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learning and educational technology

Modern​ ​Learning:​ ​Re-Discovering​ ​the Transformative​ ​Promise​ ​of Educational​ ​Technology

By​ ​Steve​ ​Hargadon​ ​(​@stevehargadon​) Survey​ ​and​ ​Report:​ ​​modernlearning.com​​ ​|​

http://www.modernlearning.com/the-report.html

  • When do you believe technology enhances learning, and when do you believe
    it does not?
  • How has technology impacted your own learning?
  • Does your school, library, or organization have a specific learning philosophy that guides ed-tech purchases and implementation? If yes, what is that philosophy?
    More than 450 responses were received (those that agreed for their answers to be
    shared publicly can be seen at http://www.modernlearning.com).

For the purposes of this report, “educational technology” (often abbreviated as “ed tech”) is assumed to refer principally to the use of modern electronic computing and other high-tech, mostly Internet-enabled, devices and services in education.

Observation​ ​1​:​ ​There​ ​is​ ​general​ ​agreement​ ​that there​ ​are​ ​good​ ​and​ ​pedagogically-sound​ ​arguments  or​ ​the​ ​implementation​ ​and​ ​active​ ​use​ ​of​ ​ed​ ​tech; and​ ​that​ ​technology​ ​is​ ​changing,​ ​and​ ​will​ ​change, education​ ​for​ ​the​ ​better.

Observation​ ​2​:​ ​There​ ​is​ ​general​ ​agreement​ ​that technology​ ​is​ ​not​ ​always​ ​beneficial​ ​to​ ​teaching​ ​and learning.

When it becomes a distraction.
● When there is little or no preparation for it.
● When just used for testing / score tracking.
● When used for consuming and not creating, or just for rote learning.
● When “following the education trends: everyone else is doing it.”
● When the tech is “an end rather than means” (also stated as, ”when I don’t have a plan or learning goal…”). We found this very significant, and it is the focus of Observation 6.
● When there is a lack of guidance in how to effectively use new ed tech tools (“when there is no PD”). This is the focus of Observation 4.
● Finally, when it “gets in the way of real time talk / sharing.” Forgetting that the tech “cannot mentor, motivate, show beauty, interact fully, give quality attention, [or] contextualize.” Also: ”outcomes related to acquiring the skills and attitudes cannot be enhanced by technology.” As mentioned in the introduction, this would be missing the “human factor.” One respondent
captured this as follows: “3 reasons tech innovation fails: Misunderstanding Human Motivation, Human Learning, or Human Systems.”

Observation​ ​3​:​ ​The​ ​benefits​ ​of​ ​ed​ ​tech​ ​to​ ​educator learning​ ​are​ ​described​ ​much​ ​more​ ​positively,​ ​and much​ ​less​ ​ambiguously,​ ​than​ ​are​ ​the​ ​benefits​ ​to student​ ​learning.

  • reduced their isolation by helping them to connect with their peers;
    ● allowed them to feel part of larger educational movements;
    ● afforded them opportunities to become contributors.

Observation​ ​4​:​ ​There​ ​is​ ​a​ ​lack​ ​of​ ​good​ ​professional development​ ​for​ ​educational​ ​technology.

Observation​ ​5​:​ ​Educational​ ​technology​ ​is​ ​prone​ ​to grandiose​ ​promises.

Observation​ ​6​:​ ​Some​ ​significant​ ​percentage​ ​of educational​ ​technology​ ​purchases​ ​do​ ​not​ ​appear​ ​to have​ ​a​ ​pedagogical​ ​basis.

conclusions:

Networked information technology has rendered the words “teacher” and “student” more ambiguous. YouTube tutorials and social-media discussions, just to cite a couple of obvious examples, have made it abundantly clear that at any given moment anyone—regardless of age or background—can be a learner or a teacher, or even both at once.

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more on educational technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=education+technology

faculty camp “effective presentation”

faculty camp “effective presentation”

Do you have a presentation you are proud of and sure it impacts your teaching and your students’ learning? Come and share with us your experience in delivering effective presentations.

