10 Tips and Tricks for Microsoft Word

from Gizmodo:

The name’s practically synonymous with “productivity app.” If you’re reading this article at work you’ve probably got a Word doc open right now, and you might think you’ve got a good handle on Microsoft’s word processor. We’ll bet you don’t know as much as you think you do. Don’t believe us? Read on for 10 quick tips and tricks for Microsoft Word.

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Horizon Report 2011

horizonreportThe latest edition of the Horizon Report was published last week. A review of this document every year will keep you up to date on the latest technologies and their schedule for widespread adoption.

Read it “The Horizon Report 2011 Edition” here. (40 page PDF)

Citation:
Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report.
Austin, Texas: The New Media Consortium.

“This years’ trends are:

Time-to-adoption One Year or Less:
• Electronic Books
• Mobiles

Time-to-adoption Two to Three Years:
• Augmented Reality
• Game-based Learning

Time-to-adoption Four to Five Years:
• Gesture-based computing
• Learning Analytics

Regarding ebooks and their adoption:

”Now that they are firmly established in the consumer sector, electronic books are beginning to demonstrate capabilities that challenge the very definition of reading. Audiovisual, interactive, and social elements enhance the informational content of books and magazines. Social tools extend the reader’s experience into the larger world, connecting readers with one another and enabling deeper, collaborative explorations of the text. The content of electronic books and the social activities they enable, rather than the device used to access them, are the keys to their popularity; nearly everyone carries some device that can function as an electronic reader, and more people are engaging with electronic books than ever before.””

Technologies to watch

me_yuri_048What’s on the horizon for educational technology? Researchers at the New Media Consortium look into their crystal balls each year and publish the Horizon Report for higher ed and K-12 schools. The report features six technologies to watch and puts them in a likely timeframe for entrance into mainstream use for teaching and learning.

The six technologies to keep your eye on are:

Cloud Computing
Time to Adoption: One year or less

The “cloud” refers to surplus computing resources available from specialized data centers, each often hosting thousands of servers, that power the world’s largest websites and web services. Growing out of research in grid computing, cloud computing transforms once-expensive resources like disk storage and processing cycles into a readily available, cheap commodity. Development platforms layered onto the cloud infrastructure enable thin-client, web-based applications for image editing, word processing, social networking, and media creation. Many of us use the cloud, or cloud-based applications, without even being aware of it. In schools, use of cloud computing is progressing along a path that began with the adoption of collaborative tools for administrative tasks and that leads, eventually, to classroom adoption of cloud-based tools for learning.

Collaborative Environments
Time to adoption: One year or less

Collaborative environments are online spaces where the focus is on making it easy to collaborate and work in groups, no matter where the participants may be. As the typical educator’s network of contacts has grown to include colleagues who might live and work across the country, or indeed anywhere on the globe, it has become common for people who are not physically located near each other to collaborate on projects. In classrooms as well, joint projects with students at other schools or in other countries are more and more commonplace as strategies to expose learners to a variety of perspectives. Collaborative environments can be off-the-shelf or assembled from a wide variety of simple, free tools — the key is the interactions they enable, not the technologies they include.

Game-based learning
Time to adoption: 2-3 years

The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play.
Developers and researchers are working in every area of game-based learning, including games that are
goal-oriented; social game environments; non-digital games that are easy to construct and play; games
developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be — and are already being — applied in learning contexts. More complex approaches like role-playing, collaborative problem solving, and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are beginning to be explored in more classrooms.

Mobiles
Time to adoption: 2-3 years

The mobile market today has more than 4 billion subscribers, more than two-thirds of whom live in developing countries. The global network supporting mobile devices of all kinds now covers more territory than the electrical grid. A massive and increasing number of people all over the world own and use computers that fit in their hand and are able to connect to the network wirelessly from virtually anywhere. Tens of thousands of applications designed to support a wide variety of tasks on a host of mobile devices and platforms are readily available, with more entering the market all the time. These mobile computing tools have become accepted aids in daily life for everything from business to personal productivity to social networking. The range and number of educational applications for mobiles are growing at a rapid pace, yet their use in schools is limited — more often constrained by policy than by the capabilities of the devices they run on.

Augmented Reality
Time to adoption: 4-5 years

While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. New uses for augmented reality are being explored and new experiments undertaken now that it is easy to do so. Emerging augmented reality tools to date have been mainly designed for marketing, social purposes, amusement, or location-based information, but new ones continue to appear as the technology becomes more popular. Augmented reality has become simple, and is now poised to enter the mainstream in the consumer sector.

