November 2017 archive

cloud terminology

Understanding Cloud Terminology: What Does IaaS, Paas, and SaaS Mean?

  • IaaS, Infrastructure-as-a-Service
  • PaaS, Platform-as-a-Service

Linux Server

Apache/nginx web server

MySQL database

WordPress

  • SaaS, Software-as-a-Service
  • UCaaS, Unified-Communications-as-a-Service
  • GaaS, Gaming-as-a-Service

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more on SAAS in this IMS blog
https://blog.stcloudstate.edu/ims?s=saas

more on cloud computing in this IMS blog
https://blog.stcloudstate.edu/ims?s=cloud+computing

 

online program evaluation

company or group who is doing online program evaluation?

this information is extracted from the Blend-Online discussion list

Colleagues,

Do you know any company or group who is doing online program evaluation? Our school is seeking a consulting group to come to review our online programs and identify areas relate to online learning that we need to improve.

Thanks,

Carrie Halpin, Ph.D. Professor/Instructional Designer & Technologist eLearning & Instructional Technology (eLIT) Virginia Western Community College 3095 Colonial Ave. SW, Roanoke, VA 24015 Office: Brown Library 102 Phone: 540-857-6636 Fax: 540-857-6138 Email: chalpin@virginiawestern.edu

Quality Matters will do course reviews.  iDesign
iDesign will do both of those things using a fee-for-service model versus a revenue-sharing model like Academic Partnerships or 2U. I have no personal experience with any OPM, but iDesign is the only one I know of that offers that ala carte type service.
Andrea MacArgel
 Instructional Designer Center for Learning and Teaching
 Binghamton University LN 1324A (607) 777-5099 Schedule a meeting with me at http://doodle.com/macargel  http://www.binghamton.edu/clt

Damon Osborne, Ph.D. Associate Vice President for Online and Alternative Delivery Programs Shafer Library | Findlay, OH 45840 419-434-5978 Office dosborne@findlay.edu

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more on evaluations regarding online teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+evaluation

screencapture tools comparison

http://www.freetech4teachers.com/2017/11/comparison-of-screencasting-tools.html

Flowers in Chania

Four Tools for Creating Screencasts on Chromebooks – A Comparison

http://www.freetech4teachers.com/2016/04/four-tools-for-creating-screencasts-on.html

CaptureCast, 

TechSmith’s Snagit

Screencastify

 

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more on Look in this IMS blog
https://blog.stcloudstate.edu/ims/2017/09/05/loom-screencast/
more on screencasting in this IMS blog
https://blog.stcloudstate.edu/ims?s=screen

International Conference on Learning Athens Greece

Twenty-fifth International Conference on Learning

2018 Special Focus: Education in a Time of Austerity and Social Turbulence  21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference

Theme 8: Technologies in Learning

  • Technology and human values: learning through and about technology
  • Crossing the digital divide: access to learning in, and about, the digital world
  • New tools for learning: online digitally mediated learning
  • Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
  • Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance

Theme 9: Literacies Learning

  • Defining new literacies
  • Languages of power: literacy’s role in social access
  • Instructional responses to individual differences in literacy learning
  • The visual and the verbal: Multiliteracies and multimodal communications
  • Literacy in learning: language in learning across the subject areas
  • The changing role of libraries in literacies learning
  • Languages education and second language learning
  • Multilingual learning for a multicultural world
  • The arts and design in multimodal learning
  • The computer, internet, and digital media: educational challenges and responses

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PROPOSAL: Paper presentation in a Themed Session

Title

Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library

short description

VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.

long description

The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.

The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.

Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.

Keywords

academic library

literacies learning

digitally mediated learning

 

PearDeck and similar

Comparing Classroom Response Systems: Kahoot, Pear Deck, and Quizizz

https://technologypursuit.edublogs.org/2015/03/21/comparing-classroom-response-systems-kahoot-pear-deck-and-quizizz/

compare Kahoot Pear Deck Quizizz

more info, including pricing:

https://lmc.lsr7.org/slms/wp-content/uploads/sites/5/2016/04/Pear-Deck.pdf
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more on PearDeck in this IMS blog
https://blog.stcloudstate.edu/ims/2015/08/27/presentation-tools-for-teaching/

Libraries supporting social inclusion for refugees and immigrants

http://blog.stcloudstate.edu/refugeesandmigrants/

Libraries supporting social inclusion for refugees and immigrants

UNESCO emphasizes the importance of social inclusion for international
migrants and encourages cities and local governments to “ensure social rights
for migrants to adequate housing, education, health and social care, welfare
and decent standard of living according to basic needs such as food, energy
and water.” Libraries can play an important role in helping new arrivals
acclimate and thrive in a new community.
Do you have a story to share about how your library, on its own or in
collaboration with community organizations, is providing social services and
support for refugees and immigrants? Do you have advice on creating successful
programming to support refugees and immigrants?

Proposal to the SCSU library administration:

Good afternoon,

I will be submitting a proposal about my individual work in that area:

In the fall of 2015, I organized a campus-wide meeting, including St. Cloud community members, on refugees and migrants, by inviting one Syrian and one Somali refugees:

I also reached out across campus (e.g. Dan Wildeson with the Holocaust Center, Geoffrey Tabakin, Stephen Philion).

I organized also the online presence by delivering the personal stories of three refugees:

http://blog.stcloudstate.edu/refugeesandmigrants/2015/09/19/personal-stories/

and organizing and maintain a blog on the issue of refugees and migrants: http://blog.stcloudstate.edu/refugeesandmigrants/2015/09/19/personal-stories/

In 2017, I proposed and taught a class on Migration : http://web.stcloudstate.edu/pmiltenoff/hons221/ . I proposed the same class for the Honors program.

