Archive of ‘technology literacy’ category

gradecraft is lms plus gaming

An LMS to Support ‘Gameful’ Learning

Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.

By David Raths 08/24/16

https://campustechnology.com/articles/2016/08/24/an-lms-to-support-gameful-learning.aspx

UM School of Information and School of Education

a new type of learning management system called GradeCraft. GradeCraft borrows game elements such as badges and unlocks to govern students’ progress through a course. With unlocks, for example, you have to complete a task before moving to the next level.

Written in Ruby on Rails and hosted on Amazon Web Services, GradeCraft was created by a small team of students and faculty with additional software support from Ann Arbor-based developer Alfa Jango. Their work received support from UM’s Office of Digital Education and Innovation and the Office of the Provost. GradeCraft can work as a stand-alone platform or in conjunction with a traditional LMS via the LTI (Learning Tools Interoperability) protocol.

Here is how it works: Instructors create a course shell within GradeCraft (similar to the process with any LMS). Students use a tool called the “Grade Predictor” to plan a personalized pathway through the course, making predictions about both what they will do and how they will perform. When assignments are graded, predictions turn into progress; students are then nudged to revisit their semester plan, reassessing what work is available and how well they need to do to succeed overall. Students are able to independently choose an assessment pathway that matches their interests within the framework of learning objectives for the course.

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more on LMS in this blog

http://blog.stcloudstate.edu/ims?s=gaming

more on gaming in this blog

http://blog.stcloudstate.edu/ims?s=lms

more on badges in this blog

http://blog.stcloudstate.edu/ims?s=badges

classroom discussions on privacy

Dear colleagues,

the topics of privacy pertaining technology is becoming ubiquitous.
If you feel that the content of your class material can benefit of such discussions, please let us know.

Please have  some titles, which can help you brainstorm topics for discussions in your classes:

Power, Privacy, and the Internet
http://blog.stcloudstate.edu/ims/2015/12/03/power-privacy-internet/

Privacy groups slam Department of Homeland Security social media proposal
http://blog.stcloudstate.edu/ims/2016/08/24/dhs-social-media-proposal/

FBI quietly changes its privacy rules for accessing NSA data on Americans
http://blog.stcloudstate.edu/ims/2016/03/09/surveillance-and-privacy/

Facebook canceled a student’s internship after he highlighted a massive privacy issue
http://blog.stcloudstate.edu/ims/2015/08/17/facebook-and-privacy/

Samsung’s Privacy Policy Warns Customers Their Smart TVs Are Listening
http://blog.stcloudstate.edu/ims/2015/02/10/privacy-smart-devices/

Teenagers, The Internet, And Privacy
http://blog.stcloudstate.edu/ims/2014/11/05/teenagers-the-internet-and-privacy/

Online privacy: It’s time for a new security paradigm
http://blog.stcloudstate.edu/ims/2014/09/25/online-privacy-its-time-for-a-new-security-paradigm/

On social media, privacy, etc.
http://blog.stcloudstate.edu/ims/2014/03/14/on-social-media-privacy-etc/

Hacking the Future: Privacy, Identity, and Anonymity On the Web
http://blog.stcloudstate.edu/ims/2013/12/03/hacking-the-future-privacy-identity-and-anonymity-on-the-web/

Are We Puppets in a Wired World?
http://blog.stcloudstate.edu/ims/2013/10/23/pro-domo-sua-are-we-puppets-in-a-wired-world-surveillance-and-privacy-revisited/

How Teens Deal With Privacy and Mobile Apps
http://blog.stcloudstate.edu/ims/2013/08/28/how-teens-deal-with-privacy-and-mobile-apps/

If you seek  more tangible, hands-on assistance with similar and/or any topics regarding technology, please do not hesitate to contact us.

Teacher Intentions to Integrate Technology in Education

Validating a Measure of Teacher Intentions to Integrate Technology in Education in Turkey, Spain and the USA

Serkan Perkmen, Balikesir University, Turkey ; Pavlo Antonenko, University of Florida, United States ; Alfonso Caracuel, Universidad de Granada, Spain

Journal of Technology and Teacher Education Volume 24, Number 2, ISSN 1059-7069 Publisher: Society for Information Technology & Teacher Education, Chesapeake, VA

https://www.learntechlib.org/p/152244/

The majority of the participants were female. All of the participants were junior and senior students enrolled in elementary teacher education programs. Specifically, this study compared pre-service teachers’ self-efficacy, outcome expectations, intentions (internal factors) and perceived school climate (external factor) for technology integration in education in these countries.

Unlike Turkey and the US, self-efficacy predicted technology integration intention to a smaller degree than school climate in the Spanish sample. Interestingly, outcome expectations scores did not make a statistically significant contribution to predicting pre-service teachers’ intention to use technology in the US sample.

Quantum Internet

Physics: Unite to build a quantum Internet

Stefano Pirandola & Samuel L. Braunstein

http://www.nature.com/news/physics-unite-to-build-a-quantum-internet-1.19716

Quantum network: https://en.wikipedia.org/wiki/Quantum_network

China’s new quantum satellite will try to teleport data outside the bounds of space and time

http://www.thehindu.com/sci-tech/science/what-is-a-quantum-satellite/article9012342.ece

http://www.scientificamerican.com/article/chinese-satellite-is-1-giant-step-for-the-quantum-internet/

Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

http://blog.stcloudstate.edu/ims?s=virtual+reality

VR gaming backpack

HP’s VR gaming backpack is light, thin, and still a prototype; It feels pretty good!

By Adi Robertson

http://www.theverge.com/circuitbreaker/2016/8/19/12555550/hp-omen-x-virtual-reality-gaming-backpack-computer-hands-on

Alienware, Zotac, and MSI have all shown off self-contained backpacks that can be used with the HTC Vive, and companies like The Void have created their own “backtops” for location-based entertainment.

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more on virtual reality in this blog:
http://blog.stcloudstate.edu/ims?s=vr

hackers and hard drive noises

Hackers could acquire sensitive data through monitoring hard drive noises

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

digital portfolio

MindTap Offers Users Free Access to Digital Portfolio Tool

By Sri Ravipati 08/03/16

https://campustechnology.com/articles/2016/08/03/mindtap-offers-users-free-access-to-digital-portfolio-tool.aspx

MindTap, an online learning platform from Cengage Learning, will be able to build digital portfolios of their work for free and keep them for life.

mobile app version is available on the Apple Store and Google Play.

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more on e-portfolio in this IMS blog:

http://blog.stcloudstate.edu/ims?s=electronic+portfolio

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