For Christmas, my daughter Sarah gave me a book of photos of last summer’s family trip to Cape Cod. Each page was beautifully designed with descriptions of the events captured in the photos: the great lobster feast . . . the trip to Martha’s Vineyard . . . the day at Old Silver Beach playing in the water. Each page was a different color and had graphics appropriate for the theme conveyed by the pictures. How did she do this? It was a photo book with backgrounds, layouts, and embellishments that she had customized just the way she wanted them. It was template-based and Sarah rearranged pictures, added captions, and chose preset layouts. Tools allowed her to easily organize the page. There’s even spell check and autofill to instantly arrange pictures on a page.
As I read through the book for about the 10th time today, I thought, “This is what we need in online learning simulations!” Subject-matter experts need to be able to create interactive and adaptive game-like simulation activities through easy-to-use tools that use templates with many design options. We know that when learners engage in a simulation, the retention of learning is much longer because they have been involved in learning by doing. Examples include nurses learning how to use a defibrillator to save lives, machine operators recertifying their skills by operating the machine in simulated activities, or bank management training through a suite of simulated psychological activities.
It's high time somebody said it. Sit through one too many CES keynotes, press conferences, or pitches, and you just might leave Las Vegas with the mistaken idea that 3DTV is going to be in all of our living rooms next year. ESPN and Discovery are committing to 3D cable and satellite channels, Sony is upgrading its PS3s to do 3D, and Taylor Swift's live performance opening night at CES was shown live in 3D (Right behind her, mind you. You had to put the glasses on in order to see Taylor Swift in 3D when she was, actually, in 3D already, right in front of the audience.)
Something interesting's afoot in the digital reading space. Quietly, companies are testing digital reading applications for portable gaming devices in select markets. Two developments of note:
EA "Flips" for Nintendo DS: A reader app for Nintendo's portable gaming system, offered for now only in the UK. Aimed at 8- to 11-year-olds (a good fit for the install base of the DS). Content partnerships announced with UK book publishers Penguin and Egmont. Revenue model will be bundled downloads of multiple (6-8) titles for an a la carte price of £24.99. Interactive elements include quizzes, operated with the DS's touch screen and stylus.
Marvel Comics and others on the Sony PSP: In August, Sony announced a digital reader app for the PSP that will launch in December in select countries (UK, US, Ireland, Australia, New Zealand and South Africa). It announced a content partnership with Marvel Comics and said there would be more content partners with comics, graphic novels, and manga publishers to come. Marvel digital comics are already available online via subscription ($10/month or $60/year). Details on the app don't say how much comics will be on the PSP.