Thursday, September 3, 2015

MD5 - Red Queens and Increasing Returns



Technology…. is a queer thing.  It brings you great gifts with one hand, and it stabs you in the back with the other. ~ Carrie Snow

#Increasing Returns; #Red Queens; #McLuhan’s Tetrad; #DVDs; #Streaming; #Digital movies

Before this assignment, I never looked at the competitive side to technology.  I rely on technological innovations to complete many tasks from navigation to getting my school assignments done.   However, technology is constantly evolving and different factors such as money and time to develop a technology impact an innovation’s success.  Furthermore, worldwide acceptance of a technology is influenced by when and how it is released.  For example, maybe society does not understand a technology and is not ready for it yet like Google Glass.

I believe that DVDs and streaming are increasing returns.  Increasing returns are when one technology keeps getting better, streaming, and the other technology does not, DVD (Laureate Education, 2014a).  DVDs are antiquated and not evolving even though they are sold everywhere for purchase and to rent.  There is no doubt that DVDs are convenient for people to watch their favorite movies or shows especially if they already own it.  Also, DVDs are inexpensive, and the Internet is not needed to watch a video.  On the other hand, streaming allows people to watch a video instantly on any device.  Also, streaming is green because videos do not require storage space on a bookcase or shelf.  Moreover, streaming capabilities continue to advance as free wireless services become common everywhere.

DVDs and streaming are not red queens because DVDs are not advancing (Laureate Education, 2014c).  There has been Blue Ray development; however, DVDs stay the same.  People can rent recent videos and games from a Red Box, and Red Boxes are everywhere.  Furthermore, places such as Walmart and Target offer inexpensive DVDs to buy.  That said, the biggest complication with a DVD is finding the movie or show that you want to watch.  Older shows often are difficult to find in stores or one must wait for it to arrive if you buy from an online store.  These tasks take time.  Conversely, streaming or purchasing a digital movie gives people immediate access to the video to give streaming the advantage over DVDs. 

I recently streamed the movie Next (2007) from Amazon for a school assignment.   It was easy and inexpensive to watch the movie on my Macbook.   Next (2007) is an older movie, so it would not be available in a Red Box, and I would need time to find it and buy it from the store (if I could even find it).  The assignment was due the next day, so I needed to watch the movie as soon as possible.  Streaming the video from Amazon made sense to me so that I could finish the assignment instantly. 

For that reason, the instant and immediate access to videos, I think that digital and streamed movies will eventually replace DVDs.  Digital movies can be stored on any device or alternate location to watch when a person is ready.  Furthermore, it does not take up space in the house.  Rather, it is a convenient way to watch a video when the consumer has the time to watch it.   On the other hand, although DVDs require space and use materials, the Internet is necessary to access a streamed show. 

McLuhan's Tetrad is a way for people to look at innovations to make predictions based on current trends and discoveries in technology (Laureate Education, 2014b).  DVDs are becoming obsolete.  People no longer need DVDs to watch or store a video.  Streaming and video on demand are the improved and often preferred methods to watch videos.   Streaming technology allows people to watch videos anywhere on any device. I do not know what will replace streaming technology, but it does enhance the waiting experience of people around the world.

It is difficult to predict what will happen with DVDs in the future.  For me, it depends on the situation whether I watch a streamed video or a movie on a DVD.  I like that I can buy a DVD and take it out to view whenever I feel like it.  Therefore, until DVDs are no longer available, I will still buy my favorite shows and movies on DVD.  However, I will also stream videos if I feel like watching a show that I do not own.

References:

Altman, Ian.  (2015, April 28).  Why Google glass failed and why Apple watch could too.  In Forbes.  Retrieved from http://www.forbes.com/sites/ianaltman/2015/04/28/why-google-glass-failed-and-why-apple-watch-could-too/

Cage, N., Garner, T., Goldman, G., Golightly, N., James, D., King, G….Waisbren, B. (Producers) & Tamahori, L. (Director).  (2007).  Next [Motion picture].  USA:  Paramount Pictures.

