Nov 24, 2012

Computational Thinking in the 21st Century: Videos and Links (ISTE, CSTA, Google)

Smartphones, iPads, tablets, and other gadgets will be given as gifts to spread the holiday cheer, putting more computational power in the hands of people of all ages and walks of life than ever before.    Walk into any toy section, and you'll see tablets, games, and accessories designed for toddlers.  Many little ones have not known a world without a "computing device".  Although not all children will grow up to be computer scientists, they will need to be prepared during their school years for an increasingly technology-infused society.

One of the things teachers (and parents) will need to know more about is the concept of computational thinking. 
Credit:; Center for Computational Thinking, Carnegie Mellon

No longer limited to mathematicians or computer scientists, computational thinking  something that is essential to all disciplines. For this reason, representatives from ISTE (International Society for Technology in Education) and CSTA (Computer Science Teacher's Association) have developed the Computational Thinking Tookit, available on-line, "to prepare young learners to become computational thinkers who understand how today's digital tools can help solve tomorrow's problems."

To help spread the word, I'd like to share a few videos and resources on this topic. The first one was created by ISTE, CSTA, and NSF, and provides a short overview of ways technologies have changed the way people do things, and how computational thinking is an essential skill for all:

In the next video, various people who work at Google discuss the importance of computational thinking and how it is applied in their work to solve problems.  One interesting example is how Pegman, the little yellow figure in Google's Street View in Google Maps became "smarter" through the development team's use of computational thinking.    K-12 resources are available on Google's Exploring Computational Thinking website, and a list of links to additional web-based resources can be found on the Web Resources page.

Solving Problems at Google Using Computational Thinking (Google)

Jeannette M. Wing, a professor at Carnegie Mellon, believes that computational thinking is not just for computer scientists - it is important for people from all disciplines and walks of life. She discusses the concept in the video below:

Computational Thinking and Thinking About Computing

Center for Children and Technology

The Curiosity Cycle:  Preparing Your Child for the Ongoing Technological Explosion
Author: Jonathan Mugan

10 Emerging Education and Instructional Technologies that All Educators Should Know About 
K. Walsh, 9/9/12

Nov 23, 2012

First-Person User Interface; Mobile to the Future; Mobile Experience Design Strategy: Presentations by Luke Wroblewski

Luke Wroblewski is a digital product/interaction/interface designer who has written about mobile computing and web design. His presentations provide a good summary of how smartphones are functioning in today's world, how they might be used in the very near future, and what designers/developers need to consider.

"The tools are in our hands to really design experiences in a different way."

Presentation: First Person User Interfaces (pdf)
"The design challenges and opportunities of interfaces that allow people to interact with the real world as they are currently experiencing "

Luke Wroblewski | Mobile to the future from IxDA Oslo on Vimeo.
Presentation: Mobile to the Future (pdf)

Mobile Experience Design Strategy with Luke Wroblewski 
(Presented at Cascade SF Meetup)

(At about 45:30, Luke discusses the problem of "checkout" on a mobile phone, giving an example from Dell.)

Interactive TV Design Discussion - David Herigstad: Surface Space, Content Space, and Interactive Space

The following video is a presentation by Dale Herigstad, Chief Interaction Officer at Possible Worldwide, from the 2012 TV of Tomorrow Show.  If you are interested in interactivity and UX across screens and spaces, it is worth taking the time to watch!


Special Presentation: Who Owns the New Screen Experiences? from TV of Tomorrow Show on Vimeo.

The "new world" combines TV and the internet, and poses new opportunities for design. Dale encourages flexibility and fearlessness, and setting goals for the long term. This means that organizations must move away from the "silo" approach, and create teams that can integrate across screens, platforms, content, and input methods, moving from flat-space to interactive, dynamic,layered, 3D, and augmented space.  

BTW, Dale Herigstad was one of the people commissioned by Steven Spielberg to work on the interface design for Minority Report.  

Possible Worldwide
Tutorials: Dale Herigstad & Schematic, Interactive Design Agency
The Minority Report Interface
Luke Wroblewski, 9/23/04

Nov 21, 2012

Usability of Windows 8: Food for thought from Jakob Nielsen's Alertbox

I haven't had the chance to play around with a tablet or PC running Windows 8, but from the screenshots and thoughtful comments posted on Jakob Nielson's Alertbox ,  I might be in store for some user confusion.  

