Archive of ‘Library and information science’ category

synchronous online learning

Creating Collaborative, Interactive & Engaging Online Learning Environments with Shindig

Shindig Interactive Video Chat for Canvas LMS, February 6, 2:00 – 3:00pm (EST)

Shindig recently announced its integration with Canvas by Instructure, bringing the former’s video chat platform to the learning management system.

Attend this webinar to learn how instructors can instantly schedule, customize and launch Shindig sessions directly from within the Canvas LMS, as well as automatically add the video chat sessions to students’ schedules.

Learn about the positive impact of collaborative and interactive learning environments on student success first-hand from educators and instructional technologists from leading universities. This session will highlight different use cases Shindig can be utilized for, including course delivery, office hours, guest speakers, workshops and more.

Early adopters of the Shindig platform will also be sharing highlight videos of their use of the platform and answering questions attendees may have.

Shindig Early Adopter Guest Speakers:

  • Michael AngillettaProfessor & Senior Sustainability Scholar, Associate Director of Undergraduate Programs, Arizona State University

Note: Watch the brief tutorial video, Canvas for Shindig

The Shindig Canvas plugin is available for free on a public GitHub Repo. Once the plugin is installed in the university’s LMS, IT administrators can contact Shindig for an API key to enable the creation of on-demand Shindig sessions in Canvas. The company is offering each Canvas client institution 10 free Shindig sessions of up to 1,000 attendees.
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First-time users: upon entering the room, click “Allow” to the Flash prompt requesting access to your webcam. (Chrome users may need to click Allow a second time).

Note: The Shindig app currently only supports interacting with the featured speakers through text. To fully enjoy the Shindig experience and be enabled to ask video chat questions of the speaker or video chat privately with other participants, please log in from a computer with webcam and microphone capabilities.

social media and community opinion

Ijcsis, J. of C. S., Suryani, M., Ghani, J., & Suryani, M. (2016). IMPACT OF SOCIAL MEDIA ON CLOSED COMMUNITY BY CONSIDERING OPINION MINING. International Journal of Computer Science and Information Security, 14(11), 944–954. Last retrieved Feburary 6, 2017 from https://www.academia.edu/30936284/IMPACT_OF_SOCIAL_MEDIA_ON_CLOSED_COMMUNITY_BY_CONSIDERING_OPINION_MINING
Mining social media has its potential to extract actionable patterns that can be beneficial for business, users, and consumers. Opinion mining from social media can be a faster and less expensive alternative to traditional survey and polling, on which many sustainability researches are based.
Crowd Capital Theory.
ex-post facto design
my opinion:
format-wise – poorly written. No proofreading by the authors, but also by the peer-previewers.
Academic English does not recognize “get” and “put.” Sometimes, the ideas are not presented clearly. In-text citations need work: e.g. p. 946 “Andrews in 2012 said that may researchers indicate that the info…”; instead of “According to Andrews (2012), numerous researchers indicate the possibility of social network information to be used as a tool for spying.”  Similarly, on page 947: ” (Saxton et al., 2012)” must be “Saxton et al., (2012)”
Verbs are missing: e.g. p. 946 “A case study on effect of social networking sites in emergency departments for patient care.”
p. 953 “in all these study” – adjective / subject disagreement.
content-wise, the article also presents ad-hod information, rather then clearly structured and delinted conclusions: e.g., on page p. 947, the authors announce as the goal of this study ” to investigate the role of “social networks” in creating a positive or negative impact on the social, behavioral and educational aspics of our community.”
None of the three links to the surveys are functional:e.g.,https://docs.google.com/forms/d/1yzVo2SL85iqr7CVRGDZ1bUGKzZPQOo4bBD42 CI9f9e8/viewform?c=0&w=1&usp=mail_form_link

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

Netlix and HBO on VR

Netflix and HBO launch virtual reality apps on Google Play

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More on on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=vr

millennial librarians

Emanuel, J. (2013). Digital Native Librarians, Technology Skills, and Their Relationship with Technology. Information Technology & Libraries, 32(3), 20-33.

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dtfh%26AN%3d90292061%26site%3dehost-live%26scope%3dsite

The article focuses on a study that examined the technology skills of millennial academic librarians and their attitudes toward technology. The results of a three-part survey indicated that the respondents were most comfortable with technologies that are used rather than those that enable people to create content. There was also a lack of understanding about relational databases among the respondents.

