Archive of ‘Digital literacy’ category

media education differentiated instruction

Friezem, Y. (2017). THE MEDIA PRODUCTION HIVE: USING MEDIA EDUCATION FOR DIFFERENTIATED INSTRUCTION.  Media Education, 8(1), 123-140

https://www.academia.edu/33079666/The_media_production_hive_Using_media_education_for_differentiated_instruction?auto=download

keywords: Media production, media literacy, Universal Design for Learning (UDL), executive
functioning, Media Production Hive

the theoretical framework of Universal Design for Learning (Rose & Meyer, 2002), teaching the same material via various strategies that cumulatively address needs and learning types of each student in the classroom (p. 126). acknowledge all the various types of learners in his class, such as visual learners, auditory learners, write-read learners, and kinesthetic learners, following Gardner’s (1983) multiple intelligence theory.
various ways of receiving, processing, and expressing information by different learners
various ways students can chose to engage in the process of learning
(p. 127) multiple means of representation guarantees each learner processes information in the best way they can, but it also provides repetition of the topic in various ways to deepen understanding
Students need to organize recently acquired knowledge in a strategic way and communicate their understanding to the teacher. Rose and Meyer (2002) created a detailed pathway for teachers to apply UDL using assistive technology.

Media education practices involve demystifying media messages and learning to use
media wisely through activities of evaluation, composition, introspection, and civic engagement. the links between the instructional design of lessons for all students and
the critical analysis, expression, and reflection on media messages are gradually
explored (Dalton, 2017).
Dalton, E. M. (2017). Universal design for learning: Guiding principles to reduce
barriers to digital & media literacy competence. Journal of Media Literacy Education, 9(2).

p. 128 Media production is the process of composing a message via a single or various media platforms. Media production includes creating videos, podcasts, presentations, posters, drawings, and books. With the increasing use of digital devices and applications, students are engaged in various ways to convey their messages using multiple ways of expression and multiple types of representations.

digitalempathy.net/hive

digital empathy media production hive

digital and media literacy competencies (Hobbs, 2010)

p. 137 challenges

Group dynamics often reveal power struggles among team members (Friesem, 2014). The responsibility of the media educator, who is not a mediator by training, is to find the way to mitigate the tension caused by differences among group members (Friesem, 2010). In addition, students have the tendency to use media production as a transgressive practice (Moore, 2011; Grace & Tubin, 1998). Facilitating the process of production involves constant reflection on the classroom power relationship using critical and pragmatic lenses.
Grace, D., & Tobin, J. (1998). Butt jokes and mean-teacher parodies: Video production
in the elementary classroom. In D. Buckingham (Ed.), Teaching popular culture: Beyond radical pedagogy (pp. 42-62). London, UK: University College London Press.

The discourse about the implementations of UDL with digital technology has been broad and used for several research studies (Rose & Meyer, 2002).
Rose, D. H., & Meyer, A. (2002). Teaching every student in the digital age: Universal
design for learning. Alexandria, VA: Association for Supervision and Curriculum Development (ASCD).

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more on media literacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=media+literacy
more on instructional desing in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

VR and AR in the classroom

Leslie Fisher Thinks Augmented Reality First, Then VR in the Classroom

05/12/17

https://thejournal.com/Articles/2017/05/12/Leslie-Fisher-Presents-at-Ed-Tech-Conferences-for-a-Living.aspx

Most kids can’t afford to buy their own Oculus headset. Google Cardboard. Google Street View

If you search Twitter effectively, there are not only great resources but great people to help you teach differently and keep the classroom more entertaining. You can grow your own personal learning network.

Versal

Quizlet

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

digitization impact on academic library

Survey Highlights Digitization’s Impact on Campus Libraries

By David Raths  05/22/17

https://campustechnology.com/articles/2017/05/22/survey-highlights-digitizations-impact-on-campus-libraries.aspx

nonprofit Ithaka S+R. The study, Ithaka S+R Library Survey 2016, highlighted a number of challenges facing library directors in an era of increased digitization. Future Trends Forum video chat May 19 hosted by Bryan Alexander.

Alexander zeroed in on the finding that library directors feel increasingly less valued by supervisors such as chief academic officers.

Not surprisingly, the survey illustrates a broad shift toward electronic resources, Wolff-Eisenberg noted, with an increasing number of libraries developing policies for de-accessioning print materials that are also available digitally.

library directors are increasingly recognizing that discovery does not always happen in the library. Compared to the 2013 survey results, fewer library directors believe that it is important that the library is seen by its users as the first place that they go to discover content, and fewer believe that the library is always the best place for researchers at their institution to start their research.

