After reading technology magazines such as WIRED and STUFF there is often reference to innovative developments from MIT Media Labs. A couple that caught my eye this week I have explored below. If these are the innovations of tomorrow, then maybe we should consider these when considering the development or teaching and learning strategies.
QR to VR: The SMARTCODE REBOOTED (Article p.40). In summary a Video Response (VR) are imperceptible to humans but can be picked up by SMART phone cameras. Therefore by scanning a VR display additional information including images, articles and links can be recognised by your SMART phone.
iPhone/iPAD APP: Cardiio is a great demonstration of the power of SMART devices which huge potential for teaching and learning. This app is able to calculate your heart rate within 3bpm of a clinical pulse oximeter using a light level/reflection algorithm. Poh has also invented a mirror which uses augmented reality that overlays information about your health. Lots of potential for Sport curriculum or even health and well-being checks for staff and students.
Scratch – A fantastic resource! Lots of potential for learners to develop a range of skills including English, Maths, Computer Science, and Problem Solving. Once installed this support guide is really useful to get started. I feel there is a huge amount of potential in creating games or scenarios for learning, which provide learners with instant feedback to keep them motivated and engaged. Please let me know if you have had any success with this product.
Scratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art — and share your creations on the web.”
Scratch is designed with learning and education in mind. As young people create and share projects in Scratch, they develop important design and problem-solving skills, learning how to think creatively, reason systematically, and work collaboratively.
Scratch can be used in many different settings: schools, museums, community centres, and homes. It is intended especially for 8- to 16-year-olds, but younger children can work on Scratch projects with their parents or older siblings, and college students use Scratch in some introductory computer science classes.