Laureate Education (Producer).  (2014a).  David Thornburg:  Increasing Returns [Video file].  Baltimore, MD:  Author.

Laureate Education (Producer).  (2014b).  David Thornburg:  McLuhan’s tetrad [Video file].  Baltimore, MD:  Author.

Laureate Education (Producer).  (2014c).  David Thornburg:  Red Queens [Video file].  Baltimore, MD:  Author.

Wednesday, July 29, 2015


Disruptive Technology – Google Glass

An essential aspect of creativity is not being afraid to fail. ~ Edwin Land

For this blog post, I was asked to explain how Google Glass or SixthSense are disruptive technologies.  I selected Google Glass because I heard about it on the news and wanted to learn about this innovation.  The first thing I did was Google “What happened to Google Glass?”  According to Reynolds (2015) and Marks (2015), the reason Google Glass failed to draw interest was due to poor marketing.  People did not understand what the device did and it was awkward to wear the device.  Furthermore, it was an expensive product costing the consumer $1500 to get one, and people could not figure out where to buy it (Reynolds, 2015).  Therefore, Google pulled the product from the market to research and develop a better version of Google Glass (Reynolds, 2015).  It is a shame that the public did not accept this product because the majority of people that used it enjoyed the experience.  For instance, I found two reviewers on YouTube that would recommend this innovation to their viewers:

EMKWAN (2014)

The Unlockr (2014)

What is Google Glass?

 
Google Glass Image (Purcell, D., 2014)

Google Glass is a device worn like glasses that links up with your phone to the Internet.  A small screen on the glasses gives the user information concerning the time, weather, flight information, directions, etc.  The user can research anything by either voice recognition technology or the mouse-like side of the glasses that allow the user to scroll and move through menus and screens.  Furthermore, the user can take pictures and videos with Google Glass and instantly share that information with their contacts or the world.

What is a Disruptive Technology?

A disruptive technology is one that replaces another technology because it works better or is less expensive to operate than the replaced innovation (Laureate Education, Inc., 2014).   Google Glass could replace watches, individual navigation systems, phones, and cameras, but probably will not.  Google Glass is meant to enhance a person’s technological experience (Li, 2014).  In other words, the user will no longer need to type commands and look up data on multiple devices.  Instead, Google Glass will do the work for the user through voice commands.  Part of the reason Google Glass will not truly be disruptive is the fact that the device requires a smartphone or Wi-Fi access to link to the Internet.  Until that Internet problem is fixed, perhaps with a cellular radio (Li, 2014), the device cannot be a disruptive technology. 

What is the Future of Google Glass?

There currently is no release date for an updated version of Google Glass for the average person.  However, Marks (2015) reports that Google Glass is currently available for commercial use.  For example, doctors use this technology to record patient data, and paramedics use the device to help diagnose patients.  Moreover, the device is by using other industries to help make their work hands-free (Marks, 2015).  Hopefully, Google quickly finds a way to fix the issues with Google Glass so that everyone has the chance to utilize this fascinating innovation!

References:

EMKWAN. [Screen name].  (2014, March 29).  Living with Google glass (review) [Video file].  Retrieved from https://www.youtube.com/watch?v=0HS161sdheI

Laureate Education, Inc.  (Producer). (2014).  David Thornburg:  Disruptive technologies [Video file].  Baltimore, MD:  Author.