When: Oct 19, 2-3PM in Miller Center 205 (Professional Development Room)

Who can attend: everyone from experts to novices

Why attend: 1. we deliver the basics of effective presentations 2. We support your ideas and experience in producing effective presentations 3. We provide on-the-spot clinic to improve your presentations 4. We continue support your improvement of presentations

What to do (plan): 1. Bring your presentation[s] you would like to work on 2. Outline the expertise in presentations you feel most confident about 3. Outline the areas you feel a need for help

How to do (plan): 1. Attend the camp 2. Vote your best medium to receive information and support (e.g. SCSU blog, Facebook page, Twitter hashtag (e.g. #SCSUpresent)

Plan for the 1 hour camp:
1. 5 min intro of participants (networking)
2. 5 min intro to the topic:
Here is the Kahoot based on your suggestions:
https://play.kahoot.it/#/k/b948aa1c-89ed-4e4b-b715-480719f7da5b
we will not have time for more Kahoots, but here several more just in case
https://play.kahoot.it/#/k/249dc625-b4a9-4b88-95d3-b47582f64314
https://play.kahoot.it/#/k/ba24d16a-8d62-481d-a629-68b8e94b6900
https://play.kahoot.it/#/k/f00f4817-0ba4-4d56-9d19-33e6260a760b

3. 10-15 min to discuss the basics of effective presentation as per the Kahoot and let faculty pitch in with their ideas
4. Rest of the time, break into groups and start helping each other hands-on with our presentations
or
we can continue with providing information about resources:
e.g.
visuals:

free images

For Social Media and Presentations: Free Image Sources

stock photos


and Flickr + Creative Commons license
5. 5 min before the end:
– decide on a platform for future continuous collaboration:
SCSU blog, Facebook page, Twitter hashtag (e.g. #SCSUpresent)
– inform participants about other related possibilities:
http://blog.stcloudstate.edu/blendedonline/
and
http://blog.stcloudstate.edu/coursecapture/
and let them submit evaluation:
http://tinyurl.com/feedbackIMS

faculty support group meetings

The lecture-capture / course-capture group meets on October 5, 2017, 3PM in Miller Center 205:
http://blog.stcloudstate.edu/coursecapture/2017/09/12/fall-2017-meeting-support-group/

The online/hybrid teaching group meeting will be determined after taking this poll:
https://doodle.com/poll/cq3g5zpei6dfwcme

(as per blog announcement: http://blog.stcloudstate.edu/blendedonline/2017/09/12/first-meeting-for-fall-2017/)

Loom screencast

Loom – Screencast on Chromebooks, Macs, and PCs

https://www.useloom.com/

http://www.freetech4teachers.com/2017/09/loom-screencast-on-chromebooks-macs-and.html

Please share your impressions and comparisons to the MnSCU available MediaSpace (AKA Kaltura):

https://idpstarid.mnscu.edu/idp/Authn/UserPassword

https://scsu.mediaspace.kaltura.com/

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

learning and work future

From the LinkedIn “Technology Using Professors”

“scalable learning”, the ability to rapidly adapt to new information and quickly deploy new skills to act upon it.

https://www.linkedin.com/groups/934617/934617-6308656108315648004

Future of Work: Learning To Manage Uncertainty

Published on

https://www.linkedin.com/pulse/learning-uncertainty-imperative-heather-mcgowan

longevity + change rates

4th industrial revolution

We need to recognize that as we leave the third and enter the fourth industrial revolution our systems of learning — that is, codifying knowledge into a curriculum, then transferring that pre-determined knowledge to accepting students so that they can become productive workers – can’t support a rapidly changing world where new knowledge is continuously created and new skills are required to capture opportunity. Deloitte’s John Hagel argues, and we agree, that workers and organizations must now strive for “scalable learning”, the ability to rapidly adapt to new information and quickly deploy new skills to act upon it.

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more on learning and instructions in this IMS blog

https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/
https://blog.stcloudstate.edu/ims/2014/01/05/what-is-the-difference-between-education-and-training/

https://blog.stcloudstate.edu/ims?s=instruction

fake news and video

Computer Scientists Demonstrate The Potential For Faking Video

http://www.npr.org/sections/alltechconsidered/2017/07/14/537154304/computer-scientists-demonstrate-the-potential-for-faking-video

As a team out of the University of Washington explains in a new paper titled “Synthesizing Obama: Learning Lip Sync from Audio,” they’ve made several fake videos of Obama.

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Fake news: you ain’t seen nothing yet

Generating convincing audio and video of fake events, July 1, 2017

https://www.economist.com/news/science-and-technology/21724370-generating-convincing-audio-and-video-fake-events-fake-news-you-aint-seen

took only a few days to create the clip on a desktop computer using a generative adversarial network (GAN), a type of machine-learning algorithm.

Faith in written information is under attack in some quarters by the spread of what is loosely known as “fake news”. But images and sound recordings retain for many an inherent trustworthiness. GANs are part of a technological wave that threatens this credibility.

