Archive of ‘Digital literacy’ category

Net Inclusion 2019

Net Inlcusion 2019

https://netinclusion2019.sched.com/

Local Government Digital Equity Plans
Municipal governments are in the forefront of local, collaborative digital access and equity planning. Local leaders will talk about the value of planning, the nuts and bolts of making a plan, and the outcomes of their planning efforts.

How Broadband Adoption Affects Community Prosperity and Opportunity
This research shows that it is more inclusive communities that experience better economic outcomes; that digital inclusion leads to economic benefits at the community level.  Disparities in broadband adoption over time also track the widening inequalities that have become apparent across regions and communities in the U.S., and digital inclusion is a necessary part of policy solutions for narrowing place-based gaps in economic opportunity.

New Tools and Materials for Digital Literacy Training and Assessment
Moderated discussion of the variety of approaches to digital literacy training and management: including the use of volunteers, class structures, certifications, use of online tools, curriculum, etc.

Barriers to VR adoption

5 Key Barriers to VR Adoption in Schools

March 31, 2019 @steve_bambury

https://www.virtualiteach.com/single-post/2019/03/31/5-Key-Barriers-to-VR-Adoption

  1. lack of understanding
  2. cost and ROI
  3. rate of change
  4. health and safety

  5. benefits for learning

How about Edgar Dale’s Cones of Learning? Well look at the highest level of retention rate and read what leads to this –

Blurred Lines Between Security Surveillance and Privacy

Edtech’s Blurred Lines Between Security, Surveillance and Privacy

By Tony Wan     Mar 5, 2019

https://www.edsurge.com/news/2019-03-05-edtech-s-blurred-lines-between-security-surveillance-and-privacy

Tony Wan, Bill Fitzgerald, Courtney Goodsell, Doug Levin, Stephanie Cerda

SXSW EDU https://schedule.sxswedu.com/

privacy advocates joined a school administrator and a school safety software product manager to offer their perspectives.

Navigating that fine line between ensuring security and privacy is especially tricky, as it concerns newer surveillance technologies available to schools. Last year, RealNetworks, a Seattle-based company, offered its facial recognition software to schools, and a few have pioneered the tool. https://blog.stcloudstate.edu/ims/2019/02/02/facial-recognition-technology-in-schools/

The increasing availability of these kinds of tools raise concerns and questions for Doug Levin, founder of EdTech Strategies.acial-recognition police tools have been decried as “staggeringly inaccurate.”

acial-recognition police tools have been decried as “staggeringly inaccurate.”School web filters can also impact low-income families inequitably, he adds, especially those that use school-issued devices at home. #equity.

Social-Emotional Learning: The New Surveillance?

Using data to profile students—even in attempts to reinforce positive behaviors—has Cerda concerned, especially in schools serving diverse demographics. #equity.

As in the insurance industry, much of the impetus (and sales pitches) in the school and online safety market can be driven by fear. But voicing such concerns and red flags can also steer the stakeholders toward dialogue and collaboration.

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

Device Implementation at K12

Fact or Myth?
Device Implementation Is Possible Without the Headache!
Presented by the Classcraft Learning Team

Eric Davis & Kinshasa Marshall @classcraftgame eric@classcraft.com kinshasa@classcraft.com

https://www.edweb.net/.5b97fbb8/   Gaming 03-28-19 Slides1-1qgto1x

! Tasks with motivational gamified mechanics → improvement in 21st-century learning skills, technical competencies,
independence, and personal accountability for devices and their readiness
! Student-led, independent, and sophisticated use of devices increased roughly 100%
! “Gamification as a motivational tool and platform for online delivery of learning activities and resources is a critical element of
integrating technology into schools”
! Students placed a greater value on their devices being present and ready to use in order to enjoy gamified content
! The use of gamification capitalized on the curiosity aspect being at the center of intrinsic motivation — encouraging students to
explore what their devices can do for them in general and what they are capable of given the task, some direction, and a
prospective reUward

Planning, care FOR and ABOUT the device

MinnState about GDPR at SCSU

Daniel McCabe, Assistant General Counsel, Minnesota State Colleges and Universities,  share information about the GDPR on Thursday, March 28, between 2 and 3 p.m., Miller Center B17.  The GDPR provides the world’s strongest protection for the personal information of individuals.  It was adopted by both the European Parliament and the European Council in April of 2016 and became effective on May 25, 2018.

Presentation available with this Adobe Connect link: https://webmeeting.minnstate.edu/recordings/join/pv3prb7mie1i

https://www.facebook.com/InforMediaServices/photos/a.554966814613820/1954876077956213

GDPR Update for St. Cloud State (002)-2d8zvmu (PPT)

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more on GDPR in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/31/what-is-gdpr/

Beginning Git & GitHub

The session will include practical, hands-on instruction for version control and collaboration in Git, as well as experience building a simple & free website on GitHub!

Beginning Git & GitHub

Friday, June 21  12:00 PM – 4:00 PM  Registration and logisitics 

Work smarter, collaborate faster and share code or other files with the library community using the popular version control system Git. Featuring a mix of git fundamentals and hands-on exercises, participants learn the basics of Git, learn how to use key commands, and how to use GitHub to their advantage, including sharing their own work and building upon the projects of others.

Git is a tool (technically, a version control system) that allows you to easily track changes in your files, scripts, websites, or entire programs. You can run it on your own computer for your own projects, but Git also makes it easy to collaborate with others on shared projects – thus helpful to small teams, large organizations, and people coordinating on open source projects. Easier collaboration is not the only advantage to using Git: you can also easily test out changes and write new code without threatening your existing work. It is very popular – verging on a necessity – amongst coders.

GitHub is a website that allows you to easily host and manage the code for git-tracked projects. It simplifies collaboration among project contributors, and is especially helpful for open source projects where you don’t necessarily meet your fellow contributors in real life. GitHub is free if your code is open to the public.

Bring your laptop for an afternoon of hands on exploration!

More info about the class

 

Heather Klish | Senior Systems Librarian

TTS : Library Technology Services

Tufts University

heather.klish@tufts.edu | 617.627.5853

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