IM 690 lab plan for March 31, online: Virtual Worlds
If at any point you are lost in the virtual worlds, please consider talking/chatting using our IM 690 zoom link:https://minnstate.zoom.us/j/964455431 or call 320 308 3072
Readings: Currently, if you go to the SCSU online dbases
,if they are working at all, don’t be surprised when clicking on EBSCOhost Business Source Complete to see this msg:
and if you execute a search:
“AltSpaceVR” + “education”, you will find only meager 1+ results.
Google Scholar, naturally, will yield much greater number.
So, search and find an article of your interest using Google Scholar. I used “immersive learning” + “education” for my search.
I chose to read this article: https://journal.alt.ac.uk/index.php/rlt/article/view/2347/2657
since it addressed design principles when applying mixed reality in education. What article did you find/choose/read/are ready to share your analysis with?
Tuesday, March 31, 5PM lab
As usually, we will meet at this Zoom link: https://minnstate.zoom.us/j/964455431 All of us will be online and we will meet in the Zoom room. Please come 10 min earlier, so we can check our equipment and make sure everything works. Since we will be exploring online virtual worlds, please be prepared for technical issues, especially with microphones.
For this lab, please download and install on your computers the AltSpaceVR (ASVR) software: https://www.microsoft.com/en-us/p/altspacevr/9nvr7mn2fchq?activetab=pivot:overviewtab Please consider the impediment that Microsoft has made the 2D mode for PC available only for Windows. If you are a Mac user and don’t have PC available at home, please contact me directly for help.
In addition, pls have a link to the video tutorial; https://blog.stcloudstate.edu/ims/2020/03/13/im690-asvr-2d-tutorial/
pls be informed about MediaSpace issues of the last two weeks, which can result in poor rendering of the video. If issues persist and you still need help downloading and installing the software, contact me directly for help. Please do your best to have ASVR installed on your computer before the lab starts on Tues, March 31, 5PM, so we can use our time during the lab for much more fun activities!
Intro to ASVR.
Please watch this 5 min video anytime you feel a bit lost in ASVR
pls consider the issues with MediaSpace and be patient, if the video renders and/or does not play right away. The video is meant to help you learn how to navigate your avatar in ASVR.
the first 15-20 min in the lab, we will “meet” in ASVR, figure out how to work on our ASVR avatar, how to use the computer keyboard to move, communicate and have basic dexterity. We must learn to “make friends” with Mark Gill (ASVR name: MarkGill47), Dr. Park (ASVR name: dhk3600) and Dr. Miltenoff (ASVR name: Plamen), as well as with your class peers, who will be sharing their ASVR contact info in the Zoom Chat session. Once we learn this skills, we are ready to explore ASVR.
Mark Gill will “lead” us through several virtual worlds, which you will observe and assess from the point of view of an Instructional Designer and an educator (e.g. how these worlds can accommodate learning; what type of teaching do these virtual worlds offer, etc.)
Eventually, Mark Gill will bring us to the SCSU COSE space, created by him, where he will leave us to discuss.
Discussion in the COSE ASVR room
We will start our discussion with you sharing your analysis of the article you found in Google Scholar for today’s class (see above Readings). How do your findings from the article match your impressions from the tour across virtual worlds in ASVR? How does learning happen?
Final projects
the rest of the time in the lab will be allocated for work on your final projects.
Dr. Park and Dr. Miltenoff will work individually with your groups to assist with ideas, questions regarding your projects,
breaking up synchronous sessions with hands-on. This requires strong skills for virtual presenting. A nice little simple book on this: https://www.amazon.com/Exceptional-Presenter-Goes-Virtual-Person/dp/1608320464:
Koegel, T. (2010). The exceptional presenter goes virtual (1st ed.). Austin, Tex: Greenleaf Book Group Press.
The book, unfortunately, is available through ILL and ILL is suspended.
IM 690 lab plan for March 3, MC 205: Oculus Go and Quest
Readings:
TAM:Technology Acceptances Model
Read Venkatesh, and Davis and sum up the importance of their model for instructional designers working with VR technologies and creating materials for users of VR technologies.
UTAUT: using the theory to learn well with VR and to design good acceptance model for endusers: https://blog.stcloudstate.edu/ims/2020/02/20/utaut/
Watch both parts of Victoria Bolotina presentation at the Global VR conference. How is she applying UTAUT for her research?
Read Bracq et al (2019); how do they apply UTAUT for their VR nursing training?
joining a space and collaborating and communicating with other users
Assignment: Group work
Find one F2F and one online peer to form a group.
Based on the questions/directions before you started watching the videos:
– Does this particular technology fit in the instructional design (ID) frames and theories covered
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
exchange thoughts with your peers and make a plan to create similar educational product
Post your writing in the following D2L Discussions thread
Augmented Reality with Hololens Watch videos at computer station)
During Lab work on Jan 28, we experienced Video 360 cardboard movies
let’s take 5-10 min and check out the following videos (select and watch at least three of them)
F2F students, please Google Cardboard
Online students, please view on your computer or mobile devices, if you don’t have googles at your house (you can purchase now goggles for $5-7 from second-hand stores such as Goodwill)
Both F2F and online students. Here directions how to easily open the movies on your mobile devices:
Copy the URL and email it to yourself.
