Archive of ‘clickers’ category

CRS and pedagogy

I’m in ‘Kahoots’ with Technology in the Classroom

By:  July 31st, 2017

https://www.facultyfocus.com/articles/teaching-with-technology-articles/im-kahoots-technology-classroom/

Teaching tool or distraction? The key to any engaging lesson in the classroom, of course, is to connect it to the learning objectives, and Kahoot! makes it easy to do so.

https://www.sli.do/. A basic account is free. this package does not allow question moderation and restricts the number of polls you can ask per class

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The Distracted Classroom: Transparency, Autonomy, and Pedagogy

July 30, 2017 

http://www.chronicle.com/article/The-Distracted-Classroom-/240797

https://www.polleverywhere.com/

in my role as director of my college’s teaching center, I hosted a faculty discussion of Jay R. Howard’s excellent book Discussion in the College Classroom, which recommends that we build structural methods of participation into our courses, rather than just relying on the vocal students to carry the conversation.

The first three columns in “The Distracted Classroom” series have explored the fundamental problem of digital distraction in our lives today, the way recent technologies have exacerbated that problem, and the possible solutions. All of those columns drew on the research presented by Adam Gazzaley and Larry D. Rosen in their excellent book, The Distracted Mind: Ancient Brains in a High-Tech World.

Autonomy. The literature on helping students take a deep approach toward their learning — as opposed to a more surface or strategic orientation — suggests they learn best when they feel a sense of autonomy in class. Another approach to the problem of digital distraction, then, would be to invite students into the process of setting the policies that will operate in the classroom.

Cathy Davidson has argued very effectively for what she calls a “class constitution” — an agreement that the class has reached together about certain aspects of how the course will operate.

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More on Classroom Respire Systems in this IMS blog
http://blog.stcloudstate.edu/ims?s=crs

convocation winter 2016

Short link the information below on the IMS blog: http://blog.stcloudstate.edu/ims/?p=4441 and even shorter one: http://scsu.mn/1RsQErr

Weds 6th

Session I 10-11:15         Voyageurs North (Atwood)

Title
Engage your students: connect CMS (D2L) to social media to enhance the learning process.

Plamen Miltenoff and Emil Towner

Join us online via Adobe Connect: http://scsuconnect.stcloudstate.edu/ims (please login as a “guest” and use your real name)

Outline

In this rapid succession of examples, one can experience a showcase how to enhance students’ engagement by modernizing D2L experience through connection with social media. Bring your own examples and participate in a discussion, which aims finding the right tools for your class and field of study.

Audience:
beginners to advanced

Prerequisite:
come with your own social media accounts: Facebook, Twitter, Instagram, Pinterest, Vine

Outcomes:

By the end of this session, the participants will have an idea about peculiarity of each of the social media tools: Facebook, Twitter, Instagram, Pinterest, Vine

By the end of the session, the participants will be familiar with the integration of each of the social media tool into D2L

By the end of the session, the participants will be able to asses to what extent each particular tool fits their field of study

By the end of the session, the participants will be able to compare the pedagogical advantages and disadvantages of the social media tools compared to D2L

Useful links to contact us via social media:
IMS blog: http://blog.stcloudstate.edu/ims
IMS Facebook: https://www.facebook.com/InforMediaServices?ref=hl
IMS Twitter: https://twitter.com/SCSUtechinstruc
IMS Pinterest: http://www.pinterest.com/scsutechnology/
IMS Instagram: http://instagram.com/scsutechinstruct
IMS YouTube: https://www.youtube.com/channel/UC_UMIE5r6YB8KzTF5nZJFyA
IMS Google+: https://plus.google.com/u/0/115966710162153290760/posts/p/pub
IMS LinkedIn: http://www.linkedin.com/in/scsuinstructionaltechnology

Plan – Plamen Miltenoff:

 Please consider the following survey about your opinion regarding social media in education:

*http://aidemoreto.polldaddy.com/s/social-media-in-education*
please have the short link: http://scsu.mn/1Z8EFFx

most recent contemplations about blogs and social media in general:
http://blog.stcloudstate.edu/ims/2016/01/01/4507/

  • D2L and Vine
    Vine is a social media services, which provides the ability to share 7 sec videos. Vine is becoming more popular then Instagram (15 sec videos), with the simplicity to create short videos. Students can take sequence of short videos, which amount to 7 sec to reflect the main points of a project. E.g.: chemical reaction, biology dissection, progress of engineering planning, solving a math formula.
    URL to the vine can be posted in the D2L discussion area for further collaborative effort or for peers’ and instructions evaluation
    Vines are a click away from a FB group page or, with the right handle and hashtag, to a Twitter discussion
    The bottom-line to evaluate if fitting your field of study is: can the content be narrated or is it much better if visualized. If the latter, Vine can be your salvation.
    How to Create Social Videos With Your Smartphone http://blog.stcloudstate.edu/ims/2015/01/10/social-videos-with-your-smartphone/
  • D2L and YouTube, EdPuzzle (https://edpuzzle.com/), etc
    YouTube Unveils New Trending Tab
    http://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/

    Per SCSU IT disclaimer: MediaSpace (Kaltura) is a free, cloud-based video repository solution for campus that allows faculty and staff to upload and distribute video and audio content for academic or administrative purposes. Facilitators will discuss potential uses of MediaSpace for campus, demonst rate how to create Webcam and screen recordings, upload audio/video, and embed or link to MediaSpace content from D2L or a web site.  YouTube is owned by Google and the integration, including statistics and analytics by Google are way beyond MediaSpace. The only selling point of MediaSpace is the FERPA requirement by MnSCU to host privacy data on a MnSCU owned server
  • Google+
    Google+ is indirect competition with any CMS, D2L included, with its GOogle Classroom platform (https://classroom.google.com/ineligible). K12 and higher institutions are outsourcing to GMAIL and with Google Hangouts (Skype also), one can share video, audio and desktops, which makes Adobe Connect + D2L way behind in integration even before Google Drive is mentioned.
    Google Introduces Shared Albums in Google Photos:
    http://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/
    8 Ways to Use Google+ Hangouts for Your Business http://blog.stcloudstate.edu/ims/2015/09/23/google-hangouts/You can record hangouts directly to your YouTube channel for future use.For private Google+ Hangouts, choose Google+ Video Hangouts, which allow you to have up to 10 participants in a video chat that is accessible only to the people invited.

Plan – Emil Towner:

  1. General stats on integrating social media and things to consider
  1. Integrating LinkedIn Assignments
  1. Integrating Facebook Groups
  • I will show a couple of groups that I have used
  • I can also come up with an “exercise” that participants can do, just let me know: (1) if you want me to and (2) if participants are suppose to have a Facebook account that they can log into during the session

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Session K 2-3:15: 2PM Wed, Jan 8.  Location: CH455

Title
Engage your students: gaming and gamification in the learning process.

Outline

As part of the broader discussion, a short discussion segment to form and agree on definitions and terms regarding games and gamification. Another short segment to seek consensus if this SCSU campus is ready to departure on the path of gamifying education. After several examples, of how games are used in education and gamification techniques, a discussion on how gaming and gamification can be streamlined amidst shrinking budget and increasing workload. More details and information about gaming and gamification at: http://scsu.mn/1F008Re

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have a working definitions on play, games, serious games, game-based learning, digital game-based learning, gaming, gamification and badges. (more at http://scsu.mn/1F008Re)

By the end of the session, the participants will be familiar with the possibilities for integration of games in the educational process and for gamification of the educational process.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

Plan:

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Friday 8th

Session M 10-11:15: CH 455

Title
Present and be presented: engage your students with modern ways to share information

Outline

Two trends plague education: the swamp of PowerPoint presentations and the lack of visual literacy. In this rapid succession of examples, one can experience a showcase of various cloud-based tools, which brings visual presentations way beyond PowerPoint and align with the Millennials demand for current social interaction. A discussion on how relevant these tools are to various disciplines and details on improving the interaction among instructors and students during the presentation. Ongoing discussion about design as part of visual literacy and the difference between blended learning and technology integration.

