Archive of ‘instructional technology’ category

students and etext

Student Engagement with E-Texts: What the Data Tell Us

by Serdar Abaci, Joshua Quick and Anastasia Morrone Monday, October 9, 2017

https://er.educause.edu/articles/2017/10/student-engagement-with-etexts-what-the-data-tell-us

  • This case study of Indiana University’s e-text initiative reports on students’ actual use of and engagement with digital textbooks.
  • In a typical semester, students read more in the first four weeks and less in later weeks except during major assessment times; in a typical week, most reading occurs between 5:00 p.m. and 2:00 a.m. from Monday to Thursday, indicating that students use e-texts mainly as a self-study resource.
  • Highlighting was the markup feature most used by students, whereas use of the other interactive markup features (shared notes, questions, and answers) was minimal, perhaps because of students’ lack of awareness of these features.
  • Research found that higher engagement with e-texts (reading and highlighting) correlated with higher course grades.

Although cost savings is often cited as a key advantage of electronic textbooks (aka, e-textbooks or simply e-texts), e-texts also provide powerful markup and interaction tools. For these tools to improve student learning, however, their adoption is critically important.
Indiana U etext initiative

The Indiana University e-texts program, which began in 2009, has four primary goals:

  1. Drive down the cost of materials for students
  2. Provide high-quality materials of choice
  3. Enable new tools for teaching and learning
  4. Shape the terms of sustainable models that work for students, faculty, and authors

To date, student savings on textbooks amount to $21,673,338. However, we recognize that many students do not pay the full list price for paper textbooks when they purchase online, buy used copies, or recoup some of their costs when they resell their texts after the semester is over.
herefore, we divide the calculated savings by two and report that total as a more accurate representation of student savings. Consequently, we claim that students have saved about $11 million since IU’s e-texts program started in spring 2012.

In addition to printing through the e-text platform, students can purchase a print-on-demand (PoD) copy of an e-text for an additional fee.

One downside of e-texts is that students lease their textbook for a limited time instead of owning it. This lease generally lasts a semester or six months, and students lose their access afterwards. However, with IU’s e-text model, students get access to the textbook before the first day of class and maintain their access until they graduate from Indiana University. That is, students can go back to the e-texts after their course to review or reference the content in the book. This could be especially important if the e-text course is a prerequisite for another course.

 

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more on etext and ebooks in this IMS blog
https://blog.stcloudstate.edu/ims?s=ebook

ECAR Study of Undergraduate Students and Information Technology, 2017

ECAR Study of Undergraduate Students and Information Technology, 2017

  • Students would like their instructors to use more technology in their classes.Technologies that provide students with something (e.g., lecture capture, early-alert systems, LMS, search tools) are more desired than those that require students to give something (e.g., social media, use of their own devices, in-class polling tools). We speculate that sound pedagogy and technology use tied to specific learning outcomes and goals may improve the desirability of the latter.
  • Students reported that faculty are banning or discouraging the use of laptops, tablets, and (especially) smartphones more often than in previous years. Some students reported using their devices (especially their smartphones) for nonclass activities, which might explain the instructor policies they are experiencing. However, they also reported using their devices for productive classroom activities (e.g., taking notes, researching additional sources of information, and instructor-directed activities).

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more on ECAR studies in this IMS blog
https://blog.stcloudstate.edu/ims?s=ecar

learning spaces and stem students

The Next 10 Years: Helping STEM Students Thrive series, on January 10th, from 12-1:30 PM ET. The topic will be learning spaces with the following guest speakers:

  • Jeanne L. Narum, Principal, Learning Spaces Collaboratory

Jeanne will discuss what she has learned about what works, why and how it works in achieving sustainable institutional transformation in the world of planning spaces for learning in the undergraduate setting.

  • Lisa Stephens, Sr. Strategist- SUNY Academic Innovation – University at Buffalo
  • Rebecca Rotundo, Instructional Technology Specialist, University at Buffalo

Lisa and Rebecca will share their experience in FLEXspace (Flexible Learning Environments eXchange) an open education repository project which has expanded to over 2,600+ users from 1,200+ educational institutions across 42 countries.

  • Xin Li, Associate University Librarian, Cornell

Xin will share information about the Library’s initiative to install a Portal on the Cornell campus in Sept. 2018, with the goal to engage faculty, students, and the community in live conversations with Portal users in different countries, cultures, or life circumstances, such as what others do for STEM education.

For more information on the speakers and to register and log into the event please go tohttps://gateway.shindig.com/event/learningspaces

This collaboration between Cornell University and the University at Buffalo featuring the perspectives of national thought leaders and institutional representatives about expanding the participation of women in undergraduate STEM education at different scales.

This interactive, online series features a different topic per month. Each session kicks off with an introduction by our distinguished thought leaders followed by institutional representatives from Cornell University and the University at Buffalo who will share insights from their campuses. Participants may join the conversation, ask questions, share experiences, build networks and learn more about:

·         Innovations that can expand female or underrepresented minority student participation and success in STEM undergraduate education.

