How real can the virtual get? Quite real. Photogrammetry is a technology that allows us to recreate real-life objects and spaces in the virtual world while retaining photorealistic qualities and life-size scales. This article will explore how this technology works, why it can become a powerful tool for educators, and how you can leverage it in your curriculum designs.
This course, built for Concordia University, studies the fantasy novels of J.R.R. Tolkien alongside the works of Old English literature that inspired him, considering the grammar of Old English.
If you, like many in the field of education, are suddenly noticing an avalanche of information concerning the use and revolutionary potential of extended reality (XR) technologies in education and find it difficult to make heads or tails due to the endless stream of technical terms and lofty promises, you are not alone. Here are some guidelines to help you find your way around and clear up some misconceptions about them.
The Game Creators’ Odyssey is the gateway to an epic quest, where learners acquire gainful knowledge on game creation. They are challenged by design activities and rewarded with exclusive content. They also engage with fellow game creators, together, creating a strong community of practice.
Technology is rapidly evolving, and, in this context, it is just of matter of time until its multiple facets move in convincingly in the education field. Virtual Reality, Augmented Reality, or even the implementation of Artificial Intelligence can provide various advantages to any curricula. However, the primary condition of a successful deployment is the reason behind the use of technology, and that is the learning objectives themselves.
Of the multiple generations of the Web, it is the second one, commonly called "2.0", that we have heard the most about. It is the one that marked the advent of the Web as a dynamic, participative and global platform on which the user became an actor. More recently, the labels "3.0", "4.0" and sometimes even "5.0" have appeared to mark the most recent transformations of this evolving Web; transformations that are not only technological but also sociological.
For the first time, the NETendances survey, which draws up a digital profile of Quebecers each year, focused on adults with disabilities. The notion of disability used in this context included any difficulty of a hearing, visual, cognitive, physical or psychological nature as well as any other long-term health problem. Of the 12,000 Quebecers aged 18 and over interviewed for the full survey, 3,743 had at least one of these difficulties.
You’re in a Zoom meeting. Your posture is first-rate, and the forty-three muscles in your face are contracted to deliver an expression that’s saying, “There’s nowhere in the world I’d rather be.” We’ve all been there. And then, at the precise moment that your meeting ends, it’s as though a flip had been switched: your entire body relaxes back to its regular home-office slouch, and your facial expression returns to its neutral position. Maybe you even change back into your pyjamas.
Learning is increasingly taking place in a technology-driven mode, whether or not it is combined with traditional classroom settings. Since this trend will become more prominent in the years to come, it is worthwhile to become familiar with these new realities. Here is a mini glossary of terms that will help you do just that.
A sub-domain of machine learning – itself a sub-domain of AI – deep learning is also its most advanced form. It allows Big Data to be processed using artificial neural networks inspired by the neural network of the human brain.