Li, A.  (2014).  Eyes to the future:  Will Google glass replace your smartphone?  In Techtainian.  Retrieved from http://techtainian.com/news/2014/3/10/eyes-to-the-future-can-googles-glass-replace-all-the-mobile-technology-in-your-life

Marks, G.  (2015, February 2).  How Google saved Google glass.  In Forbes.  Retrieved from http://www.forbes.com/sites/quickerbettertech/2015/02/02/how-google-saved-google-glass/2/

Purcell, D.  (2014, January 29).  Google glass – the definition of live [Digital image].  In Liberty voice.  Retrieved from http://guardianlv.com/2014/01/google-glass-the-definition-of-live/

Reynolds, S.  (2015, February 5).  Why Google glass failed:  A marketing lesson.  In Forbes.  Retrieved from http://www.forbes.com/sites/siimonreynolds/2015/02/05/why-google-glass-failed/

The Unlockr.  [Screen name].  (2014, March 2).  Google glass 2.0 complete walkthrough [Video file].   Retrieved from https://www.youtube.com/watch?v=RzCu6Um4H4I

Monday, July 13, 2015

Rhyme of History - The Digital Camera


A Rhyme of History:  Digital Camera
I like the dreams of the future better than the history of the past. ~ Thomas Jefferson
According to Dr. Thornburg, a rhyme of history is an innovation that is a reminder of a thing from the past (Laureate Education, Inc., 2014).  Furthermore Dr. Thornburg states, “It is not the technology, but the affect of the technology, that is rekindled” (Laureate Education, Inc., 2014).  Today, I plan to discuss the history of the digital camera and what it emulates from the past.

Digital Camera (Nikon, 2015)
Brief History of the Digital Camera


Taking a picture with a smartphone (Artitudes Design, 2014)

In 1975, the digital camera was invented by Steve Sasson an engineer working for Kodak.  He created this innovation from spare parts and a “clever imaging sensor” (Skipworth, 2014).   Later, Nikon produced the first digital camera to hit the market in 1991.  By the mid-1990's Apple, Kodak, Casio, and Sony also sold digital cameras.  No longer is film needed to take pictures (Skipworth, 2014).  This filmless camera saved the consumer money and time because there is no need to buy film or pay to get the film developed. Now, people upload their pictures to their computer to save or instantly share with the world.
Moreover, people even have digital image capabilities included on their smartphones.  In fact, the inventor of the mobile phone camera, Phillippe Kahn, took a picture of his infant with his innovation in 1997 (Skipworth, 2014).  He shared the image with family and friends and now cameras are included in most mobile phones (Skipworth, 2014) to the delight of selfie-picture-taking individuals everywhere!
Ancient Egyptian statue of Nefertiti (Trigger Image, n.d.)

Emulates from the Past
The digital camera is a reminder of the painted portraits that people created in the past.  In a way, portraits were the first “selfies” that people made of themselves.  The Egyptians created sculptures for their leaders so that they lived forever while Asians painted portraits for religious reasons (Infoplease, n.d.).  The Europeans placed portraits on coins and medals eventually creating painted pictures of a person’s profile view.  Finally, artists painted full-length pictures similar to Rembrandt’s masterpieces found in museums around the world today (Infoplease, n.d.).
Rembrandt van Rijn - Self Portrait (Wikimedia Commons, 2015)
 
References:
Artitudes Design.  (2014, May 27).  Phone-tography [Digital image].  In The Art of Wow!  Retrieved from http://theartofwow.com/phonetography/
Bellis, M.  (n.d.).  History of the digital camera.  In About.com.  Retrieved from http://inventors.about.com/library/inventors/bldigitalcamera.htm
Infoplease.  (n.d.).  Portraiture:  The evolution of portrait painting.  Retrieved from http://www.infoplease.com/encyclopedia/entertainment/portraiture-the-evolution-portrait-painting.html
Laureate Education, Inc.  (Producer).  (2014).  David Thornburg:  Rhyme of history [Video file].  Baltimore, MD:  Author.
Nikon, Inc.  (2015).  16 digital SLR cameras:  D5500 [Digital image].  Retrieved from http://www.nikonusa.com/en/Nikon-Products/dslr-cameras/index.page
Skipworth, H.  (2014, August 19).  Tech Feature: World photography day 2014: The history of digital cameras.  In Digital Spy.  Retrieved from http://www.digitalspy.com/tech/feature/a591251/world-photography-day-2014-the-history-of-digital-cameras.html#~pihU0LHUels0dq
Trigger Image.  (n.d.).  Ancient Egyptian sculpture [Digital image].  In Artflakes.  Retrieved from http://www.artflakes.com/en/products/ancient-egyptian-sculpture#show-zoom
Wikimedia Commons.  (2015).  Rembrandt van Rijn – Self portrait (1659) [Digital image].  Retrieved from https://commons.wikimedia.org/wiki/File:Rembrandt_van_Rijn_-_Self-Portrait_%281659%29_detail.jpg