Windows 8 -- Disappointing Usability for both Novice and Power Users 

"Hidden features, reduced discoverability, cognitive overhead fro dual environments, and reduced power from a single-window UI and low information density. Too bad." -Jakob Nielsen

I wonder how this will play out in the future, especially for people who often rely on two large monitors with several windows up at the same time to complete tasks efficiently, alone, or with a colleague.

Take the time to read the following article, and if you have the time, skim through the over 200 comments:
Why Jakob Nielsen's Windows 8 critique is old-school thinking.
Jay Green, c|net, 11/21/12

Surface Tablet vs. iPad Video, via SAY Media

Nov 17, 2012

Human Computer Interaction + Informal Science Education Conference (NUI News)

I recently learned of the HCI + ISE conference, funded by the National Science Foundation and organized by Ideum and Independent Exhibitions that will provide the groundwork for the future of the development and design of interactive computer-based science exhibits.
Science museums have a long history of interactivity, well suited to groups of "explorers", such as families or students visiting on a field trip.  

What is really exciting is that new interactive applications and technologies have the power to transform the way people learn and understand science in a collaborative and social way.  Innovations in the field of HCI - Human-Computer Interaction- such as multi-touch and gesture interaction, are  well-suited to meet the goals of science education for all, beyond the school doors and wordy textbooks. 

Below is a screen-shot of the conference website, a description about the conference, quoted from the site, and some related resources.

About the HCI+ISE Conference
"HCI technologies, such as motion capture, multitouch, augmented reality, RFID, and voice recognition are beginning to change the way computer-based science exhibits are designed and developed. Human Computer Interaction in Informal Science Education (HCI+ISE) is a first-of-its-kind gathering to explore and disseminate effective practices in developing a new generation of digital exhibits that are more intuitive, interactive, and social than their predecessors."
"The HCI+ISE Conference, to be held in Albuquerque, New Mexico June 11-14 2013, will bring together 60 museum exhibit designers and developers, learning researchers, and technology industry professionals to share effective practices, and to explore both the enormous potential and possible pitfalls that these new technologies present for exhibit development in informal science education settings."
"HCI+ISE will focus on the practical considerations of implementing new HCI technologies in educational settings with an eye on the future. Along with a survey of how HCI is shaping the museum world, participants will be challenged to envision the museum experience a decade into future. The conference results will provide a concrete starting point for exhibit developers and informal science educators who are just beginning to investigate these emerging technologies and design challenges in creating these new types of exhibits."
"Since the mid-1980s informal educational venues have increasingly incorporated computer-based exhibits into their science communication offerings in an effort to keep pace with public expectations and make use of the expanding opportunities these technologies provide. The advent and popularity of once novel HCI technologies are becoming commonplace: the Wii and Microsoft Kinect now allow for motion capture video games, tablet PCs have multitouch interaction, and smart phones and other devices come standard with voice recognition. Yet many museums are still developing single-touch and trackball-driven, single-user computer kiosks."
"Science museums have a long history of championing hands-on, physical, and inquiry-based activities and exhibits. This vast experience has only just begun to be applied to interactive computer interfaces. Along with seasoned science exhibit developers, the Conference will draw upon individuals outside of ISE who will provide fresh insight into the technologies, design issues, and audience expectations that these visitor experiences present."
Involvement and Findings
"HCI+ISE will bring together a diverse group of practitioners and other professionals to discuss (and in some cases share and prototype) new design approaches utilizing emerging HCI technology. Please see our Apply page to learn how you can participate. Conference news and findings will be distributed through a variety of ISE and museum websites, including this one."
"We welcome your questions and comments about the HCI+ISE Conference."
Kathleen McLean of Independent Exhibitions
& Jim Spadaccini of Ideum
HCI+ISE Co-chairs
"Open Exhibits is a multitouch, multi-user tool kit that allows you to create custom interactive exhibits."
CML:  Creative Mark-up Language
GML: Gesture Mark-up Language

Nov 12, 2012

Knight Digital Media Center: Election shows data illiteracy is a problem for journalist. I think this also applies to some corporate board directors, government leaders, politicians....

Here is the link:

Election shows data illiteracy is a problem for journalists
Amy Gahran, USC Annenberg Knight Digital Media Center, 11/7/12

"In 2012, the Knight Foundation broaden the KDMC mission to include community foundations and other nonprofits who are seeking to engage and inform their communities on critical issues. The KDMC provides resources and training in variety of formats including self-directed, web-based learning modules, instructor-led virtual classes and workshops throughout the country. In addition the KDMC offers consulting services for organizations in strategies for engaging and informing communities in the digital age"  -Knight Digital Media Center


Pew research roundup: Digital media and election 2012

Video: Overview of Multimedia Learning Principles, Importance of Visual Learning, Richard Mayer

Richard Mayer has devoted his career to the study of multimedia learning. He is a professor in the Department of Psychological & Brain Sciences at UC Santa Barbara, and the author of Multimedia Learning, 2nd Edition. Although the book was published in 2009, years ago, it is a must-read for anyone interested in this topic.

