InforMedia Services (IMS)

Technology Instruction for St. Cloud State University

Archive for the 'learning' Category

The 70 Best Apps For Teachers And Students

Posted by Plamen Miltenoff on 13th July 2014

The 70 Best Apps For Teachers And Students

http://pinterest.com/pin/29766047512288264/

70 Best Apps For Teachers And Students

Posted in Digital literacy, distributive learning, educational technology, gamification, gaming, hybrid learning, information technology, instructional technology, learning, mobile apps, mobile learning, open learning, pedagogy, student-centered learning, technology literacy | 3 Comments »

Why and How Teachers Are Using Twitter

Posted by Plamen Miltenoff on 12th July 2014

 Why and How Teachers Are Using Twitter

http://www.edudemic.com/teachers-are-using-twitter/

Why and How Teachers Are Using Twitter

Posted in distance learning, distributive learning, hybrid learning, information technology, instructional technology, learning, online learning, social media, teaching, Twitter | No Comments »

Words of wisdom from the corporate world:

Posted by Plamen Miltenoff on 12th July 2014

3 ways mobile can grow your business

https://garage.godaddy.com/smallbusiness/market/3-ways-mobile-can-grow-business/?linkId=8783664

1. Go mobile or bust

to grow your business, it’s important that you create a mobile-optimized website.It’s not hard. It’s not expensive. Get it done.

2. Focus on mobile advertising

you’ll need to consider advertising on those popular sites that people are visiting.

3. Accept there will be an app for that, and embrace it

In order to grow, you’re going to equip them [service employees] with tablets that run all sorts of applications they’ll need to use to get their jobs done.

Posted in Cloud computing, mobile apps, mobile apps, mobile devices, mobile learning, social media | No Comments »

Games and Gamification: Can Free Play Prevent Depression and Anxiety In Kids?

Posted by Plamen Miltenoff on 6th July 2014

Can Free Play Prevent Depression and Anxiety In Kids?

http://blogs.kqed.org/mindshift/2014/06/can-free-play-prevent-depression-and-anxiety-in-kids/

the decline in play is leading to a rise in depression and acute anxiety among young people.

Posted in gamification, gaming | No Comments »

Gaming and Education: Resources

Posted by Plamen Miltenoff on 3rd July 2014

Gaming Learning Society
https://www.gameslearningsociety.org/

Report from the intersection of Games, Learning, and Society
http://remakelearning.org/blog/2014/06/19/games-learning-society-recap/
Games, Learning and Society conference in Madison, Wisconsin. practical ideas and arguments from GLS to help you get through the roadblocks that stand between you and learning or teaching through games.

keywords: gamification + library in Twitter:
Readers Save Legacy Library Content by Crowdsourcing Metadata Games
http://www.gamification.co/2014/05/12/readers-save-legacy-content-by-crowdsourcing-metadata-games/What is Gamification and Why Use It in Teaching?
http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/What Does the Next-Generation School Library Look Like?
http://blogs.kqed.org/mindshift/2014/06/what-does-the-next-generation-school-library-look-like/
The library now also has reading lounge areas with comfortable modular seating, as well as tables with chairs and stools that students are free to move around; two music studios; a HackerSpace (with high-tech equipment such as a microscope, 3D printer, gaming hardware and software, and a green screen for filming) and a Maker Space that also houses a 3D printer and serves as a “hands-on” craft room where old technology can be disassembled and re-configured with other materials. In short, the Monticello Library Media Center has become a “Learning Commons.”

following now @valibrarian because of MineCraft http://t.co/RnwW7ahOK2
Minecraft and the library: http://blogs.curtin.edu.au/gamification/news/minecraft-and-the-library/

Library Quest Wrap-Up and Post-Game Assessment
https://babeltech.wordpress.com/2014/03/25/library-quest-wrap-up-and-post-game-assessment/

If you build it …? One campus’ firsthand account of gamification in the academic library
http://crln.acrl.org/content/74/4/208.full
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.

Pls consider former IMS blog entries. Keyword: “game”:
http://blog.stcloudstate.edu/ims/?s=game

 

Posted in Digital literacy, gaming, hacker | 1 Comment »

Constructivism: Lecture and project-based learning

Posted by Plamen Miltenoff on 28th June 2014

The blog entry title initially was:

Constructivism: Lecture versus project-based learning

Actually, the article is about both lecture and group work finding a niche in the complex process of teaching and learning.

