Archive of ‘Bring Your Own Device BYOD’ category

Paul Signorelli

Future Trends Forum with Special Guest Paul Signorelli

 https://events.shindig.com/event/ftf-signorelli

February 23, 2:00 – 3:00pm (EST)

Future Trends Forum hosted by Bryan Alexander will address the most powerful forces of change in academia. The founder of the online blog Future Trends in Technology and Education has begun this weekly forum to enliven the discussion around the pressing issues at the cross roads of education and technology through weekly online video chat conversations where practitioners in the field can contribute and share their most recent experiences.

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Paul Signorelli, co-author of Workplace Learning & Leadership with Lori Reed, helps clients and colleagues explore, foster, and document innovations in learning to produce concrete results. He also is heavily engaged in supporting team-building and communities of collaboration. As a San Francisco-based writer, trainer, instructional designer, and consultant, he designs and facilitates learning opportunities for a variety of clients, helps others become familiar with e-learning, social media, MOOCs, mobile technology, innovations in learning spaces, and community partnerships (onsite and online) to creatively facilitate positive change within organizations. He has served on advisory boards/expert panels for the New Media Consortium Horizon Project documenting educational technology trends and challenges since 2010; remains active locally and nationally in the Association for Talent Development (formerly the American Society for Training & Development); and facilitates webinars for the American Library Association and other learning organizations. His most recent work remains focused on connectivist MOOCs (massive open online courses) and building sustainable onsite and online communities and partnerships. Signorelli earned an MLIS through the University of North Texas (with an emphasis on online learning) and an M.A. in Arts Administration at Golden Gate University (San Francisco); blogs at http://buildingcreativebridges.wordpress.com; and can be reached at paul@paulsignorelli.com.

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First-time users: upon entering the room, click “Allow” to the Flash prompt requesting access to your webcam. (Chrome users may need to click Allow a second time).

Note: The Shindig app currently only supports interacting with the featured speakers through text. To fully enjoy the Shindig experience and be enabled to ask video chat questions of the speaker or video chat privately with other participants, please log in from a computer with webcam and microphone capabilities.

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more on Bryan Alexander in this IMS blog
http://blog.stcloudstate.edu/ims?s=bryan+alexander

Wearable Technologies Conference Munich

Wearable Technologies Conference in München

http://www.com-magazin.de/news/smart-wearables/wearable-technologies-conference-in-muenchen-1193078.htmlOcean temperature, body temperature, ski in the air, activity trackers, blinkcam, VR goggles, smart gloves

WT | Wearable Technologies Conference 2017 EUROPE

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more on wearables in this IMS blog
http://blog.stcloudstate.edu/ims?s=wearable

confide app

White House staffers are using this self-destructing messages app to gossip in private — here’s how it works

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more on social media in this IMS blog
http://blog.stcloudstate.edu/ims?s=social+media

social media and community opinion

Ijcsis, J. of C. S., Suryani, M., Ghani, J., & Suryani, M. (2016). IMPACT OF SOCIAL MEDIA ON CLOSED COMMUNITY BY CONSIDERING OPINION MINING. International Journal of Computer Science and Information Security, 14(11), 944–954. Last retrieved Feburary 6, 2017 from https://www.academia.edu/30936284/IMPACT_OF_SOCIAL_MEDIA_ON_CLOSED_COMMUNITY_BY_CONSIDERING_OPINION_MINING
Mining social media has its potential to extract actionable patterns that can be beneficial for business, users, and consumers. Opinion mining from social media can be a faster and less expensive alternative to traditional survey and polling, on which many sustainability researches are based.
Crowd Capital Theory.
ex-post facto design
my opinion:
format-wise – poorly written. No proofreading by the authors, but also by the peer-previewers.
Academic English does not recognize “get” and “put.” Sometimes, the ideas are not presented clearly. In-text citations need work: e.g. p. 946 “Andrews in 2012 said that may researchers indicate that the info…”; instead of “According to Andrews (2012), numerous researchers indicate the possibility of social network information to be used as a tool for spying.”  Similarly, on page 947: ” (Saxton et al., 2012)” must be “Saxton et al., (2012)”
Verbs are missing: e.g. p. 946 “A case study on effect of social networking sites in emergency departments for patient care.”
p. 953 “in all these study” – adjective / subject disagreement.
content-wise, the article also presents ad-hod information, rather then clearly structured and delinted conclusions: e.g., on page p. 947, the authors announce as the goal of this study ” to investigate the role of “social networks” in creating a positive or negative impact on the social, behavioral and educational aspics of our community.”
None of the three links to the surveys are functional:e.g.,https://docs.google.com/forms/d/1yzVo2SL85iqr7CVRGDZ1bUGKzZPQOo4bBD42 CI9f9e8/viewform?c=0&w=1&usp=mail_form_link

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more on social media in this IMS blog
http://blog.stcloudstate.edu/ims?s=social+media

Netlix and HBO on VR

Netflix and HBO launch virtual reality apps on Google Play

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More on on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=vr

VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury, Managing Editor, @eSN_Meris
October 17th, 2016
Stansbury, M. (2016, October 17). 5 ways virtual reality is being used in education right now. Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/10/17/5-ways-virtual-reality-used-education-right-now/
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: http://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program.

VR and education

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Devaney, L. (2016). Teachers say virtual reality would boost engagement. Retrieved from http://www.eschoolnews.com/2016/07/26/teachers-say-virtual-reality-would-boost-engagement/

July 26th, 2016

Sixty percent of surveyed teachers said they would like virtual reality to become a part of their students’ learning experience, according to the study from Samsung Electronics America, Inc. and GfK.

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Virtual reality helping Calif. students overcome learning barriers | eSchool News. (2016, June). Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/06/21/virtual-reality-helping-calif-students-overcome-learning-barriers/

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more on VR in education in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

Save

Save

audio recording

TwistedWave for Education

TwistedWave is an audio recording and editing tool that is included in Next Vista’s list of recommended tools. Through TwistedWave you can create and edit spoken audio recordings from scratch. Your completed tracks can be exported to Google Drive and SoundCloud.

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more on audio recordings in this IMS blog:
http://blog.stcloudstate.edu/ims?s=audio+record

digital citizenship videos

Videos about digital citizenship

http://www.educatorstechnology.com/2013/10/5-excellent-videos-to-teach-your.html

What is Digital Citizenship

Digital Dossier

Invasions of the data snatchers

Netiquette: playing nice online

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

Lenovo VR headset

Lenovo Showcases Affordable VR Headset at CES 2017

By Sri Ravipati 01/05/17

https://thejournal.com/articles/2017/01/05/lenovo-showcases-affordable-vr-headset-at-ces-2017.aspx

Last year at the Windows 10 event, Microsoft announced a slate of upcoming Windows-compatible virtual reality (VR) headsets from Acer, ASUS, Dell, HP and other PC manufacturers that would work without desk- or wall-mounted sensors (similar to its HoloLens device). Lenovo is the first to showcase the prototype for its own self-contained VR headset, which is making its debut this week at the annual International Consumer Electronics Show (CES) in Las Vegas.

Lenovo’s prototype headset is compatible with Microsoft’s Windows Holographic platform. Like the HoloLens, its design features depth-sending cameras located on the front of the device, allowing full-room movement tracking.

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more on virtual reality in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

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