Internet Access

Across The Atlantic, Glimpse An Alternate Internet Universe

http://www.npr.org/sections/money/2014/04/09/301028037/across-the-atlantic-glimpse-an-alternate-internet-universe

a moment when the U.S. decided to go one way and the rest of the world went another

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more on Internet Access in this IMS blog
http://blog.stcloudstate.edu/ims?s=internet+access

digital ambassador

In world first, Denmark to name a ‘digital ambassador’

27 January 2017 http://www.thelocal.dk/20170127/in-world-first-denmark-to-name-a-digital-ambassador

Saying that tech giants like Google and Apple now have more influence than many countries, Denmark will become the first nation in the world to appoint a so-called digital ambassador.

Denmark has already reaped the benefits of coordinated lobbying efforts aimed at the world’s largest tech companies. Just last week, Facebook announced plans to build a new data centre in Odense. The Foreign Ministry said the Facebook deal was the result of three years of behind-the-scenes work.

research how to

also: http://bit.ly/edad829

Are Q&A startups a threat to Google?

search

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– The Internet

– Google Scholar https://scholar.google.com/

  • web sites (Web 1.0)

– blogs, listservs etc (Web 2.0)

– social media

– YouTube https://www.youtube.com/ and similar

– e.g. SCSU streaming : http://www.stcloudstate.edu/library/research/video.aspx

– Q&A plaforms such as Quora https://www.quora.com/, AskScience https://www.reddit.com/r/askscience/, Medium, PeerPong and similar

– Reddit https://www.reddit.com/, Digg http://digg.com/ , StackExchange http://stackexchange.com/ , Mahalo CompanyKngine.com   and similar

– Google Search, Yahoo Answers and similar

– Wikipedia

– Facebook groups, LinkedIn groups and similar

– SlideShare https://www.slideshare.net/  and similar

 

 

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more on the research process in this IMS blog:
http://blog.stcloudstate.edu/ims?s=search 

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VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury, Managing Editor, @eSN_Meris
October 17th, 2016
Stansbury, M. (2016, October 17). 5 ways virtual reality is being used in education right now. Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/10/17/5-ways-virtual-reality-used-education-right-now/
A new survey from Extreme Networks aimed to answer this question by polling nearly 350 schools within higher ed and K-12. According to the results, 23 percent of respondents have tested VR, while 77 percent have not (40 percent of schools polled still aren’t sure if they’ll use the technology in the future). Meaning that although virtual reality has an important and growing role in education, it may take several years to get all institutions on board.
The survey notes that one challenge to implementation is that nearly two-thirds of schools are “somewhat or not sure” their IT infrastructure can currently support VR technology.
Respondents also had concerns about the lack of VR content available, as well as a lack of student resources, with 43 percent of respondents saying that VR is too expensive or difficult to implement. However, one respondent is taking this approach to providing VR to students at low or no cost: “We are putting out a call for old smartphone donations in our [community for those] who no longer need them. With the donations, we’re making sets of Google Cardboard and phones to create traveling VR stations for classes in all of our buildings.”
1. For new research: According to the Wall Street Journal, Professor Jeremy Bailenson, founding director of the Virtual Reality Human Interaction Lab at Stanford University, is using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. For example, spending time flying around the world like Superman in virtual reality has been shown to increase participants’ altruistic actions outside of the lab. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson. (see more in about empathy and VR in this IMS blog: http://blog.stcloudstate.edu/ims/2015/11/18/immersive-journalism/)
2. For coding and 3D design:
a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR.
3. For anatomy and dissection:
4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.
5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program.

VR and education

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Devaney, L. (2016). Teachers say virtual reality would boost engagement. Retrieved from http://www.eschoolnews.com/2016/07/26/teachers-say-virtual-reality-would-boost-engagement/

July 26th, 2016

Sixty percent of surveyed teachers said they would like virtual reality to become a part of their students’ learning experience, according to the study from Samsung Electronics America, Inc. and GfK.

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Virtual reality helping Calif. students overcome learning barriers | eSchool News. (2016, June). Retrieved January 26, 2017, from http://www.eschoolnews.com/2016/06/21/virtual-reality-helping-calif-students-overcome-learning-barriers/

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

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