Archive of ‘student-centered learning’ category

VR, AR and IoT beyond Second Life

VR, AR, and the Internet of Things: Life Beyond Second Life

https://campustechnology.com/Articles/2016/12/06/Life-Beyond-Second-Life-VR-AR-IoT.aspx

But it gets even more interesting when virtual and augmented reality meet the Internet of Things

when Second Life began, there was a lot of interest, but the toolset was limited — just because of the timeframe, not that the toolset wasn’t a good one for that period. But, things matured. I think it was, in particular, the ability to work in HD that improved things a lot. Then came the ability to bring in datasets — creating dashboards and ways for people to access other data that they could bring into the virtual reality experiment. I think those two things were real forces for change.

A dashboard could pop up, and you could select among several tools, and you could get a feed from somewhere on the Internet — maybe a video or a presentation. And you can use these things as you move through this hyper reality: The datasets you select can be manipulated and be part of the entire experience.

So, the hyper reality experience became deeper, richer with tools and data via the IoT; and with HD it became more real.

We can’t deny the fact that curriculum and the way we teach is becoming unbundled. Some things are going to happen online and in the virtual space, and other things will happen in the classroom. And the expense of education is going to drive how we operate. Virtual reality tools, augmented reality tools, and visualization tools can offer experiences that can be mass-produced and sent out to lots of students, machine to machine, at a lower cost. Virtual field trips and other kinds of virtual learning experiences will become much more commonplace in the next 5 years.

 

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

social media collaborative learning

Zhang, X., Chen, H., Pablos, P. O. de, Lytras, M. D., & Sun, Y. (2016). Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning. The International Review of Research in Open and Distributed Learning, 17(6). https://doi.org/10.19173/irrodl.v17i6.2622
PDF file available here: http://www.irrodl.org/index.php/irrodl/article/view/2622/4000
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Vlachopoulos, D. (2016). Assuring Quality in E-Learning Course Design: The Roadmap. The International Review of Research in Open and Distributed Learning, 17(6). https://doi.org/10.19173/irrodl.v17i6.2784
PDF file available here: http://www.irrodl.org/index.php/irrodl/article/view/2784/3952

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Ungerer, L. M. (2016). Digital Curation as a Core Competency in Current Learning and Literacy: A Higher Education Perspective. The International Review of Research in Open and Distributed Learning, 17(5). https://doi.org/10.19173/irrodl.v17i5.2566
 metaliteracy
Technology considerably impacts on current literacy requirements (Reinking, as cited in Sharma & Deschaine, 2016). Being literate in the 21st century requires being able to decode and comprehend multimodal texts and digital format and also engage with these texts in a purposeful manner. Literacy is not merely based on a specific skill, but consists of a process that embraces the dynamic, social, and collaborative facets of digital technology (Lewis & Fabos, as cited in Mills, 2013).
Mackey and Jacobson (2011) suggest reframing the concept of information literacy as metaliteracy (supporting multiple literacy types) because of a tremendous growth in social media and collaborative online communities. They propose that information literacy currently involves more than a set of discrete skills, since active knowledge production and distribution in collaborative online communities are also necessary.
 Mackey and Jacobson (2011) position metaliteracy as an overarching and comprehensive framework that informs other literacy types. It serves as the basis for media literacy, digital literacy, ICT literacy, and visual literacy.
According to Mills (2013, p. 47), digital curation is the sifting and aggregation of internet and other digital resources into a manageable collection of what teachers and students find relevant, personalized and dynamic. It incorporates the vibrancy of components of the Internet and provides a repository that is easily accessible and usable.
 digital-curation

Pedagogies of Abundance

According to Weller (2011), a pedagogy of abundance should consider a number of assumptions such as that content often is freely available and abundant. Content further takes on various forms and it is often easy and inexpensive to share information. Content is socially based and since people filter and share content, a social approach to learning is advisable. Further, establishing and preserving connections in a network is easy and they do not have to be maintained on a one-to-one basis. Successful informal groupings occur frequently, reducing the need to formally manage groups.

Resource-based learning. Ryan (as cited in Weller, 2011) defines resource-based learning as “an integrated set of strategies to promote student centred learning in a mass education context, through a combination of specially designed learning resources and interactive media and technologies.”

Problem-based learning. Problem-based learning takes place when learners experience the process of working toward resolving a problem encountered early in the learning process (Barrows & Tamblyn, as cited in Weller, 2011). Students often collaborate in small groups to identify solutions to ill-defined problems, while the teacher acts as facilitator and assists groups if they need help. Problem-based learning meets a number of important requirements such as being learner-directed, using diverse resources and taking an open-ended approach.

Communities of practice. Lave and Wenger’s (as cited in Weller, 2011) concept of situated learning and Wenger’s (as cited in Weller, 2011) idea of communities of practice highlight the importance of apprenticeship and the social role in learning.

My note: this article spells out what needs to be done and how. it is just flabeghasting that research guides are employed so religiously by librarians. They are exactly the opposite concept of the one presented in this article: they are closed, controlled by one or several librarians, without a constant and easy access of the instructor, not to mention the students’ participation

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more on teaching w social media in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+teaching

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library support makerspaces

Make it at the Library: How Does Library Technology Support Makerspaces?