Amnesty International is already grappling with some of these issues. Its Citizen Evidence Lab verifies videos and images of alleged human-rights abuses. It uses Google Earth to examine background landscapes and to test whether a video or image was captured when and where it claims. It uses Wolfram Alpha, a search engine, to cross-reference historical weather conditions against those claimed in the video. Amnesty’s work mostly catches old videos that are being labelled as a new atrocity, but it will have to watch out for generated video, too. Cryptography could also help to verify that content has come from a trusted organisation. Media could be signed with a unique key that only the signing organisation—or the originating device—possesses.

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

Large-scale visualization

The future of collaboration: Large-scale visualization

 http://usblogs.pwc.com/emerging-technology/the-future-of-collaboration-large-scale-visualization/

More data doesn’t automatically lead to better decisions. A shortage of skilled data scientists has hindered progress towards translation of information into actionable business insights. In addition, traditionally dense spreadsheets and linear slideshows are ineffective to present discoveries when dealing with Big Data’s dynamic nature. We need to evolve how we capture, analyze and communicate data.

Large-scale visualization platforms have several advantages over traditional presentation methods. They blur the line between the presenter and audience to increase the level of interactivity and collaboration. They also offer simultaneous views of both macro and micro perspectives, multi-user collaboration and real-time data interaction, and a limitless number of visualization possibilities – critical capabilities for rapidly understanding today’s large data sets.

Visualization walls enable presenters to target people’s preferred learning methods, thus creating a more effective communication tool. The human brain has an amazing ability to quickly glean insights from patterns – and great visualizations make for more efficient storytellers.

Grant: Visualizing Digital Scholarship in Libraries and Learning Spaces
Award amount: $40,000
Funder: Andrew W. Mellon Foundation
Lead institution: North Carolina State University Libraries
Due date: 13 August 2017
Notification date: 15 September 2017
Website: https://immersivescholar.org
Contact: immersivescholar@ncsu.edu

Project Description

NC State University, funded by the Andrew W. Mellon Foundation, invites proposals from institutions interested in participating in a new project for Visualizing Digital Scholarship in Libraries and Learning Spaces. The grant aims to 1) build a community of practice of scholars and librarians who work in large-scale multimedia to help visually immersive scholarly work enter the research lifecycle; and 2) overcome technical and resource barriers that limit the number of scholars and libraries who may produce digital scholarship for visualization environments and the impact of generated knowledge. Libraries and museums have made significant strides in pioneering the use of large-scale visualization technologies for research and learning. However, the utilization, scale, and impact of visualization environments and the scholarship created within them have not reached their fullest potential. A logical next step in the provision of technology-rich, visual academic spaces is to develop best practices and collaborative frameworks that can benefit individual institutions by building economies of scale among collaborators.

The project contains four major elements:

  1. An initial meeting and priority setting workshop that brings together librarians, scholars, and technologists working in large-scale, library and museum-based visualization environments.
  2. Scholars-in-residence at NC State over a multi-year period who pursue open source creative projects, working in collaboration with our librarians and faculty, with the potential to address the articulated limitations.
  3. Funding for modest, competitive block grants to other institutions working on similar challenges for creating, disseminating, validating, and preserving digital scholarship created in and for large-scale visual environments.
  4. A culminating symposium that brings together representatives from the scholars-in-residence and block grant recipient institutions to share and assess results, organize ways of preserving and disseminating digital products produced, and build on the methods, templates, and tools developed for future projects.

Work Summary
This call solicits proposals for block grants from library or museum systems that have visualization installations. Block grant recipients can utilize funds for ideas ranging from creating open source scholarly content for visualization environments to developing tools and templates to enhance sharing of visualization work. An advisory panel will select four institutions to receive awards of up to $40,000. Block grant recipients will also participate in the initial priority setting workshop and the culminating symposium. Participating in a block grant proposal does not disqualify an individual from later applying for one of the grant-supported scholar-in-residence appointments.
Applicants will provide a statement of work that describes the contributions that their organization will make toward the goals of the grant. Applicants will also provide a budget and budget justification.
Activities that can be funded through block grants include, but are not limited to:

  • Commissioning work by a visualization expert
  • Hosting a visiting scholar, artist, or technologist residency
  • Software development or adaptation
  • Development of templates and methodologies for sharing and scaling content utilizing open source software
  • Student or staff labor for content or software development or adaptation
  • Curricula and reusable learning objects for digital scholarship and visualization courses
  • Travel (if necessary) to the initial project meeting and culminating workshop
  • User research on universal design for visualization spaces

Funding for operational expenditures, such as equipment, is not allowed for any grant participant.

