astronomy 101
1:30 min video on asteroids, comets and meteors
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Signals from space: https://www.facebook.com/techinsider/videos/907625812769109/
Digital Literacy for St. Cloud State University
1:30 min video on asteroids, comets and meteors
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Signals from space: https://www.facebook.com/techinsider/videos/907625812769109/
Understanding Cloud Terminology: What Does IaaS, Paas, and SaaS Mean?
Linux Server
Apache/nginx web server
MySQL database
WordPress
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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
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
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
http://www.freetech4teachers.com/2017/11/comparison-of-screencasting-tools.html
http://www.freetech4teachers.com/2016/04/four-tools-for-creating-screencasts-on.html
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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
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
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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
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/
Gary Hunter ASA System Director for Policy, Procedure, and Intellectual Property
October 24, 2017 Koffee with Karen Webinar
Koffee with Karen (Copyright) 10.24.2017-1kjgygr
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more on copyright in this IMS blog:
https://blog.stcloudstate.edu/ims?s=copyright
http://blog.stcloudstate.edu/refugeesandmigrants/
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:
Based on my rational, here are activities I am proposing:
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: imovie, adobe spark, chatterpix, writereader 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
Published: Briefs, Case Studies, Papers, Reports
https://library.educause.edu/resources/2017/11/7-things-you-should-know-about-digital-humanities
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
Scholars might reflect on
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
projects:
downsides
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