Posted by Plamen Miltenoff on 31st August 2014
Archive for the 'Digital literacy' Category
Posted by Plamen Miltenoff on 26th August 2014
Jessica C., One of my favourite things about Portable Apps is that I don’t have to pester the IT folk at work, get approvals, and wait to use the program I want to at work. It’s the best.”
While FSW (http://fcw.com/home.aspx) looks beyond BYOD (Bring Your Own Device) and coins a new abbreviation BYOA (Bring Your Own App) to acknowledge and deal with the mobility of apps as part of data (http://fcw.com/articles/2014/08/25/exec-tech-byoa.aspx), we also would like to join the trending effort to make apps portable:
How Portable Apps Can Make Your Life Easier & Save Resources
Go Beyond Syncing Data
Require No Admin Rights
Leave No Trace & Create No Junk
Carry Your Digital Life In Your Pocket
Run Software From Shared Cloud Storage
Where To Find Portable Apps?
Are Portable Apps All You Need?
Please consider this IMS blog related entry on
Posted by Plamen Miltenoff on 12th August 2014
Virtual Reality’s Next Hurdle: Overcoming ‘Sim Sickness’
One problem is the resulting “postural sway,” or postural instability and hand-eye coordination challenges.
Additional reading: http://www.augmentedrealitytrends.com/virtual-reality/sim-sickness.html
Plamen: similar issues with Google Glass. Here is some more info on the issue:
Rethinking Motion Sickness
Pls have other IMS blog entries on Google Glass
Posted by Plamen Miltenoff on 9th August 2014
For Storytelling Projects, Cool New Multimedia Tools
Please check our other blog entries regarding digital storytelling:
Posted by Plamen Miltenoff on 1st August 2014
The Un-Fallacy of Balanced Literacy
is a respond to
The Fallacy of ‘Balanced Literacy’
The dispute focus on the administration and its execution in public education.
I think, the dispute is important for educational institutions, libraries in particular, because it reveals the complexity of “traditional” literacy. The same complexity applies no less for other literacies, digital and information ones included.
Posted by Plamen Miltenoff on 13th July 2014
The 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 »
Posted by Plamen Miltenoff on 3rd July 2014
Gaming Learning Society
Report from the intersection of Games, Learning, and Society
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.
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?
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.”
@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
If you build it …? One campus’ firsthand account of gamification in the academic library
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”:
Posted by Plamen Miltenoff on 24th June 2014
How to Create Awesome Online Videos: Tools and Software to Make it Easy
the tripod for iPAD is a compelling idea, but my personal choice is the wireless mics.
Posted by Plamen Miltenoff on 24th June 2014
These six categories are:
- Textual Works and Musical Compositions
- Still Image Works
- Audio Works
- Moving Image Works
- Software and Electronic Gaming and Learning
From: Scanlon, Donna [mailto:email@example.com]
Sent: Tuesday, June 24, 2014 6:34 AM
Subject: [lita-l] Library of Congress Recommended Format Specifications
The Library of Congress announces the availability of its Recommended Format Specifications, a document describing the hierarchies of the physical and technical characteristics of creative formats, both analog and digital, which will best maximize the chances for preservation and continued accessibility of creative content. Creators and publishers have also begun to employ a wide array of intangible digital formats, as well as continuing to change and adapt the physical formats in which they work. The Library needs to be able to identify the formats which are suitable for large-scale acquisition and preservation for long-term access if it is to continue to build its collection and ensure that it lasts into the future.
The Library was able to identify six basic categories of creative output, which represent significant parts of the publishing, information, and media industries, especially those that are rapidly adopting digital production and are central to building the Library’s collections: Textual Works and Musical Compositions; Still Image Works; Audio Works; Moving Image Works; Software and Electronic Gaming and Learning; and Datasets/Databases. Technical teams, made up of experts came from across the institution bringing specialized knowledge in technical aspects of preservation, ongoing access needs and developments in the marketplace and in the publishing world, were established to identify recommended formats for each of these categories and to establish hierarchies of preference among the formats within them.
The Library will be revisiting these specifications on an annual basis. The creation and publication of these recommended format specifications is not intended to serve as an answer to all the questions raised in preserving and providing long-term access to creative content. They do not provide instructions for receiving this material into repositories, managing that content or undertaking the many ongoing tasks which will be necessary to maintain this content so that it may be used well into the future.
Electronic Resources Coordinator
Library of Congress
101 Independence Ave., SE
Washington, DC 20540
Phone: (202) 707-6235
Posted by Plamen Miltenoff on 19th June 2014