TED-Ed brings us another awesome episode ofMysteries of Vernacular. In this episode they talk about every kid at camp’s worst nightmare: the dreaded earwig
Minute Hacks: 5 Things You Can Do With A USB Thumb Drive
(by Hack College)
Mysteries of Vernacular While humans have been speaking for tens of thousands of years, writing has only been around for approximately 5000 years. Check out this video from TED-Ed to see where writing came from.
Mysteries of Vernacular has become an office favourite here at GlobaNova. In this episode they explain where the words noise, nausea, and naval all stem from.
An interesting read, and a definite conversation starter. Here are their five year predictions (2018):
Technology to promote early literacy habits is seeded by venture capitalists. This is the start of new government programs that start farming out literacy and educational programs to start-ups, entrepreneurs, app developers, and other private sector innovators.
Digital literacy begins to outpace academic literacy in some fringe classrooms.
Custom multimedia content is available as the private sectors create custom iTunesU courses, YouTube channels, and other holding areas for content that accurately responds to learner needs.
Improved tools for measuring text complexity emerge, available through the camera feature of a mobile device, among other possibilities.
Open Source learning models will grow faster than those closed, serving as a hotbed for innovation in learning.
Purely academic standards, such as the Common Core movement in the United States, will begin to decline. As educators seek curriculum based not on content, but on the ability to interact, self-direct, and learn, institutionally-centered artifacts of old-age academia will begin to lost credibility.
Visual data will replace numerical data as schools struggle to communicate learning results to disenfranchised family and community members.
Top edtech trends at SXSW
What big edtech themes have come out of SXSW? Here’s all you need to know:
1) Data: the impact that big data could have on education is yet to be realised - from student analysis to performance monitoring, we predict big things from big data in the next few years.
2) Gaming in the classroom - we’ve blogged about gaming in the classroom, most recently on “World of Warcraft”; gaming not only contributes to capturing meaningful learning data, but enables a collaborate, creative classroom environment where students can adapt their learning and problem solving skills to achieve a specific goal.
3) MOOCs - the rise of massively open online courses continues to grow.
4) The maker movement - there’s been a lot of talk about the inclusion of arts in traditional STEM education - creativity is an essential component of innovation.
5) The great divide - there’s a gaping hole between the innovations taking place at SXSW and real conversations with teachers - in fact there were hardly any full time educators at SXSW, which has to change.
Germany Type Map in Sheer Slate