Sunday, July 5, 2015


Module 2 Assignment – Emerging Technology & Learning Trend:  Gamification

#gamification; #Nick Pelling; #Gartner Hype Cycle; #James Gee; #Jane McGonical; #Yu-Kai Chou

Imagination is more important than knowledge; creativity is contagious – pass it on. ~ Albert Einstein


            Why not make learning fun?  Education does not need to be boring with endless lectures and daily activities.  There are ways to make students not realize that they are learning.  One of these ways is by gamifying the curriculum.  According to Mashable (2015), gamification is an instructional method that incorporates elements of gaming to motivate student learning.
More than likely you have tried an application that has been gamified without even realizing it.  For example, the Khan Academy, Waze, and Starbucks use gamification strategies to get you to learn, drive, or drink coffee.  These sites reward users with badges, awards, or free coffee.  Therefore, let us explore the history of gamification and how this method can be used to improve students’ learning experience.

 

History

            Many teachers use games to enhance their curriculum; however, the term gamification did not become popular until the end of 2010.  However, Nick Pelling, an English computer programmer, created the term gamification in 2002 and later started a consulting company in 2003 to pursue his gamification idea.  Pelling (2011) admits that his company went out of business in 2006 due to lack of interest in gamification and suggested his ideas were ahead of the times.   
            Currently, gamification is in the trough of disillusionment on Gartner’s Hype Cycle, meaning that interest is decreasing in this innovation (Gartner, Inc., 2015).  In fact, by 2014 80% of gaming applications will be considered ineffective due to inadequate design (Gartner, Inc., 2012).  For gamification to be successful, instructional designers and educators must take the time to create curricula that embrace good game design.
Figure 1 is McLuhan’s Tetrad for Gamification.  This diagram depicts how gamification enhances, obsoletes, retrieves, and reverses education.  Let us discuss each section further.


Enhances

            Research shows that students benefit when gaming is combined with learning.  A gamified curriculum increases student engagement, problem-solving and analytical skills (New Media Consortium Horizon Project, 2014; Gershenfeld, 2014).  Furthermore, there are no negative consequences of failure and students receive continuous feedback as they advance through the game (Gee, 2005). 

Obsoletes

            Gaming replaces lectures, where the teacher goes through a PowerPoint presentation reviewing an abundance of knowledge.  During lectures, students tend to get overwhelmed with the amount of information to decipher and understand.  Furthermore, the gamified curriculum is not a teacher-centered endeavor where the students listen and answer a few questions.  In other words, gaming allows students to progress through a topic at their pace providing an individualized mode of instruction in an engaging and interactive manner (Gershenfeld, 2014).

Retrieves

            Games encourage people to help each other to win the game through teamwork and collaboration (McGonigal, 2010).  This collaboration is similar to what people had to do to survive when they explored and settled in a new area.  Also, gamification encourages learning rather than assessment.  Currently, to receive funding, the education system must show that students can pass the end of grade exam and course assessments.  Therefore, students are tested on how well they can pass the test rather than what they know about a particular subject.  However, in games, students cannot progress to the next level until they prove their knowledge and skills; thereby, the focus is on what a student has learned throughout the game.