Application
Send an application to immersivescholar@ncsu.edu by the end of the day on 13 August 2017 that includes the following:

  • Statement of work (no more than 1000 words) of the project idea your organization plans to develop, its relationship to the overall goals of the grant, and the challenges to be addressed.
  • List the names and contact information for each of the participants in the funded project, including a brief description of their current role, background, expertise, interests, and what they can contribute.
  • Project timeline.
  • Budget table with projected expenditures.
  • Budget narrative detailing the proposed expenditures

Selection and Notification Process
An advisory panel made up of scholars, librarians, and technologists with experience and expertise in large-scale visualization and/or visual scholarship will review and rank proposals. The project leaders are especially keen to receive proposals that develop best practices and collaborative frameworks that can benefit individual institutions by building a community of practice and economies of scale among collaborators.

Awardees will be selected based on:

  • the ability of their proposal to successfully address one or both of the identified problems;
  • the creativity of the proposed activities;
  • relevant demonstrated experience partnering with scholars or students on visualization projects;
  • whether the proposal is extensible;
  • feasibility of the work within the proposed time-frame and budget;
  • whether the project work improves or expands access to large-scale visual environments for users; and
  • the participant’s ability to expand content development and sharing among the network of institutions with large-scale visual environments.

Awardees will be required to send a representative to an initial meeting of the project cohort in Fall 2017.

Awardees will be notified by 15 September 2017.

If you have any questions, please contact immersivescholar@ncsu.edu.

–Mike Nutt Director of Visualization Services Digital Library Initiatives, NCSU Libraries
919.513.0651 http://www.lib.ncsu.edu/do/visualization

 

apps online learning

20 essential apps to include in online courses

By Meris Stansbury June 9th, 2017

Online learning apps are broken down into specific categories to maximize production and streamline online communication..

20 essential apps to include in online courses

From attending class to talking with peers and professors, and from going to the local bookstore to having everything on a laptop in a dorm room, students on campus typically have a more “organic” learning experience than an online student who may not know how to best access these features of a higher education in an entirely mobile setting.

The essentials for getting started

Computer terms (Android) (Apple): Online learning means you’ll need to know basic computer technology terms. Both apps are free and break down terms ranging from words like “cache” to “hex code,” all in layman’s language.

Mint (Android) (Apple): Online learning students are usually financially savvy, looking for less expensive alternatives to traditional four-year tuition. This app allows students to keep careful track of personal finances and spending.

Study Tracker (Android) (Apple): These paid apps help track the time spent on courses, tasks and projects to help online students better manage their time and be able to visualize unique study patterns with the aim of ultimately improving efficiency.

Wi-Fi Finder (Android) (Apple): It’s a no-brainer: If you’re learning online and on-the-go, you’ll probably need to find a connection!

To access actual courses (LMS)

Blackboard Mobile (Android) (Apple): Access all courses that are integrated with Blackboard’s LMS.

Canvas (Android) (Apple). Access all courses integrated with Canvas by Instructure.

Moodle (Android) (Apple): Access all courses integrated with this open-source learning platform.

My note: No D2L in this list, folks; choose carefully in 2018, when MnSCU renews its D2L license

For access to files and remote annotation

Documents to Go (Android) (Apple): Students can access the full Microsoft Office suite, as well as edit and create new files without requiring a cloud app for syncing.

Dropbox (Android) (Apple): This app allows students to access any-size files from their computer anytime, anywhere. My Note: Google Drive, SCSU File space as alternatives.

iAnnotate (Android) (Apple): Read, edit and share PDFs, DOCs, PPTs, and image files.

Instapaper (Android) (Apple): Recall websites for research purposes; strip away clutter for an optimized view of content; and read anywhere, since no internet connection is needed.

Marvin (Apple): A completely customizable eBook reader that includes DRM-free books, customizable formats, layouts, and reading gestures, as well as highlighting and annotations tools. Considered one of the best replacements for the Stanza app, which is now discontinued.

Pocket (Android): An app that allows students to save websites, blog posts, videos, and other online resources to access at a later time. It also saves the information to the device, meaning no internet connection is needed.