Open the email on your phone and click on the link
If you have goggles, click on the appropriate icon lower right corner and insert the phone in the goggles
Open your D2L course on your phone (you can use the mobile app).
Go to the D2L Content Module with these directions and click on the link.
After the link opens, insert phone in the goggles to watch the video
Videos: While watching the videos, consider the following objectives:
– Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
Find one F2F and one online peer to form a group.
Based on the questions/directions before you started watching the videos:
– Does this particular technology fit in the instructional design (ID) frames and theories covered. e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
exchange thoughts with your peers and make a plan to create similar educational product
Evaluate the ability of the game you watched to be incorporated in the educational process
Assignment: In 10-15 min (mind your peers, since we have only headset), do your best to evaluate one educational app (e.g., Labster) and one leisure app (games).
Use the same questions to evaluate Lenovo DayDream:
– Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
What:Zotero and comparison with similar bibliographic tools (e.g. Mendeley) When: Tuesday, January 27, 9:30AM Where: Zoom session: https://minnstate.zoom.us/my/zotero (9107443388)
Hands-on session for installation and introduction to using Zotero to organize your sources, in-text cite them and compile bibliography.
Educators are in an arms race these days against an industry that seeks to profit by helping students cheat. Some websites offer to write papers for students, others sell access to past tests by individual professors, and others will even take entire online courses for students, as a kind of study double.
question to Tricia: the aggressiveness of the Websites. radio silence by governments, universities.
is there a data on contract cheating: data from Australia, UK. 7 Mil students worldwide engaged in contsure
punitive vs preventive practices.
students being educated for that matter faculty.
stakeholders: students, faculty (accreditation), parents, administration. what the forces in place to keep in check the administration/
how does the education happen in a world where the grade is the king and the credit is the queen?
If i organize a workshop on cheating noone attends; overworked
not magic bullet. more communication and awareness. teaching and learning issue. in the business of certifying. integrity is essential to the certification program and teaching and learning, otherwise it cannot be graded. lost from the core mission.
clear and better policies: what is the role of the faculty in the process. when teaching and learning is not sufficient and needs to move to allegations.
Instructional designer: online is easier to cheat.
++++++++++
How the ‘Contract Cheating’ Industry Has Gotten More Aggressive in Recruiting Students
Project Information Literacy, a nonprofit research institution that explores how college students find, evaluate and use information. It was commissioned by the John S. and James L. Knight Foundation and The Harvard Graduate School of Education.
focus groups and interviews with 103 undergraduates and 37 faculty members from eight U.S. colleges.
To better equip students for the modern information environment, the report recommends that faculty teach algorithm literacy in their classrooms. And given students’ reliance on learning from their peers when it comes to technology, the authors also suggest that students help co-design these learning experiences.
While informed and critically aware media users may see past the resulting content found in suggestions provided after conducting a search on YouTube, Facebook, or Google, those without these skills, particularly young or inexperienced users, fail to realize the culpability of underlying algorithms in the resultant filter bubbles and echo chambers (Cohen, 2018).
Media literacy education is more important than ever. It’s not just the overwhelming calls to understand the effects of fake news or addressing data breaches threatening personal information, it is the artificial intelligence systems being designed to predict and project what is perceived to be what consumers of social media want.
it’s time to revisit the Eight Key Concepts of media literacy with an algorithmic focus.
Literacy in today’s online and offline environments “means being able to use the dominant symbol systems of the culture for personal, aesthetic, cultural, social, and political goals” (Hobbs & Jensen, 2018, p 4).
Rubrics: online scoring guides to evaluate students’ work.
Annotations: notes or comments added digitally to essays and other assignments.
Audio: a sound file of your voice giving feedback on students’ work.
Video: a recorded file of you offering feedback either as a “talking head,” a screencast, or a mix of both.
Peer review: online systems in which students review one another’s work.
Two main types of feedback — formative and summative — work together in that process but have different purposes. Formative feedback occurs during the learning process and is used to monitor progress. Summative feedback happens at the end of a lesson or a unit and is used to evaluate the achievement of the learning outcomes.
Good feedback should be: Frequent, Specific, Balanced, Timely
“It’s no secret that students today face the ultimate paradox—the same tools they need to use to complete their work can also provide their biggest distractions from completing work.” How can we help them manage this struggle? https://t.co/xmaOzXpvfU
According to the Pew Research Center, 72 percent of teenagers check their phones as soon as they get up (and so do 58 percent of their parents), and 45 percent of teenagers feel as though they are online on a nearly constant basis. Interestingly, and importantly, over half of U.S. teenagers feel as though they spend too much time on their cell phones.
Research on intrinsic motivation focuses on the importance of autonomy, competency and relatedness in classroom and school culture.
According to one Common Sense Media report, called Social Media, Social Life, 57 percent of students believe social media use often distracts them when they should be doing homework. In some ways, the first wave of digital citizenship education faltered by blocking distractions from school networks and telling students what to do, rather than effectively encouraging them to develop their own intrinsic motivation around making better choices online and in real life.
Research also suggests that setting high expectations and standards for students can act as a catalyst for improving student motivation, and that a sense of belonging and connectedness in school leads to improved academic self-efficacy and more positive learning experiences.
Educators and teachers who step back and come from a place of curiosity, compassion and empathy (rather than fear, anger and frustration) are better poised to deal with issues related to technology and wellness.