Archive of ‘learning’ category

ISTE 2016 tech tools

15 Tech Tool Favorites From ISTE 2016

15 Tech Tool Favorites From ISTE 2016

Google Expeditions

Flippity

Google Science Journal

Google Cast

Google Art Project

World Wonders Project

Constitute

YouTube – database of YouTube Channels by subject to help educators with discoverability

SafeShare.tv

YouTube Time Machine

Zygote Body

Pixlr

Build With Chrome

Google CS First

Androidify

posters about Google Apps For Education

 

gamification position

Tenure Track Position in Gamification Tampere University of Technology

http://www.computeroxy.com/announcement,a2945.html

Tampere University of Technology (TUT) is an active scientific community of 2,000 employees and more than 10,000 students. The University operates in the form of a foundation and has a long-standing tradition of collaboration with other research institutions and business life. Many of the fields of research and study represented at the University play a key role in addressing global challenges. Internationality is an inherent part of all the University’s activities. Welcome to join us at TUT!

The University of Turku is a world-class multidisciplinary research university which offers interesting challenges and a unique vantage point to national and international research and education.

Tenure track (Gamification)

The tenure track position is shared between Tampere University of Technology and the University of Turku. It supports the co-operation in teaching and research in the area of gamification between the two universities.

The professorship is especially associated with the TUT Game Lab (Pori Department, TUT) and the Digital Culture research group of the Cultural Production and Landscape Studies degree programme (School of History, Culture and Arts Studies, UTU). These research groups currently have five on-going research projects related to games and playing.

The TUT Game Lab brings together learning scientists, developers and humanists to conduct research and develop new ways of utilizing games in learning. The aim is to develop and study high-impact digital games that address real world challenges.

The main research objectives of TUT Game Lab are:
– Developing scientifically justified games to demonstrate and conduct research
– Studying the impact of educational games
– Exploring ways to combine learning and assessment in games
– Studying and modelling the playing experience

The Digital Culture research group (UTU) has three research focuses:
– cultural appropriation of technologies
– social media
– game cultures.

The Digital Culture research group specializes in the study of the cultural history of digital games and the uses of digital game histories in contemporary culture (so-called “history culture”). Furthermore, the research group has participated in various digital game exhibition projects as well as practical game design and gamification projects combining digital and non-digital elements. Digital Culture is a part of the Cultural Production and Landscape Studies degree programme which also incorporates two other major subjects: Cultural Heritage Studies and Landscape Studies.

Job description:

We invite applications for one (1) tenure track position in the area of Gamification.

The area of gamification covers:
– research of games and gamification
– games and playing as a cultural phenomenon
– game mechanisms, edugames and pervasive playing
– utilization of games in business, e.g. in new products and services

The emphasis of the position can be tailored according to the specific expertise of the candidate. Suitable educational and research backgrounds for the position include e.g. media studies, cultural studies, information technology and business and management.

The successful candidate is expected to:
– pursue and supervise scientific research in the field
– lead, conduct and develop education in the field
– participate in the activities of the national and international scientific communities
– acquire external funding
– interact with society
– commit to the strategies of TUT and UTU.

The successful candidate will participate in teaching both in the master’s degree programme in Management and Information Technology (TUT) as well as the subject of Digital Culture (UTU) by integrating the gamification theme into the existing course selection, in particular. Supervising theses and conducting doctoral seminars are also essential areas of responsibility.

The position will be filled at the level of Associate Professor.

The successful candidate will be employed by TUT. For more information on TUT’s tenure track career system, please refer to tut.fi/openpositions – Tenure track.

Requirements:

All candidates considered for a tenure track position are expected to:
– hold an applicable doctoral degree
– demonstrate a record of achievement in research that meets high international standards in the field of gamification
– demonstrate the capacity for independent scholarly activity
– possess the teaching skills required for the successful performance of their duties and
– have the ability to co-operate in a multidisciplinary university environment and with industry.

We appreciate experience and a track record in acquiring research funding, along with collaboration and leadership positions in research networks and industry.

For more information on the criteria for each level of TUT’s tenure track, please refer to tut.fi/openpositions – Tenure track.

We offer:

Both TUT and UTU have ambitious and challenging goals in effective, high-quality research, education and social influence. We offer an active research community with a good team spirit, intense cooperation with industry and business, public organizations and students, and opportunities for growth and advancement in academia. Our international cooperation is active and recognized, both in research and education.

