more on coding in this IMS blog
more on coding in this IMS blog
Electronics / Programming Merit Badge Kit – Spinner
more on badges in this IMS blog
Who contributed to the code that we use every day?
by Jimmy Daly APril 19, 2013
more on coding in this IMS bog
Intro to Computer Programming
with Steve Perry
10-week eCourse Beginning Tuesday, September 5, 2017
For today’s librarian, the ability to adapt to new technology is not optional. Programming—the process of using computer language to generate commands that instruct a computer to perform specific functions—is at the core of all computer technology. A foundation in programming helps you understand the inner workings of all of the technologies that drive libraries now—from integrated library systems to Web pages and databases.
Participants who complete this Advanced eCourse will receive an SJSU iSchool/ALA Publishing Advanced Certificate of Completion.
more on coding in this IMS blog
Electronic Journal of e-Learning Article · January 2016
Marie Olsson, Peter Mozelius, Jonas Collin
This paper presents and discusses visualisation as a channel to improve learner’s control and understanding of programming concepts and gamification as a way to increase study motivation in virtual learning environments. Data has been collected by evaluation questionnaires and group discussions in two courses partly given in the Moodle virtual learning environment. One course is on Game based learning for Bachelor’s programmes, the other is a course on e-learning for university teachers. Both the courses have used progress bars to visualise students’ study paths and digital badges for gamification.
Basics of HTML
Basics of CSS and/or Java Script
Basics of mobile apps programing
Basics of HTML5
Basics of XML
Garry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod,students are exposed to physics concepts while having madcap fun.
Kerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.
Sound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.
For creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.
Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.
Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.
From: firstname.lastname@example.org [mailto:email@example.com] On Behalf Of Rysavy, Sr. Del Marie
Sent: Tuesday, November 12, 2013 12:50 PM
Subject: [SCSU-announce] course in programming for beginners
Our beginning programming course, CNA 267, is now using Python as the programming language. Students learn to work with decision and loop control structures, variables, lists (arrays) and procedures, etc. Python is becoming one of the most widely-accepted languages for business professionals and scientists.
Please inform your students (who need to learn programming) of this course. It is being offered during spring semester, as well as next fall.
Sr. Del Marie Rysavy
|Technology Instruction Week: Hybrid and Distributive Learning
March 4 – March 8 MC 205 | 1:00pm – 2:00pm Monday
Register for the 1:00pm session at (not required): http://huskynet.stcloudstate.edu/help/training/
Follow us on Twitter: @SCSUtechInstruc | #techworkshop
The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVR, ENGAGE, rumii, Mozilla Hubs, and Somnium Space.
The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.
The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung Gear, Steam Store for HTC Vive, Windows Mixed Reality, and the Oculus Store for Rift, Go and Quest users. Download and install the 2D version for use on your Windows desktop computer.
Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /
Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133
Finding a New Literacy for a New Reality 5PM, Tues, Feb 18
https://account.altvr.com/events/1406093036194103494 schedule for new literacy
This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.
Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.
Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.
Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.
Create Strategic Snapchat & Instagram AR Campaigns
Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.
Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.
Mixed Reality in Classrooms Near You
Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.
As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.
Designing Educational Content in VR
Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.
Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.
|8:00 AM PST||Research||Virtual Reality Technologies for Learning Designers||Margherita Berti||ASVR|
Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.
Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.
|Wed||11:00 AM PST||Special Event||Gamifying the Biblioverse with Metaverse||Amanda Fox||VR Design / Biblioverse / Training & Embodiment||ASVR|
There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.
Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.
|Wed||10:00 AM PST||Research||Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals||Christian Jonathan Angel Rueda||VR Design / Biblioverse / Training & Embodiment||ASVR|
Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.
Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.
|Thu||11:00 AM PST||vCoaching||Closing the Gap Between eLearning and XR||Richard Van Tilborg||XR eLearning / Laughter Medicine||ASVR|
How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.
Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.
|Thu||12:00 PM PST||Research||Assessment of Learning Activities in VR||Evelien Ydo||Technology Acceptance / Learning Assessment / Vaping Prevention||ASVR|
|Thu||6:00 PM PST||Down to Basics||Copyright and Plagiarism Protections in VR||Jonathan Bailey||ASVR
|Thu||8:00 PM PST||Diversity||Cyberbullying in VR||John Williams, Brennan Hatton, Lorelle VanFossen||ASVR|
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