With media steadily moving out of print and on to the web, consumer choices are steadily increasing as publications multiply. Distinguishing your work is key to attracting and keeping readership, and interactive media is a great way to engage your audience. Keep viewers on your content and reading longer with images, video and 360° material that combines multimedia options. While plain text gets the information across, interactive media is a useful and effective supplement that makes it more interesting and visual.
Today’s image of the week is an example of a seamless way to power place-based learning. Interactive Rocks & Minerals of the Carolinas was created by Clemson University student Benjamin Kelly as part of a story map project in Kelly Lazar’s course at the university. The project is available online in Clemson University’s Bob Campbell Geology Museum.
The students of the Kellarpelto preschool in Eastern Finland make regular visits to a forest nearby. Inspired by another project called “Teacher’s Forest” at the University of Eastern Finland, some of the teachers at the Kellarpelto preschool had decided to try creating 360 images in a group of 13 students between ages 10 months and 2 years.
During the time we have developed the new 360 editor, I had not heard of use cases in early education, so I was thrilled to get an opportunity to connect with teacher Kati Roivio from the Kellarpelto preschool to learn more about their project. Here is a summary of our discussion:
U: What made you try 360 images instead of regular images?
K: Looking at regular images from our walks and activities is something that children can easily do on the iPad screen, but 360 images gave us a new kind of opportunity to go back in the forest, move there “with the finger” and touch the “spots” on the screen to hear sounds. Images became alive.
We were so excited to have an opportunity to share our ThingLink journey with the attendees of the 24th Annual HBCU Faculty Development Network Conference, in Washington, DC. Our workshop was titled “Case Study: Experience the Implementation of Virtual Reality at an HBCU”. The workshop participants expressed various levels of familiarity with virtual reality as a tool however very few had explored how it could be used in instruction. This “open mindset” provided a great opportunity to share ideas of how ThingLink can be used to immerse students in several educational disciplines.