Reverses

            Gaming can help solve world problems.   For example, Gershenfeld (2014) predicts that games will be incorporated into other technologies such as wearable and virtual devices.  The gaming technology will be more realistic and advanced allowing people to solve social problems (Gershenfeld, 2014). 
Gamers are already finding solutions to problems.  Chou (2014) discussed an example where gamers solved a genetic problem in ten days through online gaming activity.  This genetic problem could not be solved by scientists ; instead a gamer found the answer to the problem. 
Furthermore, McGonigal (2010) mentions that the average child will play 10,000 hours of games by the age of 21.  This time is only eighty hours less than the amount of time they will spend in school between fifth to twelfth grades.  Therefore, gamers have the potential to find solutions for world problems due to the quantity of time focused on a game (McGonigal, 2010).
References:

Chou, Y.  (2014, February 10).  Yu-kai Chou:  Gamification to improve our world [Video file].  Retrieved from http://www.tedxlausanne.com/talk/gamification-improve-our-world

FB Comment Pics.  (n.d.).  How to stay awake during a boring class for all the bored people comment picture. Retrieved from http://fsymbols.co/5147-how-to-stay-awake-during-a-boring-class-for-all-the-bored-people.htm

Gartner, Inc.  (2015).  Gartner Hype Cycle.  Retrieved from http://www.gartner.com/technology/research/methodologies/hype-cycle.jsp

Gartner, Inc.  (2012, November 17).  Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design.  Retrieved from http://www.gartner.com/newsroom/id/2251015

Gee, J. P.  (2005).  Good video games and good learning.  Phi Kappa Phi Forum, 85(2), 33 – 37.

Gershenfeld, A.  (2014). Mind games. Scientific American, 310(2), 54 – 59.

Mashable.  (2015). Gamification. Retrieved from http://mashable.com/category/gamification/

McGonigal, J.  (2010, March 17).  Jane McGonigal:  Gaming can make a better world [Video file].  Retrieved from https://www.youtube.com/watch?v=dE1DuBesGYM

New Media Consortium Horizon Project.  (2014). NMC Horizon Report:  2014 Higher Education Edition.  Retrieved from http://cdn.nmc.org/media/2014-nmc-horizon-report-he-EN-SC.pdf

Pelling, N.  (2011, August 9).  The (short) prehistory of “gamification…”  [Blog post].  Retrieved from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/


Tuesday, June 16, 2015


 
Intelligence is the ability to adapt to change. ~ Stephen Hawking

Module 1 – Emerging Technology – Augmented Reality
Jennifer Rae Smith
jennifer.smith18@waldenu.edu

Keywords:  Augmented Reality; AR; Gamification; Educational Technology; Emerging Technology




Augmented Reality Image (AZ Tech Beat, 2013)

Scientists continually create innovations.  Sometimes these innovations become the next best thing that everyone must have while other innovations do not go mainstream.  Augmented reality (AR) is an innovation adopted by a small group of people and organizations; however, AR has not gone mainstream yet (Thornburg, 2013).  That said, AR is an emerging technology that is getting recognized as an educational resource due to the increased media coverage, affordability, availability, and advancements in computer technology (Wang et al., 2013).

What is Augmented Reality?

AR utilizes computer technologies to create a virtual enhanced version of the environment that the user can manipulate (Mashable, 2015). AR immerses the user in a simulated world from the past, present, or future.   Many industries embrace this technology to simulate or enhance experiences.   For example, the military uses AR to simulate wartime scenarios and train pilots (Perdue, 2015).  AR is also utilized in the medical field, the gaming industry, and to augment mapping and travel and tourism applications, and to improve sporting broadcasts (Perdue, 2015).

