or psychology; rather it must be a design science more like aeronautics or artificial intelligence. For example, in aeronautics the goal is to elucidate how different designs contribute to lift, drag maneuverability, etc. Similarly, a design science of education must determine how different designs of learning environments contribute to learning, cooperation, motivation, etc." (Collins, 1992:24).
Technology is therefore both a tool and a catalyzer and it can become a medium through which change can happen. Technology is a tool that can catalyze a medium to enhance content for the purpose of deeper knowledge.
http://edutechwiki.unige.ch/en/Educational_technology#Other_definitions
https://sites.google.com/site/adms647summer12/weekly-sessions/module-1/2-week-two-week-of-september-5/history-of-educational-technology
In what ways might Net Generation learners differ from previous generations in how they think, learn, interact, and collaborate due to their experience with technology? In this slide we can see the reusable tools that were provided for each generation of learners and how they learned. Notice that in the top left hand corner of the diagram that veterans and boomers learned by extensive study, memorization, in classrooms, lectures, and workshops. As technology tools evolve then more prevalent devices begin to emerge such as electronic course based learning, PowerPoint demonstrations, as we begin to widen the gap of the Gen X generation founded on the ideas of exploration, role playing games, and that learning is supposed to be fun as hours of time is being consumed by multiple media formats. As we approach the millennial's we are discovering a new type of learner that prefers mobile devices that encourage interactive formats of social engagement.
The first generation of interactive systems came about in early 2000 with the interactive whiteboard, laptop and projector system. These were touch screen classroom applications.
When hyper linking digital content in a sub folder like a video or document to a trigger additional content can be displayed.
Thinglink is a good example of embedding content into symbolic form. Education applications for ThingLink could be used by a teacher to demonstrate the components of a model by using a tag. The tag represents interactive content that provides a deeper understanding of a model or diagram. There are multiple uses for embedding additional content into a model or presentation that ranges from maps to show historical facts, infographics to represent informational data, or to display steps in a solution to a problem.
A QR Code is a two dimensional bar code which when scanned using your camera phone enables you to access some pre-written content or complete a task. It could be a facilitator to reading some text, accessing a web site or sending a text message or an email. Once you have an QR reader app on your iPad, you can point your iPad camera at these codes and immediately grab useful information. A great resource for using QR codes in the classroom is the QR Treasure Hunt Generator. The QR Treasure Hunt Generator offers a quick start resources to QR codes. The site offers ways to type out a series of questions and answers that can be used in a treasure hunt. You can also create QR codes by using a QR Code generator like the one posted below.
QR codes can be used to showcase examples of student work or a way to access content online. To access content you would first have to store the content online and then reference it to a url or hyperlink. An example on how to store content online is to create and post a reading assignment that you would like your students to read before or during a class session. Once the assignment is posted you can copy the hyperlink (url) into a QR Code generator and then print the code to paper or post it for scanning.
http://www.mobile-barcodes.com/qr-code-software/
NASA's Spacecraft 3D is an augmented reality (AR) application that lets you learn about and interact with a variety of spacecraft that are used to explore our solar system, study Earth, and observe the universe. Using a printed AR Target and the camera on your mobile device, you can get up close with these robotic explorers, see how they move, and learn about the engineering feats used to expand our knowledge and understanding of space. Spacecraft 3D will be updated over time to include more of the amazing spacecraft that act as our robotic eyes on the earth, the solar system and beyond!Please look forward to interacting with even more iconic NASA missions in future updates!
The Aurasma Studio is an online platform that allows educators and individuals to create and publish their own augmented reality experiences that are called ‘Auras’. Similar to a content management system, the Aurasma Studio can be as simple as uploading just a few digital assets.
To create and manage content you must first signup using the Aurasma Studio. Once you have logged in you will see the Aurasma Studio dashboard. Notice the icons down the right hand side and the menu at the bottom left. These are the tools you will need to create Auras, request Skinned or SDK Apps, control account settings and access help. To view the Mark Twain Aura you will need to follow the steps posted below. Step One: To view the Mark Twain avatar outlining his life in the Hartford Connecticut house you will first need to download Aurasma on your mobile device.For iPhone and iPad devices use the following link Aurasma for iDevice
For Google Play use the Android Device link.