Wolfram Alpha (Android) (Apple): Considered the scholar’s version of Google, this app is a search engine that reveals precise information for natural-language searches. For example, if you ask “What is the graduation rate for Harvard?” the engine will bring up exact numbers with citations and suggestions for similar queries.

For online communication with peers and profs

Dragon Dictation (Android) (Apple): Create text messages, social media posts, blog posts and more by using your voice (speech-to-text). According to the company, Dragon Dictation is up to five times faster than typing on the keyboard.

Evernote (Android) (Apple): Whenever you look at a list of education apps, Evernote is usually listed. This app allows students to scribble notes, capture text, send notes to computers and other users, and much more for ultimate multi-media communication.

Hangouts (Android) (Apple): Google’s social network shines for its own online video chat solution, which lets teachers, students and third-party experts easily videoconference in groups—it’s even been used to broadcast presenters live to packed auditoriums. My note: desktopsharing is THE most important part. Alternatives: SCSU subscription for Adobe Connect. Skype also has desktopsharing capabilities

Quora (Android) (Apple): Ask questions to experts including astronauts, police officers, lawyers, and much more to receive industry-insider responses.

Smartsheet (Android) (Apple): An app that allows students to create task lists and assign deadlines to share with remote group/team members.

Tom’s planner (Web): A Gantt chart-based, online planning tool that uses color-coded charts to reveal work completed and many more features for project management.

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

innovation online ed

Is innovation severely lacking in online education?

Laura Ascione, Managing Editor, Content Services, @eSN_Laura
July 6th, 2017
The emergence of the chief online officer position at many institutions is strong evidence that online education is becoming more mainstream
Revenue generation and tuition

most responding institutions have online program tuition rates that are aligned with standard tuition or that are higher. Those higher tuition rates ranged from 12 percent of private institutions to 29 percent of four-year public institutions, and lower than standard tuition rates ranged from 3 percent of community colleges to 37 percent of private institutions. None of the larger online programs reported tuition rates for online students that are lower than standard tuition rates, and 20 percent reported higher tuition rates for online study.

Course development

Forty percent of chief online officers in larger programs larger programs use instructional design support, and 30 percent use a team approach to online course design. Ten percent outsource course design.

This kind of course development is in stark contrast to practices of chief online officers in mid-sized and smaller programs. Among the smallest online education programs, 18 percent of chief online officers expect faculty to develop online courses independently, and 53 percent treat instructional design support as a faculty option. This means that a combined 71 percent of smaller programs do not mandate the use of instructional design specialists.

In 13 percent of mid-sized programs, faculty are expected to develop courses independently, and in 64 percent of mid-sized programs, they are free to choose whether or not to involve instructional design specialists, yielding a combined 77 percent of programs that do not require the use of instructional design expertise.

Teaching, learning and technology

The CHLOE survey also asked chief online officers to name three technologies or tools they consider most important or innovative for their institution’s fully-online programs. Eighty-one percent first listed an LMS, while others named audio and video conferencing and lecture capture. The technologies most-cited for second- and third-most important were conferencing, video and lecture capture software. (see Plamen’s effort to start faculty discussion on lecture capture here: http://blog.stcloudstate.edu/coursecapture/)

“There was no sign of much-hyped innovations like adaptive learning, competency-based education LMS solutions, or simulation or game-based learning tools,” according to the study. “Such tools may be in use for specific courses or programs but based on responses to CHLOE, these have yet to achieve institution-wide adoption at any scale.” (see Plamen’s efforts start a discussion on game-based learning here: https://blog.stcloudstate.edu/ims?s=game-based+learning

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more on online ed in this IMS blog:
https://blog.stcloudstate.edu/ims?s=online+education

next gen digital learning environment

Updating the Next Generation Digital Learning Environment for Better Student Learning Outcomes

a learning management system (LMS) is never the solution to every problem in education. Edtech is just one part of the whole learning ecosystem and student experience.

Therefore, the next generation digital learning environment (NGDLE), as envisioned by EDUCAUSE in 2015 …  Looking at the NGDLE requirements from an LMS perspective, I view the NGDLE as being about five areas: interoperability; personalization; analytics, advising, and learning assessment; collaboration; accessibility and universal design.

Interoperability

  • Content can easily be exchanged between systems.
  • Users are able to leverage the tools they love, including discipline-specific apps.
  • Learning data is available to trusted systems and people who need it.
  • The learning environment is “future proof” so that it can adapt and extend as the ecosystem evolves.