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have understand the movement “Death by PowerPoint” and will understand the advantage of cloud-based presentation tools to MS PowerPoint

By the end of the session, the participants will be familiar with several tools, which successfully replace PowerPoint and well beyond.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

By the end of the session, the participants will be able to discriminate between technology integration and blended learning.

Plan:

 

Open or free learner response software (i.e. BYOD clickers)

Excellent thread in the LinkedIn Higher Education Teaching and Learning discussion group:

Open or free learner response software (i.e. BYOD clickers)?

Ph.D. Student, Experienced Software Engineer & Education Enthusiast

I am currently preparing for next semester. A learner response system allows the instructor (or presenting students) to easily interact with a large audience by posing questions or problem statements, and then collecting all responses which can be shown in real-time on the projection screen. In particular, a BYOD (Bring Your Own Device) system is one that only needs software (such as Learning Catalytics) and runs on any smartphone or tablet with internet access, which the students already have.

So far, I have not found a free learner response system (or “clicker”). I like the features of Learning Catalytics, but it’s difficult to convince students or the department to spend that much money (12$ per student). Also, the professor (and I also) categorically dislike any non-free solutions (many of us in Computer-Science are big fans of open-source, especially when it comes to the essentials, such as education).

Please note: This might not seem much to American education, but it is in most other countries, especially when that’s the price of a text book and even enrollment. After all, education should ideally be free (feel free to argue with me privately if you disagree).

Videos Explaining BYOD for Teachers and Students ~ Educational Technology and Mobile Learning

Excellent Videos Explaining BYOD for Teachers and Students ~ Educational Technology and Mobile Learning:

http://www.educatorstechnology.com/2013/11/excellent-videos-explaining-byod-for.html

Bring Your Own Device/Technology is an initiative meant to increase students learning opportunities through technology.

CRS (clickers) Turning Technology instructions

Please have the following instructions regarding the CRS (aka clickers) from Turning Technologies.

  1. Getting Started Instructor Resources
    http://web.stcloudstate.edu/informedia/crs/instructions/GettingStartedInstructorResources.pdf
  2. PowerPoint presentation with information about Turning Technologies
    http://web.stcloudstate.edu/informedia/crs/instructions/NXTRW1stDaySlides.pptx
  3. 1ST DAY OF CLASS E-MAIL TEMPLATE
    http://web.stcloudstate.edu/informedia/crs/instructions/NXTRWClassE-mailTemplate.pdf
  4. Student Quick Start Guide. ResponseCard® NXT. Responding in Class
    http://web.stcloudstate.edu/informedia/crs/instructions/NXT-Student-User-Guide.pdf
  5. RESPONSEWARE SETUP AND USAGE
    http://web.stcloudstate.edu/informedia/crs/instructions/ResponseWareStudentInstructions.pdf
  6. Student Web Registration Instructions
    http://web.stcloudstate.edu/informedia/crs/instructions/StudentWebRegistrationInstructions.pdf
  7. SYLLABUS RECOMMENDATIONS FOR STUDENT RESPONSE
    http://web.stcloudstate.edu/informedia/crs/instructions/SyllabusSuggestions.pdf

For more information, pls consider:
Stephanie Naoum, snaoum@turningtechnologies.com

The Technology Literate Professoriate: Are We There Yet?

The Technology Literate Professoriate: Are We There Yet?http://www.theideacenter.org/sites/default/files/Idea_Paper_43.pdf

Students may know how to navigate the Internet and use other forms of digital technology for purposes of their own learning, but do they know how to take full advantage of those technologies for learning at the university level?


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