Archive of ‘technology’ category

LMS on customer experience

The Best Learning Management Systems based on Customer Experience

This Top 20 LMS list has been created using a holistic approach and is based on input from actual LMS users.
The order of appearance depends on Customer Satisfaction (CSAT Score), Customer Effort (CEF Score) & Customer Expectation (CEX Score).

https://elearningindustry.com/directory/software-categories/learning-management-systems/best/customer-experience

  1. https://www.looop.co/
  2. https://www.skillcast.com/
  3. https://www.ispringsolutions.com/ispring-learn
  4. https://www.knolyx.com/
  5. https://ecoach.com/
  6. https://www.nimble-elearning.com/
  7. https://learnamp.com/features
  8. https://www.skolera.com/en/Default.aspx
  9. https://www.neolms.com/
  10. https://www.sofialms.com/
  11. https://www.crossknowledge.com/
  12. https://claned.com/
  13. https://www.talentlms.com/index/aff:bing
  14. https://www.totaralms.com/
  15. https://chamilo.org/chamilo-lms/
  16. https://open.edx.org/
  17. https://moodle.org/
  18. https://www.litmos.com/
  19. https://captivateprime.adobe.com/acapindex.html
  20. https://www.docebo.com/

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

multimedia in learning

Hacking Multimedia for Effective Learning

THURSDAY, MAY 24, 2018 | 1:00 PM CENTRAL | 60 MINUTES
$247 PER CONNECTION THROUGH 05/10/18, $297 THEREAFTER

https://www.magnapubs.com/online-seminars/hacking-multimedia-for-effective-learning-14900-1.html

LEARNING GOALS

Upon completion of this seminar, you’ll be able to:

  • Determine pedagogical deficiencies in multimedia found online
  • Apply multimedia learning principles to improve learning
  • Choose appropriate tools to reconstruct multimedia and tailor it to your course
  • Explain the educational rationale for multimedia modifications

TOPICS COVERED

  • Multimedia learning
  • Online learning
  • Enhancing videos and images
  • Annotating videos and images

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

teaching with technology conference

Magna Teaching with Technology Conference,

October 5, 2018, St. Louis, MO

https://www.magnapubs.com/teaching-with-technology-conference/plenary-sessions.html

  • Thriving Minds: What’s Working, What’s Not, and What’s Next in Teaching with Technology

Michelle D. Miller, director, First Year Learning Initiative, professor of psychological sciences, Northern Arizona University

Educational technology has survived its early challenges—but is it thriving yet?

take a look at some outstanding examples of what evidence-based, engaging, technologically-enhanced teaching can look like in practice. We will then consider approaches, resources, and techniques that could help us push past some of the biggest challenges faced by our movement. These approaches include making students our allies in the fight against distraction and disengagement; explicitly considering cognitive principles when developing, incorporating and evaluating new technologies; and nurturing faculty and instructional designers as an important—perhaps the most important—source of truly useful, truly innovative ideas for teaching and learning with technology.

  • What Role does/should the 3T’s of Technique, Tools, and Time Play in Modern Educational Practices?

Dave Yearwood, professor, University of North Dakota

What use are discussions about tools without some understanding about the techniques needed to maximize a tool’s effectiveness in multiple settings? What teaching and learning opportunities can educators and students take advantage of when technological tools are leveraged with proven practices to gain knowledge and understanding about what is possible? Furthermore, what factors should be considered regarding the efficient use of time in task achievement and task completion of identified learning goals in face-to-face and online settings? Tools, Technique, and Time, the 3 triplets of ePedagogy cannot be looked at in isolation. An examination of the 3t’s will be conducted with the intent of revealing through examples how the triplets can be applied/used in a complimentary fashion to help faculty and students achieve their collective identified educational objectives—increased learning and understanding with targeted applications.

  • Educators as Designers and the Architecting of Learning

Remi Kalir, assistant professor of information and learning technologies, University of Colorado Denver

design and create learning environments, learning opportunities, and learning technologies.

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more on teaching with technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=teaching+with+technology

edtech implementation fails

5 All-Too-Common Ways Edtech Implementations Fail

By Chris Liang-Vergara and Kerry Gallagher (Columnist)     Apr 6, 2017

https://www.edsurge.com/news/2017-04-06-5-all-too-common-ways-edtech-implementations-fail

On the surface, adopting technology to support teacher needs or student challenges isn’t terribly complex: define the problem you’re trying to solve, identify the right tools for the job, and implement the tools effectively and with fidelity.

challenges. End users are too often removed from the decision-making process during procurement. Educators argue that too many products don’t actually meet the needs of teachers or students. Still others worry that it is too easy to implement new and popular technology without considering whether it is research-based and effective.