Step Two: Launch the Aurasma application and select the following link http://auras.ma/s/Gp0ww to follow the Mark Twain channel.
One way to use augmented reality would be to post virtual content by taking a photograph on location of an existing sign or structure. To create a virtual field trip that contains information of a location a designer would want establish multiple layers by creating several picture targets of the area and establish them with geo-locators. A picture target is what activates the content on your mobile device when holding the device like a cell phone over the image. Just recently, while living in the historic town of Dodge City Kansas I created picture target of a sign located at the Boot Hill Museum. The sign pictured to your right can be used as a target for anyone who now visits the museum. The picture target will activate a digital story of an actual historic event of a gunfight between Ed Masterson and Jack Wagner.
colAR is the coloring book of the future. By mashing up traditional coloring books with some good ol’ augmented reality, colAR brings your kid’s drawings to life in full, animated 3d. t uses AR in a clever way, but it also does something that would be more or less impossible without AR. Awesome.
http://youtu.be/tmfXgvT9h3s
A Smart phones camera, compass and GPS information is needed to operate an AR Browser
The browser first locates the user with GPS and compass of phone
Next it retrieves information from online sources based on those geographical coordinates
The information and graphics are overlaid onto the camera view of the smart phone screen
User Generated Content FeaturesAir Tag: Unlike the iPhone, the iPad does not have a camera. But we have enabled the iPad version to let users create location-based digital annotations in the Sekai Camera AR world. Other Sekai Camera users can see them by just holding Sekai-Camera-enabled mobile devices (such as the iPad, and of course iPhones too!) over that location.Air Filter: a search filter to find the Air Tags users are looking for. By specifying time, distance and type, users can sort through the many floating Air Tags around the location.Air Pocket: a bookmark that allows users to view Air Tags even when users are not at the location the Air Tags were posted.
The virtual augmented reality experience will soon be enhanced Google Glass. Google Glasses is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google. Currently augmentation can be experience through some mobile devices but as technology advances augmentation will be available through smartphone-like hands-free format that can communicate with the Internet via natural language voice commands or by virtual targets. To advance our knowledge in virtual experiences Google Glasses will enhance multiple walk around environments like museums. To demonstrate how Google Glasses can be used in a Museum type environment go http://epubgeneration.weebly.com/augmented-reality.html#.Uj30W4asgmE
"ARMedia Player” is the first iOS application that allows to interact with virtual models, created by means of the popular ARMedia Plugins, directly in the real physical space using AR (Augmented Reality) technology. When aiming your device's camera to the AR target image, you can simulate the setup of your models in an unrestricted way and interact with their features no matter where you are. This way models come to life letting you enjoy an immersive experience of the virtual models in your surroundings. The software is a general purpose player suitable for studying virtual prototypes of any kind in physical locations. In addition, it is a unique tool for presenting projects and ideas in many fields including Design, Architecture, Engineering, Construction and Education.
http://www.inglobetechnologies.com/en/new_products/arplayer/info.php
Turn the real world into a playable racetrack with Tabletop Speed!No print outs or QR codes required. Set up your tabletop with ramps and obstacles, scan it with your device, then race against your friends in this 3D augmented reality game.
Why AR for Education
Provides rich contextual learning for individual learning a skill
Appeals to constructivist notions of education where students take control of their own learning
Provides opportunities for authentic learning and appeals to multiple learning styles
Has the power to engage a learner in ways that have never been possible
Can provide each student with his/her unique discovery path
No real consequences if mistakes are made during skills training.
http://augmented-reality-in-education.wikispaces.com/Augmented+Books
http://www.youtube.com/watch?v=8Zb2spZvHFQ
For more information and resources on 3D Apps visit vuforia https://www.vuforia.com/app-gallery
To learn more about creating and generating digital content visit my website the ePub Generation the Connected Learning Project. http://epubgeneration.weebly.com/index.html#.Uj33zoasgmE