With the popularity of interactive whiteboards and tablets/iPads in education, it is important for educators, designers and developers to become familiar with the basic principles of multimedia learning. It is also important subject for researchers.

Nov 6, 2012

Revisiting the Multi-touch Parody of CNN's Magic Map, by Fred Armisen on Saturday Night Live Weekend Update

Photo via engadget

About four years ago I almost rolled out on the floor laughing at Fred Armisen's parody of CNN's Magic Map Wall during the Weekend Update segment of Saturday Night Live.  When I came across the video clip, I couldn't resist sharing it on my blog, and thought I'd share the video clip once again in honor of Election Day:

Video clip via Hulu

My 10/25/08 post,  Multi-touch Parody of CNN's Magic Map Wall by Fred Armisen on SNL's MegaPixel Giant Touch-map, was written when large touch-screen displays were beginning to gain steam in a variety of markets.  At the time, not all of the kinks had been worked out, and there were few people around who knew much about developing programs for use on these displays.  Since then, there have been many improvements in both hardware and software.   

Jeff Han, of Perceptive Pixel, provided the multi-touch screen system for CNN and the SNL parody.  He recently sold Perceptive Pixel to Microsoft and now works as a general manager for Microsoft Office. He's spreading the word about Microsoft's venture into large multi-touch displays- (55 and 82 inches), powered by Windows 8.  

For more information about Jeff Han and Microsoft Office, take a look at my blog post featuring  a recent video of Jeff Han's presentation about Windows 8 for large displays, Microsoft's new multi-touch, pen, and ink technology. The video also includes a presentation about experience design considerations for large displays, by Nathan Fish.

Jeff Han Discusses Windows 8 for Large Displays, Microsoft's New Multi-touch, Ink & Pen Tech; Experience Design for Large Displays (2012 Microsoft Build)

Earlier this year, Microsoft bought Jeff Han's company, founder of Perceptive Pixel.  Jeff Hans now works for the Microsoft Office division of the company, where there is a push to bring new and improved large multi-touch displays to the corporate world. With this off-the-desktop move, developers are challenged to develop applications for Windows 8 that will be geared towards supporting collaboration in corporate settings.

Jeff Han and Nathan Fish were at Microsoft's "Build" conference recently  to give a presentation about the nuts and bolts of the new technology - how it works, and suggestions for design.  Although the video presentation is over an hour long, it is worth setting aside some time to watch! 

New multi-touch, ink, and pen technologies that can revolutionize your apps on any size of screens (10/30/12, Microsoft Build)

Here is the description of the presentation:
"Develop solutions that flow with your customers business - starting with individuals and information workers on their phones, desks or virtual offices, moving into conference rooms, brainstorm areas, boardrooms and common areas.  Learn how Microsoft's new pen and touch capabilities, software and hardware will enable you to develop products that will help businesses be more efficient.  Have a sneak peek on what our large multi-touch displays (82' and 55') can bring to your solutions." -Microsoft Build

Jeff Han emphasized that touch interaction is everywhere and is a fundamental requirement in applications. Windows 8 apps should be designed for all screen sizes, saying "It's all about collaboration of people and a collaboration of devices that gets your work done....this is the real thing, and it is about to happen.  Devices (referring to large displays) are coming... we do have a mechanism for early access hardware."

During the second half of the video (38:00), Nathan Fish discusses guidelines for designing experiences on large displays, including optimization, handling various interactions via pen, touch, and gestures, the use of application bars and context menus, and more.

At the beginning of his presentation, Nathan Fish briefly discusses the uncharted territory of designing for collaborative large displays, and tells the audience that the guidelines are just suggestions, " nothing is written, we are figuring this out as we go."

My fear is that Windows 8 developers might not have the inclination to think past the smaller screens of smartphones and tablets, resulting in touchy-feely variations of PowerPoint and other Office applications that have been around for too long.

