Thursday, February 27, 2014

Practice with Movenote: How to Raise a Young Roof

Today I practiced using an online presentation software called Movenote. It allows you to give a video lecture and pair with a slideshow that moves between slides when you tell it to. This is a short Movenote I made to test the software's capabilities.



Overall, I find Movenote to be easy to use, and it is definitely a useful tool in the classroom.

Tuesday, February 11, 2014

Wearable Technology and its Application in the Classroom

2014 is being heralded as the "Year of Wearable Tech" by journalists all across the internet, and for good reason. The following companies have released or have announced plans to release some form of wearable technology by the end of 2014:
      • Google
      • Samsung
      • Meta
      • HTC
      • Qualcomm
      • Pebble
      • Sony
      • Fitbit
      • Oculus VR
      • Razer

The Samsung Galaxy Gear
But what does this mean for education? The majority of wearable technology is being marketed as smartphone accessories rather than as standalone devices. This type of wearable tech serves to bring you notifications and other information directly from your phone. Google's Glass and Meta's Spaceglasses, on the other hand, are miniature computers integrated into glasses. Both project information onto screens in front of the users' eyes, and allow you to navigate around the device using voice commands and hand gestures. Of the two, the Meta Spaceglasses seems to be more capable of handling heavy amounts of coursework. It actually projects a 3D display in front of you (a close comparison is the display on the Ironman Suit from the Ironman movies), and allows you to interact with it as if it actually existed in real space in front of you. This would allow students


Some of the features of the Spaceglasses demonstrated in an advertisement

Another wearable technology that could have application in education is the Oculus Rift produced by Oculus VR. It turns a computer into a breeding ground for virtual reality. It was primarily designed to be used with video games, allowing you to see a game world as if it was in front of your own two eyes. It can also allow you to bring your computer to your eyes as well. With it, you can be completely immersed in videos and webpages, turning learning into a fluid and natural experience.

The Oculus Rift
Wearable Technology is still in its infancy.  It is currently limited in what it can do, but it will be interesting to see how it evolves in the future. I think that within the next 10 years, wearable technology will grow from smartphone accessories and gimmicky Google searchers into full on computers that we integrate into both our education system, and our everyday lives.