We offer the successful candidate an opportunity to contribute to the creation of a new research area that combines gamification with areas such as cultural studies, information technology and business.

TUT offers a wide range of staff benefits, such as occupational health care. Since 2014, TUT has held the European Commission HR Excellence in Research recognition.

For more information, please visit tut.fi/en – About TUT – Careers at TUT
(http://www.tut.fi/en/about-tut/careers-at-tut/index.htm)
(http://www.tut.fi/en/about-tut/quality-assurance/hr-excellence-in-research)

Salary:

The salary will be based on both the job demands and the employee’s personal performance in accordance with the Finnish University Salary System (YPJ).

The advertised position is typically placed on the job demand level 7 (Associate Professor). In addition, the employees receive performance-based salary and they are covered by TUT’s bonus system.

Trial period:

The appointment is subject to the satisfactory completion of a trial period of four months.

Other:

The position will be filled for a fixed-term period of four years. The appointment is expected to begin on 1 December 2016 or as mutually agreed.

The duties are mainly located on the Pori campus in close co-operation with the main campuses in Tampere and Turku.

For the candidates with the most potential for the position, the selection process will involve an external assessment, individual interviews, aptitude assessments and a trial lecture.

For more information, please contact:

Director of University Consortium of Pori, Professor Jari Multisilta, e-mail: jari.multisilta@tut.fi, tel. +358 40 826 2910. Best availability for enquiries: 7 July–15 July and 1 August- 10 August.

In questions concerning the recruitment process, please contact HR Specialist
Eveliina Nurmi, e-mail. eveliina.nurmi@tut.fi, tel. +358 50 3015253. Best availability for enquiries: 15 June – 8 July and 8 August-10 August.

How to apply:

Applications must be submitted through TUT’s online employment system. The closing date for applications is 10 August 2016 (10:00 pm UTC). All applications and supporting documents must be submitted in English.

The applications must include the following documents prepared according to TUT’s instructions:
1. Curriculum Vitae (.doc or .pdf)
2. Research plan
3. List of publications
4. Teaching portfolio
5. References

Additional information on TUT’s tenure track system and attachments to applications.

virtual reality games and learning

Research Suggests Students Learn More When Collaborating in Virtual Reality Games

By Michael Hart

https://thejournal.com/articles/2016/06/22/research-suggests-students-learn-more-when-working-together-in-virtual-reality-games.aspx

In the research project led by Ph.D. candidate Gabriel Culbertson, 48 students were recruited to play two versions of the game. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests.

The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.

The research then expanded to a larger group of 186 Reddit users who were learning Japanese. After reviewing gameplay logs, interviews and Reddit posts, they found that those who spent the most time engaged in the game learned more new words and phrases.

The Cornell research team presented its research results at the Association for Computing Machinery Conference on Human-Computer Interaction in May in San Jose, CA.

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more on games in this IMS blog:

http://blog.stcloudstate.edu/ims?s=games

more on virtual reality in this blog:

http://blog.stcloudstate.edu/ims?s=virtual+reality

google cast

Google Cast for Education Allows Students, Teachers to Share the Projector

By David Nagel

https://thejournal.com/articles/2016/06/27/google-cast-for-education-allows-students-teachers-to-share-the-projector.aspx

Cast for Education is an app that works on Chrome OS, macOS and Windows. The app is launching in a public beta today and is available as a free download. The difference between Cast and other screen sharing solutions is network-independence.

Google today also launched the full version of its educational virtual reality tool Google Expeditions, along with a new Quiz feature for Google Apps for Education.

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more on screen-sharing opportunities in education:

http://blog.stcloudstate.edu/ims?s=doceri

death of game consoles

The death of game consoles is upon us

http://blog.stcloudstate.edu/ims?s=consoles

FAA final rules drones

Press Release – DOT and FAA Finalize Rules for Small Unmanned Aircraft Systems

https://www.faa.gov/news/press_releases/news_story.cfm?newsId=20515

Here us a short outline from USAToday:

FAA completes landmark rules for commercial drones

U.S. Announces New ‘Ground Rules’ For Use Of Commercial Drones

http://www.npr.org/sections/thetwo-way/2016/06/21/482928430/u-s-announces-new-ground-rules-for-use-of-commercial-drones

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More on drones in this IMS blog:

http://blog.stcloudstate.edu/ims?s=drones

digital humanities resources

more on digital humanities in this IMS blog:

http://blog.stcloudstate.edu/ims?s=digital+humanities

Colorado’s Digital Badging Initiative

Link to the archived session:

http://www.nrocnetwork.org/professional-development/webinar

“Colorado’s Digital Badging Initiative: A New Model of Credentialing Technical Math Skills and More”.