·         Effective evidence-based STEM teaching practices commonly adopted at research universities.

·         Unique institutional and cultural challenges to achieving STEM diversity.

·         What difference at scale looks like.

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more on learning spaces in academic environment in this iMS blog
https://blog.stcloudstate.edu/ims?s=learning+spaces

SpringboardVR and Steam in libraries

Springboard Vr and Steam for virtual reality in libraries

A bit more information from SpringboardVR for anyone interested:
Here is a link to their setup guide – https://docs.google.com/document/d/1dYp4-hoHcJD3I8_YdyNh8PI-4CFvkWfVT3HJ-NK6FvY/edit
It is currently built specifically for arcades, but they think there are a lot of features that libraries could still find useful.
They also have a booking system:
https://docs.google.com/document/d/14-HvD-F1Kt7aTrlwiKdq8aXouU5d4l0lszPo6TwlM1w/edit

I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.

We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.

But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.

-Chad

We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon!  https://springboardvr.com/
Tara
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
 
This also requires running some sort of server locally to handle the checkouts.
 
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
 
Much of their documentation is contradictory and out of date.
 
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
 
Last but not least, many titles, even free ones, do not have site licenses available at all.
 
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
 
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
 
-Chad
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves:  https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436  – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
 
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Laura K. Wiegand
Interim University Librarian
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now.  It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t.  We have 2 HTC Vives that share an account.  This causes problems occasionally as it doesn’t like it if two headsets are using the same program.  Going offline usually takes care of it.  Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update.  If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
Edward Iglesias
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons.  Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
Thanks,
Pete
Hi all,
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Thanks,
Alex
Elisandro Cabada
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian

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more on Virtual Reality in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+library

top ten speech recognition APIs

https://www.quora.com/What-are-the-top-ten-speech-recognition-APIs

Online short utterance

1) Google Speech API – best speech technology, recently announced to be available for commercial use. Currently in beta status. Google also has separate APIs for Android OS and Javascript API for Chrome.

2) Microsoft Cognitive Services – Bing Speech API same from Microsoft, many different nice addons like voice authentication

3) API.AI – analyses intent, not simply recognizes speech. Useful to build command applications, belongs to Google.

There are also offerings from Amazon, Facebook and many others.

Online large files

4) Speechmatics – large vocabulary transcription in the cloud, US and UK English, high accuracy.

5) Vocapia Speech to Text API – not very user friendly, but a good technology

Offline Proprietary

6) Speech Engine_IFLYTEK CO.,LTD. not very well known Chinese company, but it continuously excels in competitions.

7) UWP Speech recognition from Microsoft for Universal Windows Platform

Open Source

8) CMU Sphinx – Speech Recognition Toolkit – offline speech recognition, due to low resource requirements can be used on mobile. OpenEars – Pocketsphinx on iOS, there are also APIs for Node.js, Ruby, Java, Android bindings.

9) Kaldi – speech recognition toolkit for research. UFAL-DSG/cloud-asr – Kaldi-based cloud platform, alumae/kaldi-gstreamer-server – another kaldi-based cloud platform. iOS Speech Recognition – kaldi adopted for offline recognition on iOS from Keen Research.

Advancing Online Education in Minnesota State

Advancing Online Education in Minnesota State

Advancing Online Education – Full Report-1s94jfi

Defining Online Education
The term “online education” has been used as a blanket phrase for a number of fundamentally different  educational models. Phrases like distance education, e-Learning, massively open online courses (MOOCs),  hybrid/blended learning, immersive learning, personalized and/or adaptive learning, master courses,  computer based instruction/tutorials, digital literacy and even competency based learning have all colored the  definitions the public uses to define “online education.”

online education” as having the following characteristics:

  • Students who enroll in online courses or programs may reside near or far from the campus(es) providing the course(s) or program.
  • A student’s course load may include offering where attendance is required in person or where an instructor/students are not required to be in the same geographic location.
  • Students may enroll in one or more individual online course offerings provided by one or more institutions to that may or may not satisfy degree/program requirements.
  • Student may pursue a certificate, program, or degree where a substantial number of courses, perhaps all, are taken without being in the same geographic location as others.

Organizational Effectiveness Research Group (OERG),

As the workgroup considered strategies that could advance online education, they were asked to use the primary and secondary sources listed above to support the fifteen (15) strategies that were developed

define a goal as a broad aspirational outcome that we strive to attain. Four goal areas guide this document. These goal areas include access, quality, affordability and collaboration. Below is a description of each goal area and the assumptions made for Minnesota State.

