Archive of ‘technology’ category

not on your work computer

6 things you should never do on your work computer

Amy Elisa Jackson, Glassdoor Mar. 15, 2017, 10:45 AM

http://www.businessinsider.com/things-you-should-never-do-on-your-work-computer-2017-3

cyber security experts say that weaving your personal and professional lives together via a work laptop is risky business — for you and the company. Software technology company Check Point conducted a survey of over 700 IT professionals which revealed that nearly two-thirds of IT pros believed that recent high-profile breaches were caused by employee carelessness.

  1. DON’T: Save personal passwords in your work device keychain.
  2. DON’T: Make off-color jokes on messaging software.
  3. DON’T: Access free public wi-fi while working on sensitive material.
  4. DON’T: Allow friends or non-IT department colleagues to remotely access your work computer.
  5. DON’T: Store personal data.
  6. DON’T: Work on your side hustle while at the office.

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

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

asynch and LMS online

Asynch Delivery and the LMS Still Dominate for Online Programs

By Dian Schaffhauser  05/22/17

https://campustechnology.com/articles/2017/05/22/asynch-delivery-and-the-lms-still-dominate-for-online-programs.aspx

a recent research project  by Quality Matters and Eduventures, the “Changing Landscape of Online Education (CHLOE)” offers a “baseline” examination of program development, quality measures and other structural issues.

95 percent of larger programs (those with 2,500 or more online program students) are “wholly asynchronous” while 1.5 percent are mainly or completely synchronous. About three-quarters (73 percent) of mid-sized programs (schools with between 500 and 2,499 online program students) and 62 percent of smaller programs are fully asynchronous.

The asynchronous nature of this kind of education may explain why threaded discussions turned up as the most commonly named teaching and learning technique, mentioned by 27.4 percent of respondents, closely followed by practice-based learning, listed by 27.3 percent of survey participants.

Blackboard and Instructure Canvas dominated. Audio- and videoconferencing come in a “distant second,” according to the researchers. The primary brands that surfaced for those functions were Adobe Connect, Cisco WebEx, Zoom, Kaltura, Panopto, TechSmith Camtasia and Echo360.

While the LMS plays a significant role in online programming, the report pointed to a distinct lack of references to “much-hyped innovations,” such as adaptive learning, competency-based education systems, simulation or game-based learning tools. (my note: my mouth run dry of repeating every time people start becoming orgasmic about LMS, D2L in particular)

four in 10 require the use of instructional design support, three in 10 use a team approach for online course design and one in 10 outsources the work. Overall, some 80 percent of larger programs use instructional design expertise.

In the smallest programs, instructional design support is treated as a “faculty option” for 53 percent of institutions. Another 18 percent expect faculty to develop their online courses independently. For 13 percent of mid-sized programs, the faculty do their development work independently; another 64 percent may choose whether or not to bring in instructional design help. (my note: this is the SCSU ‘case’)

Measuring Quality

Among the many possible quality metrics suggested by the researchers, the five adopted most frequently for internal monitoring were:

  • Student achievement of program objectives (83 percent);
  • Student retention and graduation rates (77 percent);
  • Program reputation (48 percent);
  • Faculty training (47 percent); and
  • Student engagement measures (41 percent).

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https://blog.stcloudstate.edu/ims?s=online+learning

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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

WebVR experiments

Google Cardboard Users Can Now Play WebVR Experiments

By Sri Ravipati  04/13/17

https://thejournal.com/articles/2017/04/13/google-cardboard-users-can-now-play-webvr-experiments.aspx

In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.

WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”

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

student privacy

Report: Tech Companies Are Spying on Children Through Devices and Software Used in Classroom

By Richard Chang 04/17/17

https://thejournal.com/articles/2017/04/17/report-tech-companies-are-spying-on-children-through-devices-and-software-used-in-classroom.aspx

according to a new report from the nonprofit Electronic Frontier Foundation (EFF), “Spying on Students: School-Issued Devices and Student Privacy

shows that state and federal laws, as well as industry self-regulation, have failed to keep up with a growing education technology industry.