I also maintain a FB group for the class and in conjunction with the blog (you need to request permission to enter the FB group): https://www.facebook.com/groups/hons221

I am formally proposing / requesting to transition my individual efforts and offering the library to support me in expanding my acitivies on this topic

Here is my rational:

  • If not on campus, at least in the library, I am the only refugee and for that matter an immigrant. I have the understanding and the compassion of someone, who personally have experienced the hardship of being and immigrant and refugee.
  • I have amounted information and experience presenting the information and engaging the audience in a discussion regarding a rather controversial (for St. Cloud) issue
  • I have the experience and skills to conduct such discussions both F2F and online

Based on my rational, here are activities I am proposing:

  • The library supports a monthly F2F meetings, where I am taking the responsibility to host students with refugee and/or migrant status and facilitate a conversation among those students and other students, faculty, staff, who would like to learn more about the topic and discuss related issues.
    • Library support constitutes of: e.g. necessary information willingly and actively shared at Reference and Circulation desk. Library faculty and staff willingly and actively promoting the information regarding this opportunity when occasions arise.
  • The library supports my campus-wide efforts to engage faculty, staff and students. Engagement includes: e.g.,  proposals to faculty to present in their classes on including refugees and immigrants but related to their classes; assisting students with research and bibliography on their papers related to refugees and immigrants; assisting faculty and students with presentations including refugees and immigrants etc.
    • Library support constitutes of: e.g. necessary information willingly and actively shared at Reference and Circulation desk. Library faculty and staff willingly and actively promoting the information regarding this opportunity when occasions arise.

Digital Stories Across The Curriculum

Digital Stories Across The Curriculum

use storytelling to shape students’ learning experience, create connections across content areas

brain research suggests when students have an opportunity to retrieve information, rehearse, interleave concepts,  and make connections, this promotes memory making and forgetting is less likely to occur.

digital tools such as: imovieadobe sparkchatterpixwritereader and shadowpuppet

share your tools:

http://web.stcloudstate.edu/pmiltenoff/lib490/tools.html

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more on digital storytelling in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+story

digital humanities

7 Things You Should Know About Digital Humanities

Published:   Briefs, Case Studies, Papers, Reports  

https://library.educause.edu/resources/2017/11/7-things-you-should-know-about-digital-humanities

Lippincott, J., Spiro, L., Rugg, A., Sipher, J., & Well, C. (2017). Seven Things You Should Know About Digital Humanities (ELI 7 Things You Should Know). Retrieved from https://library.educause.edu/~/media/files/library/2017/11/eli7150.pdf

definition

The term “digital humanities” can refer to research and instruction that is about information technology or that uses IT. By applying technologies in new ways, the tools and methodologies of digital humanities open new avenues of inquiry and scholarly production. Digital humanities applies computational capabilities to humanistic questions, offering new pathways for scholars to conduct research and to create and publish scholarship. Digital humanities provides promising new channels for learners and will continue to influence the ways in which we think about and evolve technology toward better and more humanistic ends.

As defined by Johanna Drucker and colleagues at UCLA, the digital humanities is “work at the intersection of digital technology and humanities disciplines.” An EDUCAUSE/CNI working group framed the digital humanities as “the application and/or development of digital tools and resources to enable researchers to address questions and perform new types of analyses in the humanities disciplines,” and the NEH Office of Digital Humanities says digital humanities “explore how to harness new technology for thumanities research as well as those that study digital culture from a humanistic perspective.” Beyond blending the digital with the humanities, there is an intentionality about combining the two that defines it.

digital humanities can include

  • creating digital texts or data sets;
  • cleaning, organizing, and tagging those data sets;
  • applying computer-based methodologies to analyze them;
  • and making claims and creating visualizations that explain new findings from those analyses.

Scholars might reflect on

  • how the digital form of the data is organized,
  • how analysis is conducted/reproduced, and
  • how claims visualized in digital form may embody assumptions or biases.

Digital humanities can enrich pedagogy as well, such as when a student uses visualized data to study voter patterns or conducts data-driven analyses of works of literature.

Digital humanities usually involves work by teams in collaborative spaces or centers. Team members might include

  • researchers and faculty from multiple disciplines,
  • graduate students,
  • librarians,
  • instructional technologists,
  • data scientists and preservation experts,
  • technologists with expertise in critical computing and computing methods, and undergraduates

projects:

downsides

  • some disciplinary associations, including the Modern Language Association and the American Historical Association, have developed guidelines for evaluating digital proj- ects, many institutions have yet to define how work in digital humanities fits into considerations for tenure and promotion
  • Because large projects are often developed with external funding that is not readily replaced by institutional funds when the grant ends sustainability is a concern. Doing digital humanities well requires access to expertise in methodologies and tools such as GIS, mod- eling, programming, and data visualization that can be expensive for a single institution to obtain
  • Resistance to learning new tech- nologies can be another roadblock, as can the propensity of many humanists to resist working in teams. While some institutions have recognized the need for institutional infrastructure (computation and storage, equipment, software, and expertise), many have not yet incorporated such support into ongoing budgets.

Opportunities for undergraduate involvement in research, provid ing students with workplace skills such as data management, visualization, coding, and modeling. Digital humanities provides new insights into policy-making in areas such as social media, demo- graphics, and new means of engaging with popular culture and understanding past cultures. Evolution in this area will continue to build connections between the humanities and other disci- plines, cross-pollinating research and education in areas like med- icine and environmental studies. Insights about digital humanities itself will drive innovation in pedagogy and expand our conceptualization of classrooms and labs

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more on digital humanities in this IMS blog
https://blog.stcloudstate.edu/ims?s=digital+humanities

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