#interactive_learning
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phonemantra-blog · 2 years ago
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In China the price is 590 dollars Bigme has unveiled the Bigme Smart Learning Book B2 e-ink tablet, which is available in China for $590. Also called a smart learning notebook, the gadget is equipped with a 10.3-inch kaleido3 color screen with a pixel density of 300PPI (black and white) and 150PPI (color), as well as 36 levels of cool and warm light. [caption id="attachment_51590" align="aligncenter" width="668"] Smart Learning Book B2[/caption] The device is equipped with an 8-core processor, 4 GB of RAM, and 64 GB of internal flash memory, as well as a 4000 mAh battery. The gadget runs on the Android 11 operating system. The tablet received 8 and 5-megapixel cameras, dual-band Wi-Fi, Bluetooth 5.0, stereo speakers, four microphones, and a card slot with a capacity of up to 1 TB. Bigme Smart Learning Book B2 smart notebook with electronic ink screen introduced As a smart learning notebook, Bigme Smart Learning Book B2 includes 40,000 lessons and a large number of digital versions of textbooks. The curriculum system is complete and covers beginner and advanced subjects [caption id="attachment_51591" align="alignnone" width="618"] Smart Learning Book B2[/caption] In addition, Bigme Smart Learning Book B2 is equipped with 4096 levels of pressure sensitivity that does not require charging and a built-in eraser.
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starsweetghost12-blog · 7 years ago
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This will be my final posted artifact in regards to VR, education and the classroom experiences--I can’t believe me it took me so long to actually find this article, as it summarizes everything I’ve been discussing in regards to my VR research. While initially I had considered VR to be a marginal technology in regards to classroom innovation, I have found that the past few years have led to a booming trend of VR apps for educational purposes, with a plethora of varied subjects, interactive design and target functioning.
That said, Steve Bambury effectively reiterates my initial impression of many VR organizations and startups attempting to jump the “virtual school” bandwagon--that in which many VR educational apps focus simply on the immersive experience without necessarily teaching anything to the skill requirements or current curriculum. Bambury’s analysis is primarily a suggestion for developers interested in creating educational VR content, with general things to keep in mind as they design for classroom purposes--however, I consider this artifact to be a springboard for developers, curriculum experts and instructors to work together in blending pedagogy and media literacy in order to deliver a truly effective learning experience. 
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starsweetghost12-blog · 7 years ago
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This particular VR Focus article from a few months ago describes a virtual reality experience for learning about recycling and the recycling process at the opening of the Recycling Discover Hub in Australia. The content is accessible to all ages, from younger children learning how to sort out recycling waste to older generations learning the function and operation of the recycling machines in order to create something new out of previous waste.
I believe that this VR experience presented for a short period of time encapsulated all the good that VR can go in education as well as the opportunities presented in the technology for improvement--the experience applies UDL so that everyone can take part and learn from the experience, and combines exploratory visuals, interactive skill-building mechanics and engaging content in order to emphasize the importance of recycling and its effects on the planet in a way that promotes better care of planetary resources. At the same time, I have to wonder how implementing an experience like this within the realm of environmental sciences in schools and presenting a larger-scope project might further benefit the impact of the experience.
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