5. Generations
1960 1970 1980 1990 2000 2010
± 30-50 ans ± 18-30 ans ± 0-18 ans
Boomers
X Y Z ou M
(1960-1979), L’Agora (1979-1995+), Wikipedia (XXIe siècle)
« Génération tampon », « Peter Pan » Kaiser Foundation
« Génération sacrifiée » « Net generation »
« Millenium generation »
12-24 ans
C
(1982-1996), Cefrio
Natifs numériques (depuis 1970)
Extrait de la présentation de @laudet – APC du 23 mars 2011
6. Two challenges:
•Adapt our practices to the actual realities
•Educate students to responsible use of technology
ICHSL8 6
7. New technologies
•Web 2;0
•Clouds
•E-Book
• Mobile learning
•Augmented reality
•Gestural based Interfaces
•Immersive Interfaces
ICHSL8 7
8. Augmented reality
•Superposition (overlaying) of the virtual
and real world
•Interaction in real time
•Interactive in real time
ICHSL8 8
Azuma [97] [01]
10. Augmented reality today
•Bringing down all the resources of the
internet out of cyberspace and into
ubiquitous reality
•Is where mobile technology and
wireless broadband makes the
internet ubiquitous.
ICHSL8 10
14. Advantages and disadvantages of
Augmented Reality
The “waouh” effect
New service, some new pieces of content,
some new bits of relevant data at the right
moment that improve the end-user's experience
Enhance interaction
Privacy
Result recuperation (Korea, Japan )
ICHSL8 14
15. Gestural based interfaces
How do you issue
complex commands
to a computer
without touching it
2006
2007
ICHSL8 15
16. Advantages and disadvantages of
gestural interfaces (1/2)
Improved usability
Offer users the ability to interact with the virtual
world while carrying on with their daily life.
Free people from constraints related to screens.
May transform negatively how we interact socially
with the world around us.
Would require users to change the way technology
is used in social settings.
ICHSL8 16
17. Advantages and disadvantages of
gestural interfaces (2/2)
Users will have to manipulate their physical
settings often in public using their body or hands.
(social norms)
There are no legal implications for the technology.
The use of the technology in schools would be
highly beneficial, but would drastically change the
structure of the classroom.
ICHSL8 17
18. % of Ergonomic criteria
1.Guidance
Problemes d’incitation et de guidage?
« discoverability »
L’interface est obscure sans “affordance”
2.Charge de travail
suffisamment perceptible… Où taper pour
continuer ? L’utilisateur apprend en utilisant…
Problèmes de facilité de mémorisation
C. BASTIEN et D. SCAPIN
ICHSL8 18
19. % of Ergonomic criteria
• 3.Contrôle explicite
• 4.Adaptabilité
aucune possibilité
• 5.Gestion des erreurs
• Problème de protection contre les erreurs (geste par erreur)
• pas de bouton «undo» ou «back» comme sur les navigateurs
• 6.Homogénéité/Cohérence
• 7.Signifiance des codes et dénominations
• 8.Compatibilité
ICHSL8 19
20. Augmented learning
•Support of seamless interaction between real and virtual
learning environments
•The use of a tangible interface metaphor for object
manipulation
•The ability to transition smoothly between reality and
virtuality
•Collaborative learning from interaction in multiple
perspectives
Source: http://www.newhorizons.org/strategies/technology/billinghurst.htm
ICHSL8 20
21. Examples of Projects
1. Second Life
2. Horizon
3. Occupational Safety Scaffolding
4. FET. Augmented Reality Development
Lab
5. Reliving the Revolution
6. Physics Playground
7. MITAR Games
8. Etc.
ICHSL8 21
24. E-Learning 3.0
•1.Distributed (Cloud) Computing
•2.Extended Smart Mobile Technology
•3.Collaborative Intelligent Filtering
•4.3D Visualization and Interaction
ICHSL8 24
25. Some possible smart tech uses
• Informal, self organised learning
• Problem based learning
• Group based activities
• Outdoor learning
• Independent study
• Distance learning
• Blended learning
ICHSL8 25
26. Hybrid or blended learning
•Education that combines face-to-face classroom
methods & e-learning
•There is no consensus on a definition of blended
learning. The terms "blended," "hybrid," and
"mixed-mode" are used interchangeably in
current research literature
•Currently we use the term blended or hybrid
learning for learning mixing several learning
dispositive (mobiles, augmented, pervasive etc.)
ICHSL8 26
27. Hybrid or blended learning
scenario
•Set of activities and transitions between
activities
•Activitie can be a ressource or can be an
augmented learning activitie or contextual
activitie. Etc.
•Existing data re-connected for other
(smarter) uses (3.0)
•Basar project (auf, BD)
ICHSL8 27
29. Issues
•How to collect indicators
•Part of informal and formal learning in
the scenario
•How to design the scenario (tool)
•MD to decribe
•Etc.
ICHSL8 29
30. What is our role?
•New way of learning, thinking and
teaching..
• Critical exercise
•Assess the learning potential
•Communicate
•Co-working
•Added value, not duplicated
services
ICHSL8 30