Wednesday, December 14, 2017, 1:00pm – 2:30pm, EST

The movement to help support the “maker” culture in libraries has grown and and is creating vibrant groups centered around the library in many communities. Beyond purchasing equipment and the tools necessary to produce objects, what does the library need to do to support these innovation spaces? How do traditional library services and information management support these communities and new tools? This session will explore how some of the most successful makerspaces were created and how they incorporate traditional library services. During this session, speakers from three institutions that have implemented makerspaces will discuss how they integrate traditional services into their maker initiatives. Here’s what they will be talking about:

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https://blog.stcloudstate.edu/ims?s=makerspaces+library

grant for VR

Iowa District to Use $54K Google Grant for VR Hardware

By Sri Ravipati 11/29/16

https://thejournal.com/articles/2016/11/29/iowa-district-to-use-$54k-google-grant-for-vr-hardware.aspx

Council Bluffs Community School District (CBCSD) in Council Bluffs, IA has received a $54,500 grant from Google’s Charitable Giving Fund of the Tides Foundation. With the funding, the district will purchase 28 kits (each with 15 headsets) that cost about $4,500 per kit, according to a report from the Omaha World-Herald and other sources.

The hardware will enable teachers to incorporate VR into their curriculum, like VR tours on Google Expeditions, Alchemy VR, Discovery VR, zSpace and other platforms.

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

eportfolio conference

Re-Bundling Higher Education:

High Impact ePortfolio Practice and the New Digital Ecosystem

A regional ePortfolio conference jointly sponsored by AAEEBL,  City University of New York and Pace University, ReBundling Higher Education will offer sessions that highlight best practices, evidence of impact, and exciting innovations.

In March, 2017, the Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL), the City University of New York (CUNY) and Pace University invite you to a conference exploring and discussing ePortfolio practice and its role in the future of higher education.  Use the links above to review the Call for Proposals (which outlines the themes of the conference), to register for the conference or to submit a proposal.

Call for Proposals

Conference proposals are due Dec. 2, 2016, and notification will take place by January 15, 2017.

Special note:  Due to recent budget cuts to NYC area colleges, registration fees will be kept to a minimum for this conference.  Students (graduate or undergraduate) will be admitted free, and registration for all others will be $25, payable at the door.

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

campus VR tour

Students Develop VR Campus Tour of Lehigh U

By Sri Ravipati 11/28/16

https://campustechnology.com/articles/2016/11/28/students-develop-vr-campus-tour-of-lehigh-u.aspx#

To view the VR campus tour, visit the Vertra site.

“The app arose from a group project for an entrepreneurship class taught by professors Joshua Ehrig and James Peterson,” according to a report from The Brown and White,

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more on VR in this IMS blog:
https://blog.stcloudstate.edu/ims?s=virtual+reality

BYOD policies

Study Examines Benefits and Constraints of BYOD Policies

By Richard Chang 11/18/16

https://campustechnology.com/articles/2016/11/18/study-examines-benefits-and-constraints-of-byod-policies.aspx

January 2017 edition of the journal “The Internet and Higher Education,” looked at 17 teachers and their approaches to implementing BYOD policies in their classrooms.

Despite the constraints, most people surveyed agreed that today’s instructors should encourage devices to become part of the classroom, as the perceived benefits and resources exceed the textbooks currently used. At the same time, full implementation might require an entire overhaul of the classroom environment as we know it.
(how about gamification of the teaching process (http://web.stcloudstate.edu/pmiltenoff/bi/), as it was proposed numerous times and rejected by the librarians?)

The authors of the study are Yanjie Song and Siu Cheung Kong from the Department of Mathematics and Information Technology at the Education University of Hong Kong. The complete report is available for a fee on this site.

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Considering this recent statistics

technology use among teachers

and this summer LITA listserv exchange:

BYOD in the library

I am wondering why the recent remodeling of Miller Center 218 remained stuck in the “laptop” model after it was proposed numerous times to consider the BYOD model:
https://blog.stcloudstate.edu/ims/2015/09/25/mc218-remodel/

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more on BYOD in education in this IMS blog:

https://blog.stcloudstate.edu/ims?s=byod

technology use among teachers

Technology Use Among Teachers Strong and Growing

By David Nagel 11/17/16

https://thejournal.com/articles/2016/11/17/technology-use-among-teachers-strong-and-growing.aspx

The study, conducted by adaptive learning provider Front Row Education, found that 75 percent of teachers use technology with students on a daily basis and that a bit more than half have a 1-to-1 ratio of devices to students in their classrooms (up 10 points from last year’s survey). That increase in student devices is helping to drive an increase in the use of technology, with about 60 percent of teachers surveyed saying they expect to increase the use of technology in the 2016–2017 school year.

60 percent of teachers have access to Chromebooks, up 15 percent from last year; 64 percent have access to iPads, down 5 percent from last year. iPads tend to be the tool of choice in lower grades (75 percent in K–2), while Chromebooks dominate the middle school years (66 percent). Interestingly,

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more on technology use among teachers in this IMS blog:
https://blog.stcloudstate.edu/ims?s=technology+teachers

twitter in class

Eleven effective ways to use Twitter in education

http://www.educatorstechnology.com/2014/12/11-effective-ways-to-use-twitter-in.html

  • Hold after class discussions
  • Create an online community of students
  • Ask questions relevant to course materials
  • Start backchannel talks
  • Create a classroom hashtag
  • Use it for class announcements
  • Get feedback from students
  • Share interesting online materials
  • Pass on information about events
  • Have a Twitter account for each class
  • Reward participation
  • Integrate Twitter into Syllabus

Eleven effective ways to use Twitter in education

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more for the use of Twitter for education in this IMS blog

https://blog.stcloudstate.edu/ims?s=twitter

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