There is also a substantial gap between how faculty members and library directors perceive the library’s contribution in supporting student learning. Both tend to agree that students have poor research skills, Wolff-Eisenberg noted. The faculty members see it as more of a problem, but they are less likely than library directors to see librarians contributing to student learning by helping them to develop research skills

The positions for which respondents anticipate the most growth in the next five years are related to instructional design (my note: this is IMS), information literacy and specialized faculty research support involving digital humanities, geographical information systems (GIS) and data management.

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more on digitization in academic libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=digitization+library

big data in ed

New Report Examines Use of Big Data in Ed

By Dian Schaffhauser  05/17/17

https://campustechnology.com/articles/2017/05/17/new-report-examines-use-of-big-data-in-ed.aspx

new report from the National Academy of Education “Big Data in Education,” summarizes the findings of a recent workshop held by the academy

three federal laws: Family Educational Rights and Privacy Act (FERPA), the Children’s Online Privacy Protection Act (COPPA) and the Protection of Pupil Rights Amendment (PPRA).

over the last four years, 49 states and the District of Columbia have introduced 410 bills related to student data privacy, and 36 states have passed 85 new education data privacy laws. Also, since 2014, 19 states have passed laws that in some way address the work done by researchers.

researchers need to get better at communicating about their projects, especially with non-researchers.

One approach to follow in gaining trust “from parents, advocates and teachers” uses the acronym CUPS:

  • Collection: What data is collected by whom and from whom;
  • Use: How the data will be used and what the purpose of the research is;
  • Protection: What forms of data security protection are in place and how access will be limited; and
  • Sharing: How and with whom the results of the data work will be shared.

Second, researchers must pin down how to share data without making it vulnerable to theft.

Third, researchers should build partnerships of trust and “mutual interest” pertaining to their work with data. Those alliances may involve education technology developers, education agencies both local and state, and data privacy stakeholders.

Along with the summary report, the results of the workshop are being maintained on a page within the Academy’s website here.

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more on big data in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=big+data

section 702

4 Big Intelligence Stories You Missed Amid The Comey Headlines This Week

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

lecture capture on shoestring

8 Tips for Lecture Capture on a Shoestring

By Dian Schaffhauser 05/17/17

https://campustechnology.com/articles/2017/05/17/8-tips-for-lecture-capture-on-a-shoestring.aspx

Whether you’re flipping your courses, creating videos to help your students understand specific concepts or recording lectures for exam review, these tips can help you optimize your production setup on a tight budget.

1) Speak Into the Microphone

2) Reconsider Whether You Want to be a Talking Head

3) Keep Your Recording Device Steady

4) Avoid Using the Camera Built Into Your Laptop

5) Explore a Range of Recording Software
Screencast-O-Matic
TechSmith Camtasia
Adobe Captivate
Adobe Presenter

“online video platforms,”

TechSmith Relay, Panopto, Tegrity and Kaltura

6) Forget About Editing Your Videos

7) Remember Accessibility

Record your video and upload it to YouTube. YouTube will apply its machine transcription to the audio as a starting point. Then you can download the captions into your caption editor and improve on the captions from there. Afterward, you can delete the video from YouTube and add it to your institution’s platform.

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lecture capture in this IMS blog
https://blog.stcloudstate.edu/ims?s=lecture+capture

directions immersive learning

Emerging Directions in Immersive Learning

Presented by: Maya Georgieva and Emory Craig, May 17, 1:00 – 2:00pm (EDT)

http://events.shindig.com/event/campus-tech

Digital Bodies cofounders Emory Craig and Maya Georgieva for an interactive session that will examine five developments in virtual, augmented, and mixed reality with the greatest potential to impact teaching and learning.   Ask your questions live as they explore how groundbreaking developments in VR, AR, MR, and artificial intelligence will power immersive technologies and transform learning.

Hololense $3000 and it is difficult to use outside. persistent digital objects
https://mixed.reality.news/news/whats-difference-between-hololens-meta-magic-leap-0171361/

https://events.google.com/io/

https://unity3d.com/sundance2017

education: new media, gaming

storytelling: immersive storytelling and AI

Jeremy Bailenson https://vhil.stanford.edu/

Julie Johnston – https://uits.iu.edu/learning-spaces

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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

edmodo accounts compromised

Edmodo Investigates Millions of User Accounts for Sale on Dark Web

By Sri Ravipati  05/12/17

https://thejournal.com/articles/2017/05/12/millions-of-edmodo-user-accounts-for-sale-on-dark-web.aspx

A hacker going by the name “nclay” claims to have stolen more than 77 million user accounts from Edmodo

LeakBase yesterday Tweeted that the top domains for the data breach include:

  • @gmail.com, accounting for 19 percent of the accounts at 13,286,240;
  • @hotmail.com, making up 10 percent of the accounts at 7,065,761; and
  • @yahoo.com, at 8 percent with 6,074,901 accounts.

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

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