Microsoft Welcomes Perceptive Pixel to the Office Division
The Official Microsoft Blog, 7/30/12

What happened to the Surface Table?
I was surprised that Jeff Han's company was not folded into PixelSense, formally known as Surface, the division of Microsoft that focuses on large multi-touch tables. In my opinion, the tables had some potential to support collaborative work in the corporate world.  It will be interesting to see how things unfold!  

Take a look at the video clip below for more information:

Discover the Samsung SUR40 (with PixelSense)
Samsung SUR40 with Microsoft PixelSense
PixelSense Development Partners
Insights on Interactive Tabletops: A Survey of Researchers and Developers (pdf)
Hrvoje Benko, Meredith Ringel Morris, A.J. Bernheim Brush, and Andrew D. Wilson 2009, Microsoft Research

I've been interested in large screen displays and how they interact with smaller devices for a very long time.  In 2007, I was taking graduate courses at UNC-Charlotte and planned to pursue further research and work related to this area.   At the time, I prepared a paper to present at a conference, but was unable to present due a serious health emergency in my family.  The abstract is below:

"Large screen displays support the collaboration of two or more people, especially 
when the nature of the content is visual.  These displays, in the form of walls, windows, 
boards, and touch-tables, will become ubiquitous in the future, and can be found in workplaces, educational institutions, museums, and other public spaces. New display systems have been developed that allow for co-located communication between groups of people, and also allow for collaboration with individuals in remote locations, using mobile computing or communication devices.  This paper will provide an overview of the technologies that support  this new way of communication, discuss the challenges involved in 
establishing "interoperability" within these new systems, and examine the possibilities for 
the future."

If this topic interests you, take a look at one of my Flickr collections:

Ubiquitous Sightings of Urban Screens: Interactive Displays in Public Spaces, Digital Signage, and Screens of All Sizes


"All kinds of displays are cropping up in shopping centers, malls, banks, stores, airports, schools, businesses, and meeting places. What is the purpose of all of these displays?

Displays and mobile devices, everywhere we go.

It doesn't look like we've really figured out how to harness the potential of the technology that surrounds us."

Nov 4, 2012

Interactive Display at the Local Hyundai Dealership

I was at the auto dealership to get my car's oil changed a few weeks ago and noticed a large interactive display that featured an in-depth explanation of Hyundai's BlueLink technology. The display also provided touch-screen interaction to explore information and view videos about the features of new cars.  

My toddler grandson loves cars, so when he came to visit, I brought him along. Since it is difficult to interact with a touch screen display and at the same time discreetly video the experience with a toddler in tow, I wasn't able spend much time exploring the display's features. The following video is what I managed to capture.

I am still hunting down information about the story behind the display.   

HYUNDAI's Interactive BlueLink website

Overview of BlueLink 

The Tube (2008)
This project was installed in 180 Hyundai dealerships in the U.S.  It was created with a Papervision3D menu to display media types such as video, audio, animation, and zoomable bitmaps. The application was designed to run within a local network. I'm not sure if the display I saw at my local dealership was an updated version of this project or something new.

The web-version of the application that was in "The Tube" project does not have all of the features that can be accessed in the local version. The photos were taken from Mike Connor's website:
Touchscreen Kiosk - Car Dealership 5

Touchscreen Kiosk - Car Dealership 6

From the Digitally Yours blog:

Audi City: Car Showroom of the Future
Digital at New York Auto Show '12

The Digitally Yours blog covers lots of topics related to interactive technologies. For your convenience, here are some category links: 
Augmented Reality & QR CodesInteractive WebsitesInstallationsShopper MarketingInfographicsLocation BasedApps and MobileProduct Launches.

CFP for Special Issue of Personal and Ubiquitous Computing on Educational Interfaces, Software, and Technology (EIST) -Extended Deadline: December 9, 2012

CFP for Special Issue of Personal and Ubiquitous Computing on Educational Interfaces, Software, and Technology (EIST) -Extended Deadline: December 9, 2012

One of the primary goals of teaching is to prepare learners for life in the real world. In this ever-changing world of technologies such as mobile interaction, cloud computing, natural user interfaces, and gestural interfaces like the Nintendo Wii and Microsoft Kinect, people have a greater selection of tools for the task at hand. Given the potential of these new interfaces, software, and technologies as learning tools, as well as the ubiquitous application of interactive technology in formal and informal learning environments, there is a growing need to explore how next-generation technologies will impact education in the future. 