Excellent points, ideas and discussion in and under a recently published article:

Anyone Still Listening? Educators Consider Killing the Lecture

http://blogs.kqed.org/mindshift/2013/07/anyone-still-listening-educators-consider-killing-the-lecture/

“Professors do not engage students enough, if at all, when trying to innovate the classroom. It’s shocking how out of touch they can be, just because they didn’t take the time to hear their students’ perspectives.”

The article and the excellent comments underneath the article do not address the possibility of cultural differences. E.g., when article cites the German research, it fails to acknowledge that the US culture is pronouncedly individualistic, whereas other societies are more collective. For more information pls consider:
Ernst, C. T. (2004). Richard E. Nisbett. The Geography of Thought: How Asians and Westerners Think Differently … and Why. Personnel Psychology, (2), 504.
Nisbett, R. E. (2009). Intelligence and how to get it : why schools and cultures count / Richard E. Nisbett. New York : W.W. Norton & Co., c2009.
The article generalizes, since another omission is the subject-oriented character of the learning process: there are subjects, where lecture might be more prevalent and there are some where project learning, peer instruction and project-based learning might be more applicable.

Posted in collaboration and creativity, learning, teaching | No Comments »

The Overworked Bachelor’s Degree Needs a Makeover

Posted by Plamen Miltenoff on 27th June 2014

The Overworked Bachelor’s Degree Needs a Makeover

http://m.chronicle.com/article/The-Overworked-Bachelors/147105

see also our blog post: Generation Z – the time of emojis approaching
Advanced college degrees are less important to them. 64% of Gen Z-ers are considering an advanced college degree, compared to 71% of millennials.
http://www.businessinsider.com/generation-z-spending-habits-2014-6#ixzz35nFL8oRS

What’s desperately needed is a bachelor’s-degree makeover, one that isolates the liberal-arts education everyone needs in a fast-changing global economy and is flexible enough to accommodate the demand for skills training throughout one’s life.

 

Posted in digital citizenship, learning, pedagogy, teaching | No Comments »

Social Media: How to Create Awesome Online Videos: Tools and Software to Make it Easy

Posted by Plamen Miltenoff on 24th June 2014

How to Create Awesome Online Videos: Tools and Software to Make it Easy

http://www.socialmediaexaminer.com/tools-to-create-online-videos/

the tripod for iPAD is a compelling idea, but my personal choice is the wireless mics.

Posted in Digital literacy, digital storytelling, gamification, instructional technology, learning, mobile apps, mobile learning, screencasting, video, whiteboard screencasting app | No Comments »

Posted by Plamen Miltenoff on 24th June 2014

Employers’ Challenge to Educators: Make School Relevant to Students’ Lives

http://blogs.kqed.org/mindshift/2014/06/employers-challenge-to-educators-make-school-relevant-to-students-lives

while critical thinking and communication are important, Wagner said schools are in danger if they stop there. “Above all, they need to be creative problem solvers,”

a bottom-up and top-down strategy should be implemented
the bottom-up strategy will only work, if it’s accompanied by business leaders clearly articulating the outcomes they’d like to see and helping align accountability to those outcomes.

Recently elite liberal arts colleges like Hampshire and Bard have announced they won’t consider SAT or ACT scores if they’re submitted with an application, because admissions officers don’t believe the tests are a good measure of students’ potential.

The survey found that student who felt supported — that their professors cared about them as individuals, that professors made them want to learn, that they had a mentor — were three times more likely to thrive as those who did not feel supported. Only 14 percent of college graduates answered that all three of those qualities were present in their college experience.

Even fewer college graduates found their higher education experience to be relevant to life and work after college. Only six percent reported with strong affirmatives that they worked on a long term project (at least a semester), had an internship where they could apply skills, and were very engaged in an extracurricular.

Posted in learning, learning styles, student-centered learning | No Comments »

Venmo Is The ‘Killer App’ That The Mobile Payments Industry Has Been Waiting For

Posted by Plamen Miltenoff on 20th June 2014

Venmo Is The ‘Killer App’ That The Mobile Payments Industry Has Been Waiting For

http://www.businessinsider.com/venmo-is-the-killer-app-that-the-mobile-payments-industry-has-been-waiting-for-2014-6#ixzz35DtKD2EI

Venmo, owned by eBay’s PayPal unit, already channels as much volume in total dollar value of transactions as Starbucks’ successful mobile payment app, according to BI Intelligence’s estimates.

Venmo allows users to easily send money back-and-forth to one another for expenses like rent, restaurant and bar checks, and event tickets. Venmo is free to use and appears to be gaining the most traction with U.S. smartphone users in their late teens and twenties. It’s very popular on college campuses.

Posted in collaboration and creativity, digital identity, mobile apps, mobile learning | No Comments »