Only 33 percent of parents surveyed by the Learning Assembly said their child’s school did an excellent job using technology to tailor instruction.

  • Understanding Purpose

Technology is just a tool, not a means in and of itself. Any school or teacher that sets out to use technology for its sake alone, and not in the service of personalizing learning or addressing specific needs, is on a mission to fail.

  • Insufficient Modeling of Best Practices

A survey from Samsung found that 37 percent of teachers say they would love to use technology but don’t know how, and 76 percent say they would like a professional development day dedicated to technology.

ideos that focus on scaling and modeling best practices (produced by places like the Teaching Channel and The Learning Accelerator) can help teachers and schools do this.

  • Bad First Impressions

Teachers face initiative fatigue: They are constantly being asked to implement new programs, integrate new technologies, and add on layers of responsibility. In one Wisconsin district, nearly half of teachers felt ongoing district initiatives were a “significant area of concern.”

Forward-thinking schools take the time to learn from the challenges of other schools, and recruit a coalition of the willing.

  • Real-World Usability Challenges

Relying on multiple devices (remote, clicker, iPad, computer mouse) to launch or navigate technology can be difficult. Additionally, teachers may start to use a tool, only to realize it is not flexible enough to meet their original needs, fit into the constraints of their particular school or classroom, or allow them to integrate their own content or supplemental resources.

  • The Right Data to Track Progress

Lack of useful data, problem definition, weak teacher buy-in, first impressions, and usability challenges all have the potential to torpedo smart technology products.

 

practical about VR and AR in schools

Beyond the Hype: 5 Ways to Think About Virtual and Augmented Reality in Schools

By Jenny Abamu     Feb 7, 2017

https://www.edsurge.com/news/2017-02-07-beyond-the-hype-5-ways-to-think-about-virtual-and-augmented-reality-in-schools

1. Ask Yourself: Why VR or AR

AR and VR are mediums for the transmission of information, and many people will judge these mediums by the content that is produced within them. For educators seeking to gain buy-in from administrators and other colleagues it is critical for them to justify the reasons their content requires new reality media.

2. Just Dive In

Gartner Hype Cycle’s “slope of enlightenment”—meaning the technology is just entering public acceptance.

Given the newness of these mediums, it is no surprise that few curricular resources exist to support courses around VR and AR. Professional development sessions on new reality tools are almost non-existent, which means educators seeking to use virtual or augmented reality simply need to dive into the subjects.

3. Go Beyond Storytelling

Studies using VR demonstrate the ‘Proteus Effect’—taking on the psychology of inhabiting a different body and unconsciously changing our behavior to conform to it (learning empathy through VR)

4. Master the Machines

“The equipment matters. If there is a latency between the computer and the VR set that can cause a lot of problems,”
With VR equipment ranging from about $15 to $600 educators will have to check the budget or start writing grant proposals to gain access to the higher quality machines.

5. Understand Your Student’s Needs

described as a “quantum shift” in the way we interact, learn and experience.

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more on VR and AR in schools in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+rality+education

AR and PokemonGo

GOTTACATCHEMALL:EXPLORING POKEMON GO IN SEARCH OF LEARNING ENHANCEMENT OBJECTS
Annamaria Cacchione, Emma Procter-Legg and Sobah Abbas Petersen
Universidad Complutense de Madrid, Facultad de Filologia, Av.da Complutense sn, 28040 Madrid, Spain Independent; Abingdon, Oxon, UK SINTEF Technology and Society, Trondheim, Norway
https://www.academia.edu/30254871/_GOTTACATCHEMALL_EXPLORING_POKEMON_GO_IN_SEARCH_OF_LEARNING_ENHANCEMENT_OBJECTS
KEYWORDS
Pokemon Go, MALL, Learning, Augmented Reality, Gamification, Situated learning
ABSTRACT
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact oft his game on learning and how it may be leveraged to enhance the design of mobile and ubiquitous technologies for mobile and situated language learning. This paper analyses the game Pokemon Go and the players’ experiences accordingto a framework developed for evaluating mobile language learning and discusses how Pokemon Go can help to meetsome of the challenges faced by earlier research activities.
A comparison between PG and Geocashing will illustrate the evolution of the concept of location-based games a concept that is very close to that of situated learning that we have explored in several previous works. 
Pokémon Go is a free, location-based augmented reality game developed for mobile devices. Players useGPS on their mobile device to locate, capture, battle, and train virtual creatures (a.k.a. Pokémon), whichappear on screen overlaying the image seen through the device’s camera. This makes it seem like thePokemon are in the same real-world location as the player
“Put simply, augmented reality is a technology that overlays computer generated visuals over the real worldthrough a device camera bringing your surroundings to life and interacting with sensors such as location and heart rate to provide additional information” (Ramirez, 2014).
Apply the evaluation framework developed in 2015 for mobile learning applications(Cacchione, Procter-Legg, Petersen, & Winter, 2015). The framework is composed of a set offactors of different nature neuroscientific, technological, organisational and pedagogical and aim to provide a comprehensive account  of what plays a major role in ensuring effective learning via mobile devices