As a community of Human-Computer Interaction (HCI) and educational researchers, we need to theorize and discuss how new technologies should be integrated into the classrooms and homes of the future. In the last three years, three CHI workshops have provided a forum to discuss key issues of this sort, particularly in the context of next-generation education. The aim of this special issue of Personal and Ubiquitous Computing is to summarize the potential design challenges and perspectives on how the community should handle next-generation technologies in the education domain for both teachers and students. 

We invite authors to present position papers about potential design challenges and perspectives on how the community should handle the next generation of HCI in education. Topics of interest include but are not limited to: 

  • Gestural input, multitouch, large displays 
  • Mobile devices, response systems (clickers) 
  • Tangible, VR, AR & MR, multimodal interfaces 
  • Console gaming, 3D input devices 
  • Co-located interaction, presentations 
  • Educational pedagogy, learner-centric, child computer interaction 
  • Empirical methods, case studies 
  • Multi-display interaction 
  • Wearable educational media 
Important Dates 

  • Full papers due: December 9, 2012 
  • Initial reviews to authors: January 18, 2013 
  • Revised papers due: March 15, 2013 
  • Final reviews to authors: April 26, 2013 
  • Final papers due: June 14, 2013 

Submission Guidelines 

Submissions should be prepared according to the Word template located at the bottom of this page. All manuscripts are subject to peer review. Manuscripts must be submitted as a PDF to the easychair submission system. Submissions should be no more than 8000 words in length. 

Guest Editors and Contact Information 

  • Syed Ishtiaque Ahmed, Cornell University 
  • Quincy Brown, Bowie State University 
  • Jochen Huber, Technische Universität Darmstadt 
  • Si Jung “Jun” Kim, University of Central Florida 
  • Lynn Marentette, Union County Public Schools, Wolfe School 
  • Max Mühlhäuser, Technische Universität Darmstadt 
  • Alexander Thayer, University of Washington 
  • Edward Tse, SMART Technologies 


Information about the Journal of Personal and Ubiquitous Computing 

Submission Template: PUC_EIST_article_template.docx  (59k)

Stantum Update: Innovative Tablet and Mobile Tech; Tablets Push Leap Towards Interactive Multimedia "Textbooks"

Step into a school and you might notice that older desktop computers have been replaced by an assortment of portable devices.   In many cases, students still carry around book bags that contain an assortment of textbooks, binders, worksheets, along with something digital.  

So what is that "something digital"?   

In some  cases, it might be a school-issued laptop or net-book.  In other cases, it could be an iPad, an e-reader, or another sort of tablet.  In other cases, it could be whatever the student brings to school, as part of a "BYOD" (Bring Your Own Device) experiment.

No one has yet figured all out, but many people, from a number of disciplines, are trying!

Stantum is an example of a company that has an interest in the use of innovative technology for education.  Stantum develops multi-touch technology for mobile devices, including tablets, and follows trends in education closely. 

I've had the opportunity speak with Guillaume Largillier, Stantum's co-founder and CSO on several occasions, most recently in late October.  I'm happy to say that Stantum looks like it will be making some important inroads in education.  


Stantum is aware that as educational institutions, K-12 and above, leave textbooks behind, there will be an enormous need for devices that will seamlessly support teaching and learning, all around the world.  Guillaume spoke of  developments in countries such as South Korea, France, Turkey, Thailand, Columbia, Argentina, and China to adopt digital textbooks. Some of these countries have initiated pilot programs using some sort of tablet or mobile devices, or plan to do so in the very near future.

During our conversation, Guilluame pointed out that Stantum is involved in developing durable components and tablets made from materials that can withstand the knocking about that sometimes happens when handled by young hands.  

Unlike the iPad, the tablets will not need a rugged, more expensive case, so it is likely that the cost to schools will be lower.  Since the tablets are open to most operating systems, they are likely to be easier for school IT administrators to deploy, update, and maintain.

A bit about the technology:    

Stantum's Interpolated Voltage Sensing Matrix (IVSM) technology supports 10 simultaneous touches and can handle touch and stylus input at the same time. It "knows" if it has been touched by a finger and can disregard a palm.  This is a good feature to have if a tablet is used young people.  

Earlier this year, Stantum announced its partnership with NISSHA, a company based in Japan, and unveiled its newest development, Fine Touch Z Technology, powered by IVSM.  It can support Windows and Android operating systems.  It has a fast scanning engine, high-resolution handwriting input, and does not produce ghost or masking effects.  (See video below).

One appealing feature of this technology is that it provides has low power consumption. This is a plus when considering the need students to have a device that has an extended battery life. 

Fine Touch Z from Stantum on Vimeo.