Educators and innovative industry leaders agree that digital badges are evolving into a key credential that can be used to meet current education and workforce needs. As part of its TAACCCT grant, the Colorado Community College System is leading a collaborative effort to develop micro-credentials or digital badges to serve post-secondary and workforce in partnership. Learn about early pilot uses of digital badges in technical math and advanced manufacturing, as well as plans for the future. The presenter will also share perspectives garnered from her participation in the Badge Alliance/OPEN badges workgroup that is shaping the national conversation on this emerging topic.

Presenter: Brenda Perea, Instructional Design Project Manager, Colorado Community College System

Plan to log on 15 MINUTES BEFORE THE HOUR so you will be up and running before the webinar begins. (It may take a few minutes to download the software to your computer.)

We will begin the webinar promptly at 2:00 PM ET (1 CT/12 MT/11 PT) on Thursday, June 23.

Please send your questions, comments and feedback to: memberservices@theNROCproject.org

How To Join The Webinar

Thu, Jun 23, 2016 1:00 PM – 2:00 PM CDT

Add to Calendar: Outlook® Calendar | Google Calendar™ | iCal®

1. Click the link to join the webinar at the specified time and date:

https://global.gotowebinar.com/join/7204276536935317252/397462206

Before joining, be sure to check system requirements to avoid any connection issues.

Note: This link should not be shared with others; it is unique to you.

2. Choose one of the following audio options:

TO USE YOUR COMPUTER’S AUDIO:
When the webinar begins, you will be connected to audio using your computer’s microphone and speakers (VoIP). A headset is recommended.

–OR–

TO USE YOUR TELEPHONE:
If you prefer to use your phone, you must select “Use Telephone” after joining the webinar and call in using the numbers below.
United States: +1 (914) 614-3221
Access Code: 330-025-475
Audio PIN: Shown after joining the webinar

Webinar ID: 148-791-923

If you are new to GoToWebinar, we suggest that you click the link below and run the GoToWebinar configuration test to ensure your computer is ready to access this online meeting environment.

http://tinyurl.com/GTWtest

If you are using older operating systems, you may need to use GTW web access rather than the desktop application and possibly phone in for audio. See http://bit.ly/1VVCeno for more info.

If you experience problems entering the GoToWebinar room, or with the online tools during the session, please send an email to memberservices@thenrocproject.org.

This webinar will be archived in the “Professional Development” area of the NROC Network at http://www.nrocnetwork.org/professional-development/webinar.

We look forward to your participation.

Sincerely
The NROC Team

webinar

http://www.nrocnetwork.org/colorados-digital-badging-initiative-new-model-credentialing-technical-math-skills-and-more

badges are integrated with the industry partners of the educational institution

how to determine the value of a badge.
Faculty writing a competencies, online and blended environment. All agree that this means competency. Need to faculty buy in, if issuing badges. Objective versus subjective measures. Faculty member is the one who tells students how to earn badges. Not punitive, but a reward.

building the eco system in Colorado. But it can be taken on a national level. Employers in other states to accept. MS, Sisco are issuing badges, which will be internationally.

how does it fit in the bigger picture of credentials. Lumina Foundations. Next project. https://www.luminafoundation.org/

MOOC (Canvas)

Microsoft badging system. https://education.microsoft.com/ViewAll/Badges

brenda.perea@cccs.edu
NROCnetwork.org http://nrocnetwork.org/

badges are transferable. not person to person, but repository

of 200 issues badges, they were shared 6K+ times over social media: LinkedIn, FB etc. by employers.

backpack, or stored in Mozilla backpack. Most of LMS developing badging capabilities.
some LMS want to create their own badging, gatekeep in LMS, but losing
Canvas allows any badging
LCI in any LMS. LMS allow the vehicle to be issued, but does not create it.

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Google Mapping Your Campus

Google Mapping Your Campus: A Real-World Writing Project Integrating Mobile Technology and Team-Based Learning

A Real-World Writing Project Integrating Mobile Technology and Team-Based Learning

http://douko.weebly.com/google-mapping-my-campus.html

More on Google Maps in this IMS blog:

http://blog.stcloudstate.edu/ims?s=google+maps

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