new D2L Brightspace features

What: Overview of new D2L Brightspace features
When: Monday, April 9 at 10:00 AM
Please join us to learn about the new features that will be available in D2L Brightspace as of June 2, 2018. The session will be recorded.

D2L cloud is the big news. stcloudstate.learn.minnstate.edu will be the link to log into the cloud.

Here are the latest updates on Minnesota State’s move to D2L Brightspace cloud services.
Review a recording (44:07) or slides from the session.  A comprehensive list of features is also available for faculty. This document will be updated again after April 10 and May 7 releases are available at our QA cloud sites.

To explore these new features on your own, go to your “quality assurance” (QA) test site in D2L’s cloud available athttps://YourCampusQA.brightspace.comhttps://stcloudstate.brightspace.com

Quizzes, HTML editor and intelligent agents have videos featuring new stuff.

  • HTML Editor – Edit images in the editor. See video (2:30)
  • Intelligent Agents – See video (4:36)
  • Quiz/Question Library – The ability to search the text of quiz questions. See video (7:00)
  • Quizzes – Add a quiz due date, in addition to a start and end date.
  • Quiz Taking – Students start and submit a quiz with fewer clicks.
  • Manage Dates Tool –  ‘Due Dates’ are now included.
  • Additional features will be rolled out to the QA cloud on April 10 (version 10.8.0) and May 7 (version 10.8.1)
  • ePortfolio -“A digital showcase for the learning journey. It helps you document the experience, reflect on it, and share ideas and achievements as they happen.”  D2L has provided an overview video and a video to help you navigate this new tool for Minnesota State campuses.  Look for an invitation to an overview session on April 18.

IP restriction, which is supposed to alleviate proctoring issues. But this will work only for oncampus quizzes. not for online classes.

The Quiz library being moved to the cloud. Does this mean that the Quiz Library can be shared across institutions? E.g. if faculty from one university is teaching biology and has developed a quiz library content, it can be shared with the content of a faculty from another university? All bells and whistles so far are only secondary to the fact that content generation remains most important for faculty and if faculty can share their test banks, I see this as the most advantageous of moving to a cloud.

eportfolio – new D2L tool. April 18 overview scheduled. so, isn’t in collision with TK20? I, personally, think that LInkedIn is the way to go. I will not mention eFolio MN, since it is a losing bet.
So, how we reconcile the existence of several platforms for eportofolio?

SSO. single sign on. Adobe Connect, Mediaspace and service desk are already on SSO. signing in one application allows to move to D2L without having to sign on again.

https://mnscu.sharepoint.com/sites/ims/SitePages/Home.aspx

on that site, there are resources for faculty: https://mnscu.sharepoint.com/sites/IMS/SitePages/Faculty%20Resources.aspx

parents wary of VR

Your kids and virtual reality: What parents should know

also in : https://usa-businessnews.com/2018/04/04/your-kids-and-virtual-reality-what-parents-should-know/
A whopping 60 percent of parents are worried about the VR’s health effects, according to a new study from Common Sense Media, while others hope the emerging technology will have profound educational benefits because of its highly-engaging nature.
Jim Steyer, founder of Common Sense Media https://www.commonsense.org/education/
Stanford researchers partnered with Common Sense Media, which has done extensive research on children’s media use, to examine the impact of VR on children. Their report includes a national survey of 12,148 adults, 3,613 of whom were parents.
the study notes that 21 percent of households with children already have a VR device and 13 percent are planning to get one, Common Sense found that many parents are scared of exposing their children to such intense experiences.
Bailenson, founder of Stanford’s Virtual Human Interaction Lab, acknowledged the long term effects of VR on developing brains remain unknown. But short term impacts can include dizziness, headache and eye strain.  https://vhil.stanford.edu/projects/
My note: more on VR and empathy in this IMS blog entry: https://blog.stcloudstate.edu/ims?s=virtual+reality+empathy
While 62 percent of parents surveyed believe that VR can provide educational experiences, only 22 percent reported their child actually used VR for learning. The vast majority play games.

VR also has the potential to encourage empathy among small children, experts say, because it builds bonds with virtual characters and settings, though parents surveyed by Common Sense remain skeptical.  

 

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

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