Flexible displays
Time to adoption: 4-5 years

Computer displays continue to develop in ways that are enabling whole new categories of devices. Flexible screens that can wrap around curved surfaces are in prototype, as are small, very thin interactive screens. Flexible screen technology allows displays to be literally printed onto plastic, along with the batteries that power them, enabling the sorts of live motion displays previously only hinted about in the world of Harry Potter. When the technology is developed fully it will enable integrated interactive display devices that combine input and output in a single interface, finally realizing the full potential of electronic paper, though widespread commercial use remains several years away.

Download the full report here.

Host an author visit – virtually!

685358132_b71b772ca9In tight economic times, raising funds for an author visit can be a daunting task. It could take years of Book Fairs to save enough money to have a really popular and well-known author. This is where technology can really come to our rescue. The web offers a couple of options for cash-strapped librarians who want to connect kids with authors.

Skype an Author Network – If you’ve watched The Oprah Winfrey Show in the past year or so, you have seen Skype in action. Skype is free software that you can download to your computer and use to make free video calls to anyone else in the world who also has Skype. The Skype an Author Network is growing a list of authors who will do FREE (15-20 minutes) video chats with students. Longer in-depth visits are also available for a low cost fee. Read more about how the Network started in Joyce Valenza’s post about the site.

Teachingbooks.net – Librarians in MISD have another option for exposing students to the authors whose books they are reading. Teachingbooks.net is a subscription service that is available to all MISD teachers and students at school and at home. This fabulous resource offers original movies that allow students to see and hear award-winning writers and illustrators at work in their studios. Although these presentations aren’t interactive like a virtual visit would be, students can learn writing tips directly from their favorite author.

I’m sure there are other ways that librarians are using technology to promote literature and writing. Leave yours in the comments!

Image citation: Brainstorming. Uploaded on July 1, 2007 by MikeOliveri.

TLA on YouTube!

The Texas Library Association now has an official YouTube channel. Currently featured is the presentation of the 2010-2011 Texas Bluebonnet Award master list by authors Jon Scieszka and Mac Barnett at the Texas Book Festival. They are hilarious! Part I is embedded below.

Part Two

Part Three

Cool updates to Voicethread

Voicethread is one of the favorite tools that we introduce in our version of the 23 Things class. Joyce Valenza’s recent post in the Neverending Search blog describes Voicethread’s new relationships with New York Public Library and Flickr Creative Commons that give their users access to over 700,000 digitized images. Read the entire post for more details.

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Wolfram|Alpha

The tech world has been buzzing recently about the newest information tool on the block – Wolfram|Alpha.

Named after its creator, Stephen Wolfram, Wolfram|Alpha is not a search engine like Google that helps you locate information. It is a “computational knowledge engine” that “generates output by doing computations from its own internal knowledge base, instead of searching the web and returning links.”

For more information on this amazing tool, read Joyce Valenza’s summary of Wolfram|Alpha‘s features or watch Wolfram|Alpha’s creator do a demo.

Play around with Wolfram|Alpha. I think you will find a new tool to add to your information toolkit.

Predicting the future with Horizon K-12

Since 2004, a group called The New Media Consortium has published an annual Horizon Report,

a research-oriented effort that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expression within higher education.

New this year is a Horizon Report, specifically geared to K-12 that follows the same format – a panel of experts from around the world identify and organize new technologies by their “adoption horizon” or how long they think it will take before those technologies are adopted in K-12 schools.

These are the technologies that are predicted to be seen in wide use within the year:

  • collaborative environments – virtual workplaces where students and teachers can communicate, share information, and work together
  • online communication tools – put students in touch with distant family members, practicing experts, and their peers, wherever they may be located

Within 2-3 years, we might expect to see:

  • mobile devices – the new ability to run third-party applications represents a fundamental change in the way we regard mobiles and opens the door to myriad uses for education, entertainment, productivity, and social interaction.
  • cloud computing – computing resources resulting from very large “data farms” — specialized data centers that host thousands of servers. Many of us use applications that run in the cloud daily without even being aware that they are cloud-based. Image editors, word processors, social networking tools, and others are examples of cloud-based applications.

In 4-5 years:

  • smart objects – link the virtual world and the real: a smart object “knows” about itself and its environment, and can reveal what it is for, who owns it, where and how it was made, and what other objects in the world are like it. Libraries are an obvious place where smart objects come in handy, for purposes like collection tracking and checking materials in and out.
  • personal web – a term coined to represent a collection of technologies that confer the ability to reorganize, configure and manage online content rather than just viewing it; but part of the personal web is the underlying idea that web content can be sorted, displayed, and even built upon according to an individual’s personal needs and interests.

The full report gives lots of examples of how these technologies could be used in K-12 and schools. Very interesting stuff and worth a look.