One-third of all K–12 students in the United States use school-issued devices running software and apps that collect far more information on kids than is necessary.

Resource-poor school districts can receive these tools at deeply discounted prices or for free, as tech companies seek a slice of the $8 billion ed tech industry. But there’s a real, devastating cost — the tracking, cataloging and exploitation of data about children as young as 5 years old.

Our report shows that the surveillance culture begins in grade school, which threatens to normalize the next generation to a digital world in which users hand over data without question in return for free services

EFF surveyed more than 1,000 stakeholders across the country, including students, parents, teachers and school administrators, and reviewed 152 ed tech privacy policies.

“Spying on Students” provides comprehensive recommendations for parents, teachers, school administrators and tech companies to improve the protection of student privacy. Asking the right questions, negotiating for contracts that limit or ban data collection, offering families the right to opt out, and making digital literacy and privacy part of the school curriculum are just a few of the 70-plus recommendations for protecting student privacy contained in the report.

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more on students and privacy
https://blog.stcloudstate.edu/ims?s=student+privacy
https://blog.stcloudstate.edu/ims?s=privacy+government

https://www.privateinternetaccess.com/blog/2017/03/us-senate-votes-50-48-away-broadband-privacy-rules-let-isps-telecoms-sell-internet-history/

https://www.washingtonpost.com/news/the-switch/wp/2017/03/28/the-house-just-voted-to-wipe-out-the-fccs-landmark-internet-privacy-protections/?utm_term=.34ed3dce7494

 

computing devices

Computing Devices to Remain Stagnant as Traditional PCs Slide Ever Downward

By David Nagel 04/06/17

https://campustechnology.com/articles/2017/04/06/computing-devices-to-remain-stagnant-as-traditional-pcs-slide-ever-downward.aspx

new report from market research firm Gartner, overall device shipments will remain flat in 2017, even as traditional PCs (including laptops) go into a decline that’s forecast to last at least through 2019. Excluding smart phones

 

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

mobile apps for libraries

Apps for Librarians: Empower Your Users with Mobile App Literacy eCourse
Nicole Hennig
Item Number: 1541-9076  Publisher: ALA Editions Price: $250.00

http://www.alastore.ala.org/detail.aspx?ID=11270&zbrandid=4634&zidType=CH&zid=42706629&zsubscriberId=1026665847&zbdom=http://ala-publishing.informz.net

Estimated Hours of Learning: 28
Certificate of Completion available upon request

Learning outcomes

After participating in this eCourse, you will:

  • Gain experience using some of the best apps available and understand how they enable learning
  • Learn how to evaluate and review mobile apps
  • Learn how tablets complement laptops, and how their capabilities are creating new learning opportunities
  • Learn how apps are being used by people with special needs, and where to find additional resources for learning more
  • Receive guidance for creating your own app guides, offering workshops, and advising colleagues

In this 5-week eCourse, you’ll learn about the most useful apps available on tablet and mobile devices and how they can be applied in your library to create the best learning experiences for your patrons and students.

Mobile apps are empowering for people of all ages and abilities. Contrary to the popular idea that apps are only useful for “consumption,” the best apps are being used effectively as tools to enable learning and knowledge creation. In this eCourse, Nicole Hennig will show you how to incorporate apps as learning tools at your library.

eCourse Outline

Week 1 – E-Reading

The Apps

  • Book reading
  • Magazine reading
  • Apps for Reading PDFs, web pages, and news feeds
  • Individual book apps

Readings & Discussion

  • Readings about e-reading & future of the book
  • Your thoughts on the readings (discussion forum)
  • Optional app review assignment

Week 2 – Productivity & Writing

The Apps

  • Productivity
    • Cloud storage, passwords, to do lists, notes
    • