Posted by Plamen Miltenoff on 30th March 2015
Big Data is Finally Coming to Education Here’s What We’ve Learned So Far
Long lectures don’t work.
The best predictor of future course behavior is past course behavior.
Data from MOOCs suggest that one way to boost completion rates is to increase engagement early in the course.
Even in online courses, offline support is essential.
More IMS blog entries on Big Data:
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Posted by Plamen Miltenoff on 24th March 2015
Finland schools: Subjects scrapped and replaced with ‘topics’ as country reforms its education system
Programme for International Student Assessment (PISA) rankings https://nces.ed.gov/surveys/pisa/
Subject-specific lessons – an hour of history in the morning, an hour of geography in the afternoon – are already being phased out for 16-year-olds in the city’s upper schools. They are being replaced by what the Finns call “phenomenon” teaching – or teaching by topic. For instance, a teenager studying a vocational course might take “cafeteria services” lessons, which would include elements of maths, languages (to help serve foreign customers), writing skills and communication skills.
The reforms reflect growing calls in the UK – not least from the Confederation of British Industry and Labour’s Shadow Education Secretary Tristram Hunt – for education to promote character, resilience and communication skills, rather than just pushing children through “exam factories”. (http://www.theguardian.com/education/2015/mar/20/labour-calls-time-on-exam-factory-approach-to-schooling)
(My Note/Question: so UK is ready to scrap what US pushes even harder with the STEM idea?)
More on education in Finland and its education in this IMS blog:
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Posted by Plamen Miltenoff on 13th February 2015
2015.02.13 ITS TechFeeSurvey2014 Presentation
Q14 What technology devices you currently own?
Q15 What technology devices do you plan to purchase in the next year?
Q17 How often do you use the following programs and services?
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Posted by Plamen Miltenoff on 3rd February 2015
Doctoral Cohorts and Research using Social Media
Explore social media sites to find out what is the most pertinent “talk” in your scientific community. What are the latest trends and discussions, topics of research and interests. Most prominent social media sites, such as
LinkedIn has “professional groups.”
Identify your hashtag strategy similarly to your keyword strategy when searching peer-reviewed articles
E.g., if your interest is #principalship, you can seek channels and conversations by using it as a hashtag
Search and subscribe to LinkedIn “Interests/Groups” and lurk or actively participate in the conversations.
Consider start and maintenance of your own blog with your daily reflections on your research progress
E.g., LinkedIn can be very much used as a blog, although you can subscribe for a free one such as Edublog
p. 141. Chapter 8 “Using Social Media in Research.”
Bell, J. (1999). Doing your research project: A guide for first-time researchers in education and social science (3rd ed.). Buckingham [England] ; Philadelphia: Open University Press. (Available on Google and at SCSU Library through ILL)
Crowdsourcing, social networking. Consider the following questions:
- What are your goals?
- Who do you want to reach?
- Why do you want to reach them?
- Which digital tool or platform will be most effective in enabling you to reach your goals?
- If you already spend time each day using social media for personal reasons, how much time are you able to set aside each day to use social media for research?
- at what time of day will you engage in social media? (time differences, if you are communicating globally)
the value of social media: Community, Content, Conversations.
Davis III, C.H.F., Deil-Amen, R., Rios-Aguilar, C., & González Canché, M.S. Social media and higher education: A literature review and research directions. Report printed by the University of Arizona and Claremont Graduate University. Accessed January 27, 2015 http://works.bepress.com/hfdavis/2/
Posted in Digital literacy, educational technology, information literacy, information technology, Library and information science, mobile apps, mobile learning, social media, technology literacy | No Comments »
Posted by Plamen Miltenoff on 25th January 2015
A team of German researchers has used artificial intelligence to create a “self-aware” version of Super Mario who can respond to verbal commands and automatically play his own game.
Artificial Intelligence helps Mario play his own game
Students at the University of Tubingen have used Mario as part of their efforts to find out how the human brain works.
The cognitive modelling unit claim their project has generated “a fully functional program” and “an alive and somewhat intelligent artificial agent”.
Can Super Mario Save Artificial Intelligence?
The most popular approaches today focus on Big Data, or mimicking humansthat already know how to do some task. But sheer mimicry breaks down when one gives a machine new tasks, and, as I explained a few weeks ago, Big Data approaches tend to excel at finding correlations without necessarily being able to induce the rules of the game. If Big Data alone is not a powerful enough tool to induce a strategy in a complex but well-defined game like chess, then that’s a problem, since the real world is vastly more open-ended, and considerably more complicated.
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Posted by Plamen Miltenoff on 13th January 2015
Games in the library
bibliography and research
Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries
Author(s): Scott Nicholson
Source: The Library Quarterly, Vol. 83, No. 4 (October 2013), pp. 341-361
Published by: The University of Chicago Press
Stable URL: http://www.jstor.org/stable/10.1086/671913
demonstrate the different ways in which libraries have used games, toys, and puzzles over the last 150 years through bothcollections and services
p, 342 Defining games -
p. 348 Games as the Subject of Collections\
p. 350A significant shift in academic libraries is a focus on providing services to students. Since agrowing number of academic publications both current issues and back volumes
are ac-cessible online through library subscriptions, the physical space of academic libraries is notneeded for collections of periodicals. The concept of the “learning commons”has become
popular on US campuses in the past decade; it combines traditional library resources and
the availability of library staff members with group work spaces, computer access and assis-
tance, and writing assistance to provide one place where students can get assistance with
course work. In addition, many of these learning commons also include cafes, social spaces,
and other support of the social lives of students, and it is in this role that academic libraries
provide access to collections of games.
p. 357 Another upcoming area of gaming in libraries is gamification. Gamification is the application of game design elements to a nongame setting ðDeterding et al. 2011Þ.
Nicholson, S. (2013, June). Exploring Gamification Techniques for Classroom Management. Paper Presented at Games+Learning+Society 9.0, Madison, WI
The concept of meaningful gamification is that the primary use of game layers is not to provide
external rewards, but rather to help participants find a deeper connection to the underyling topic
More on games in education in this blog
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Posted by Plamen Miltenoff on 12th January 2015
instaGrok is a next-generation research engine intended for academic settings to allow students to research any subject and see results in an interactive concept map, or “grok.” The grok features key facts, concepts and their relationships, images, videos, quizzes, and a glossary. Students can pin the information that they want to use to their grok and keep a bibliography or research notes in an integrated journal.
What makes instaGrok indispensable to teachers is its ability to facilitate self-directed learning of several critical skills, including researching and integrating discrete concepts.
My note: App for Android and iOS tablets is NOT available for smartphones and iTouch
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