Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: firstname.lastname@example.org Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?
The SAMR (substitution, augmentation, modification, redefinition) model and TPACK (technological pedagogical content knowledge) model can help schools as they transition to using more digital tools.
In a recent edWebinar, Michelle Luhtala, library department chair at New Canaan High School in Connecticut, reviewed these models and discussed apps that can take teaching, learning and reading to the next level.
The SAMR model determines the level of technology integration of a tool: substitution, which doesn’t add value; augmentation, which adds a few features with only a little improvement; modification, which redesigns some structures; and redefinition, which allows the creation of new tasks and is the ultimate learning goal. Transformation in how educators are teaching and how students are understanding content happens in the modification and redefinition parts of the model.
MackinVIA’s Classroom allows educators to create a collection of digital content for students; build assignment around it; and share the collection, or an individual book, with the classroom. Students can also highlight text, make annotations, and save these to Google Drive.
Emerging Tech for Schools and Libraries is a free professional learning community where school librarians, teachers, and administrators can explore all the ways to integrate technology and 21st century learning into school library programs.
Join Erik Fisher and Kim Reynolds live for the Social Media Marketing Talk Show as we explore New Facebook Live Video Tools with David Foster, New Instagram Business Tools with Jeff Sieh and more breaking social media marketing news of the week!Join the discussion here: https://www.crowdcast.io/e/smelive5-11-18/register
Over the past year, interest in eXtended reality (XR) technologies (such as virtual, augmented, immersive, and mixed reality) has surged. New and more affordable XR technologies, along with voice activation and sophisticated visual display walls, provide promising directions and opportunities to immerse learners in the curriculum, offering deeper and more vivid learning experiences and extending the learning environment. But what’s the curricular reality with respect to these technologies? What is hype and what is substance? Specifically:
What practical applications do “XR technologies” have for teaching, learning, and research?
How are these technologies being applied to engage learners as consumers and creators of XR experiences?
What evidence is there to support XR technologies as effective tools in the learning environment?
How can these technologies be integrated into learning spaces?
What are the ethical questions we should consider as we explore XR?
Social media platforms are using the same techniques as gambling firms to create psychological dependencies and ingrain their products in the lives of their users, experts warn.
atasha Schüll, the author of Addiction by Design, which reported how slot machines and other systems are designed to lock users into a cycle of addiction.
Whether it’s Snapchat streaks, Facebook photo-scrolling, or playing CandyCrush, Schüll explained, you get drawn into “ludic loops” or repeated cycles of uncertainty, anticipation and feedback — and the rewards are just enough to keep you going.
However, the number of monthly active users of Facebook hit 2.13 billion earlier this year, up 14% from a year ago. Despite the furore around its data privacy issues, the social media monolith posted record revenues for the first quarter of 2018, making $11.97bn, up 49% on last year.