Personalization

  • The learning environment reflects individual preferences.
  • Departments, divisions, and institutions can be autonomous.
  • Instructors teach the way they want and are not constrained by the software design.
  • There are clear, individual learning paths.
  • Students have choice in activity, expression, and engagement.

Analytics, Advising, and Learning Assessment

  • Learning analytics helps to identify at-risk students, course progress, and adaptive learning pathways.
  • The learning environment enables integrated planning and assessment of student performance.
  • More data is made available, with greater context around the data.
  • The learning environment supports platform and data standards.

Collaboration

  • Individual spaces persist after courses and after graduation.
  • Learners are encouraged as creators and consumers.
  • Courses include public and private spaces.

Accessibility and Universal Design

  • Accessibility is part of the design of the learning experience.
  • The learning environment enables adaptive learning and supports different types of materials.
  • Learning design includes measurement rubrics and quality control.

The core analogy used in the NGDLE paper is that each component of the learning environment is a Lego brick:

  • The days of the LMS as a “walled garden” app that does everything is over.
  • Today many kinds of amazing learning and collaboration tools (Lego bricks) should be accessible to educators.
  • We have standards that let these tools (including an LMS) talk to each other. That is, all bricks share some properties that let them fit together.
  • Students and teachers sign in once to this “ecosystem of bricks.”
  • The bricks share results and data.
  • These bricks fit together; they can be interchanged and swapped at will, with confidence that the learning experience will continue uninterrupted.

Any “next-gen” attempt to completely rework the pedagogical model and introduce a “mash-up of whatever” to fulfil this model would fall victim to the same criticisms levied at the LMS today: there is too little time and training to expect faculty to figure out the nuances of implementation on their own.

The Lego metaphor works only if we’re talking about “old school” Lego design — bricks of two, three, and four-post pieces that neatly fit together. Modern edtech is a lot more like the modern Lego. There are wheels and rocket launchers and belts and all kinds of amazing pieces that work well with each other, but only when they are configured properly. A user cannot simply stick together different pieces and assume they will work harmoniously in creating an environment through which each student can be successful.

As the NGDLE paper states: “Despite the high percentages of LMS adoption, relatively few instructors use its more advanced features — just 41% of faculty surveyed report using the LMS ‘to promote interaction outside the classroom.'”

But this is what the next generation LMS is good at: being a central nervous system — or learning hub — through which a variety of learning activities and tools are used. This is also where the LMS needs to go: bringing together and making sense of all the amazing innovations happening around it. This is much harder to do, perhaps even impossible, if all the pieces involved are just bricks without anything to orchestrate them or to weave them together into a meaningful, personal experience for achieving well-defined learning outcomes.

  • Making a commitment to build easy, flexible, and smart technology
  • Working with colleges and universities to remove barriers to adopting new tools in the ecosystem
  • Standardizing the vetting of accessibility compliance (the Strategic Nonvisual Access Partner Program from the National Federation of the Blind is a great start)
  • Advancing standards for data exchange while protecting individual privacy
  • Building integrated components that work with the institutions using them — learning quickly about what is and is not working well and applying those lessons to the next generation of interoperability standards
  • Letting people use the tools they love [SIC] and providing more ways for nontechnical individuals (including students) to easily integrate new features into learning activities

My note: something just refused to be accepted at SCSU
Technologists are often very focused on the technology, but the reality is that the more deeply and closely we understand the pedagogy and the people in the institutions — students, faculty, instructional support staff, administrators — the better suited we are to actually making the tech work for them.

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Under the Hood of a Next Generation Digital Learning Environment in Progress

The challenge is that although 85 percent of faculty use a campus learning management system (LMS),1 a recent Blackboard report found that, out of 70,000 courses across 927 North American institutions, 53 percent of LMS usage was classified as supplemental(content-heavy, low interaction) and 24 percent as complementary (one-way communication via content/announcements/gradebook).2 Only 11 percent were characterized as social, 10 percent as evaluative (heavy use of assessment), and 2 percent as holistic (balanced use of all previous). Our FYE course required innovating beyond the supplemental course-level LMS to create a more holistic cohort-wide NGDLE in order to fully support the teaching, learning, and student success missions of the program.The key design goals for our NGDLE were to:

  • Create a common platform that could deliver a standard curriculum and achieve parity in all course sections using existing systems and tools and readily available content
  • Capture, store, and analyze any generated learner data to support learning assessment, continuous program improvement, and research
  • Develop reports and actionable analytics for administrators, advisors, instructors, and students

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more on LMS in this blog
https://blog.stcloudstate.edu/ims?s=LMS

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

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