  1. Access
    Over twenty percent of existing Minnesota State students enroll in online courses as a way to satisfy course requirements. For some students, online education is a convenient option; for others, online is the only option available
  2. Quality
    The Higher Learning Commission (HLC) accreditation guidelines review the standards and processes institutions have in place to ensure quality in all of educational offerings, including online.
    There are a number of ways in which institutions have demonstrated quality in individual courses and programs including the evaluation of course design, evaluation of instruction and assessment of student
  3. Affordability
    a differential tuition rate to courses that are offered online. If we intend to have online education continue to be an affordable solution for students, Minnesota State and its institutions must be good stewards of these funds and ensure these funds support online education.
    Online education requires different or additional services that need to be funded
    transparency is important in tuition setting
  4. Collaboration
    Distance Minnesota is comprised of four institutions Alexandria Technical & Community College, Bemidji State University, Northland Community & Technical College, and Northwest Technical College) which collaborate to offer student support services, outreach, e-advising, faculty support, and administrative assistance for online education offerings.

 Strategies

strategies are defined as the overall plan used to identify how we can achieve each goal area.

Action Steps

Strategy 1: Ensure all student have online access to high quality support services

students enrolled in online education experiences should have access to “three areas of support including academic (such as tutoring, advising, and library); administrative (such as financial aid, and disability support); and technical (such as hardware reliability and uptime, and help desk).”
As a system, students have access to a handful of statewide services, include tutoring services through Smarthinking and test proctoring sites.

Strategy 2: Establish and maintain measures to assess and support student readiness for online education

A persistent issue for campuses has been to ensure that students who enroll in online course are aware of the expectations required to participate actively in an online course.

In addition to adhering to course expectations, students must have the technical competencies needed to perform the tasks required for online courses

Strategy 3: Ensure students have access to online and blended learning experiences in course and program offerings.

Strategy 4: These experiences should support and recognize diverse learning needs by applying a universal design for learning framework.

The OERG report included several references to efforts made by campuses related to the providing support and resources for universal design for learning, the workgroup did not offer any action steps.

Strategy 5: Expand access to professional development resources and services for faculty members

As online course are developed and while faculty members teach online courses, it is critical that faculty members have on-demand access to resources like technical support and course assistance.

5A. Statewide Faculty Support Services – Minnesota State provide its institutions and their faculty members with access to a centralized support center during extended hours with staff that can assist faculty members synchronously via phone, chat, text/SMS, or web conference

5C. Instructional Design and Technology Services – Establish a unit that will provide course design and instructional technology services to selected programs and courses from Minnesota State institutions.

Quality

Strategy 1: Establish and maintain a statewide approach for professional development for online education.

1B. Faculty Mentoring – Provide and sustain faculty mentoring programs that promote effective online pedagogy.

1C. Professional development for support staff – including instructional designers, D2L Brightspace site administrators and campus trainers, etc.)

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

Malware, Phishing, Hacking, Ransomware

Keeping Safe in a Digital World

How Not to be Hacked

Malware, Phishing, Hacking, Ransomware – oh my! Learn about the threats to you, your users and your library.  During this session, we will explore the threats to online security and discuss solutions that can be implemented at any level. Most importantly, we will look at how we can educate our users on current threats and safety

Date: December 5th, 10AM

Presenter: Diana Silveira

Register: https://netforum.avectra.com/eweb/DynamicPage.aspx?Site=SEFLIN&WebCode=EventDetail&evt_key=bec597af-02dd-41a4-9b3a-afc42dc155e4

Webinar December 5, 2017 10 AM

  • create policies. e.g. changing psw routinely
  • USB blockers for public computers (public libraries). like skimmers on gas stations
  • do not use admin passwords
  • software and firmware updates.
  • policy for leaving employees
  • HTTP vs HTTPS
  • Cybersecurity KNowledge Quiz Pew research Center
    http://www.pewinternet.org/quiz/cybersecurity-knowledge/ 

diana@novarelibrary.com

slideshare.net/dee987

facebook.com/novarelibrary

twitter @Novarelibrary

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more on hacking in this IMS blog
https://blog.stcloudstate.edu/ims?s=hacker

K12 technology preparation

Better teaching through technology? Only with thoughtful preparation

Nov. 30, 2017

https://www.educationdive.com/news/better-teaching-through-technology-only-with-thoughtful-preparation/511896/

Dive Brief:

  • Research from the Yale Center of Teaching and Learning highlights the ups and downs of classroom tech use, including the juxtaposition of increased engagement from using familiar platforms for assignments and decreased motivation and grades from limitless internet exposure, eSchool News reports.
  • Educators must ensure a cautious approach to tech use that doesn’t make students overly reliant upon it to complete tasks and solve problems, using social networking and collaborative platforms as a means to an end rather than the be-all solution.
  • Before adopting and implementing it, educators should consider how any given piece of classroom technology will improve studying, what the possible pitfalls are and how to avoid them, how it will help meet goals or close gaps, and how it will improve workflow, according to eSchool News.

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more on K12 technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=k12+technology

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