AR has been around for a long time.  Morton Heilig was named the “father of virtual reality” for his innovations of the 1950’s and 1960’s (Shore, 2012).  One invention, the Sensorama Simulator, imitated real scenarios “using a visual image, breeze and vibrations” (Shore, 2012).  In the 1990’s, Tom Caudell is credited with creating and defining the word "augmented reality," while Ronald Azuma researched AR’s potential in 1997.  Finally, Hirokazu Kato from the late 1990’s to 2000’s “combined virtual graphics with real life” (Shore, 2012).

Problems and Challenges of Augmented Reality

AR faced many challenges in the beginning concerning the lack of available applications and computing power necessary to run the technology (Wang et al., 2013).  AR requires the use of cameras and sometimes GPS to be able to run the programs.  Now that many tablets, smartphones, and laptops include GPS programs and cameras, there are more applications available for people to utilize (Wang et al., 2013).  Furthermore, AR has been getting media coverage due to the increased use of this innovation in the industry making people aware of this technology (Wang et al., 2013).

Benefits of Augmented Reality

There are many benefits of AR for education.  Wang et al. (2013) points out that “AR can provide students unique experiences that are consistent with successful pedagogical strategies such as hands-on learning, group collaboration, concept visualization, etc.” (p. 29).  Moreover, it gives students the opportunity to visualize a real-world situation that benefits many types of learning styles and students at all levels (Wang et al., 2013).

Pitfalls of Augmented Reality

The biggest pitfall for AR is the equipment needed to use this technology.  Devices with cameras, GPS programs, and AR applications are required to incorporate this innovation with instruction (Wang et al., 2013).  Furthermore, students and staff must be trained on how to use the applications, computer programs and devices needed for AR.  However, with the proper equipment, time, and curriculum development, AR has the potential to benefit students to make learning engaging and fun!

Organizations Promoting Augmented Reality


Augmented Realtiy.org (AR.org) is an organization of businesses and people in technology that promote AR devices and programs.  AR.org offers training, educational seminars and classes, networking opportunities, and hosts an annual technology conference (AR.org, 2015).  There is a small fee to become a member of this organization.  I have linked my blog to AR.org’s website.


Mashable is a "global media company that informs, inspires and entertains the digital generation" (Mashable, 2015).  This Internet site contains links to articles, definitions, and other information concerning current trends in technology in reverse chronological order with newest articles first and oldest articles last.  I have linked my blog to Mashable's website on the augmented reality page.  Please explore this valuable resource.

References:

AZ Tech Beat (Publisher).  (2013, September 19).  [Digital image of a creature coming out of tablet].  Retrieved from http://aztechbeat.com/2013/09/augmented-reality-app-developers-focus-youth-market/

Mashable, Inc. (Publisher).  (2015).  Augmented reality.  Retrieved from http://mashable.com/category/augmented-reality/

Perdue, T.  (2015).  Applications of augmented reality:  Augmenting reality is evolving as computer power increases.  About Tech.  Retrieved from http://newtech.about.com/od/softwaredevelopment/a/Applications-Of-Augmented-Reality.htm

Shore, J.  (2012, September 24).  Where did augmented reality come from?  Mashable.  Retrieved from http://mashable.com/2012/09/24/augmented-reality/

Thornburg, D.  (2013).  When is technology emergent?  Lake Barrington, IL:  Thornburg Center for Space Exploration.  Retrieved from https://class.waldenu.edu

Wang, Y., Vincenti, G., Braman, J., & Dudley, A.  (2013).  The ARICE framework:  Augmented reality in computing education.  International Journal of Emerging Technologies in Learning, 8(6), 27 – 34.  doi:  10.3991/ijet.v8i6.2809

Wednesday, June 10, 2015

About Me


Greetings!  My name is Jennifer Rae Smith and I thank you for visiting my page.  I created this blog to discuss ways to make learning fun.  I believe that learning does not have to be boring and one way to improve instruction is to gamify the curriculum.  Currently, I am pursing a doctorate in educational technology from Walden University.  I hope that my blog inspires you.  Enjoy!