A leap towards interactive digital "textbooks":

Although students have been accessing educational content in digital form on computers and through educational television programming for a long time, textbooks and paper-based assignments have been major tools used in school to transmit the curriculum.  

The tools are changing as we move to a digital, multimedia world of communication, collaboration, knowledge sharing, teaching, learning, and creating.  There are many questions to consider.
  • What sort of digital content will replace traditional textbooks?
  • Who will create this content? 
  • Will traditional textbook publishers simply transform textbooks into slightly more interactive versions of the ho-hum content students love to hate?
  • How will digital interaction change the way everyone learns?  How will this be measured?
  • How will teachers and students be provided with opportunities to create new ways of sharing knowledge?
  • How will usability and accessibility concerns be addressed, for students, teachers - and family members, given that digital content will be accessed both in and outside of school?
  • What sort of software systems will need to be developed?
  • What sort of infrastructure will be needed to support this influx of online activity and transfer of large data files -  at schools, in homes, and in communities?
  • How will the technological ecology support learning, given multiple devices, interactive whiteboards and other interactive surfaces? 

With change, there is usually confusion as old ways are set aside and people explore new options.  

Apple is making some inroads with the iPad, providing educators (and students) to create interactive books with the free iBooks Author program. Some schools have 1-1 laptop programs in place, and provide access to educational content through more traditional course management systems or web-based activities that accompany existing textbooks.  Schools are signing up for resources such as Google in Education and Microsoft Partners in Learning.  

If you are looking for some resources about the rapid increase in interest and adoption of interactive digital textbooks, not just in the U.S., but around the world, take a look at my recent blog post,  "Got Interactive (Multimedia) Textbooks Inside Your iPad or Tablet?  Lots of Resources!".  In the post, I provide a wealth of links to information from the LEAD commission, the FCC's Digital Textbook Playbook, and more.  

You might also want to take a look at Audrey Watters' article, The Truth About Tablets: Educators are getting iPads and e-readers into students'hands--but it's not easy, which was published online in the School Library Journal earlier this year.

For a global perspective, read Alex Wukman's article, World Bank Begins Global Digital Textbook Initiative 

It wouldn't hurt to learn more about what the textbook publishers have in mind.  For that reason, I've put together a sample of resources about interactive digital content from major educational media and textbook publishing organizations:

In the following video, students and teachers from an elementary school in Winston-Salem give their reviews of the new Discovery Education Science Techbook.  Students can access the Discovery Techbook via the web.  In this video, students interact with the content using traditional desktop computers as well as interactive whiteboards.  Techbooks are designed to work on tablets or laptops, too.  At :39, a first grade teacher explains exactly why she likes the science techbook:

"...everything is right here at your hands, it is interesting to the kids, they love to watch the videos, and you can take it further - beyond than that, and everything is done for you, it is just really helpful. It even has the prep, the content review, and it is all aligned to the curriculum." -Laurie Moran

Discovery Education Science Techbook from Judy Uhrig on Vimeo.

Discovery Education Science Techbook Overview (Video)
Techbook for High School Science
Techbook for K-8 Science

Pearson's new interactive textbook for the iPad
"It is really going to revolutionize how we think about the classroom experience and what happens in the classroom in the way of learning, and what happens outside the classroom." -Joseph Levine, Author, Miller & Levine Biology

Major Publisher Investment Advances Inkling as the Future of Digital Textbooks
Audrey Watters, ReadWrite, 3/22/11
"What makes Inkling’s apps unique is the fact that “content isn’t bound by pages or sections or chapters in the same linear fashion. Rather, it’s hierarchical, richly illustrated and augmented. It’s interactive. It’s social,” Watters writes. The digital versions include quizzes, interactive infographics, and a scrolling and searchable interface." -Matt MacInnis, Inkling

McGraw-Hill Ryerson Launches New High School iBooks Textbooks
PRNewswire, 10/25/12

Harcourt Interactive Textbooks (Produced by Vertex)

The Truth About Tablets:  Educators are getting iPads and ereaders into students'hands--but it's not easy
Audry Watters, School Library Journal, 2/1/12

Nov 3, 2012

iPad3 and iPad Mini: Hands-on Side-by Side Comparison Video, by Eric Sailers (quick post)

Here is a good side-by-side "hands-on" comparison of the new iPad3 and the new iPad Mini by Eric Sailers:

Eric Sailers is a speech and language pathologist who has co-created apps for iOS devices since 2009. His website has a wealth of information iOS devices and apps for education, especially for children with special needs.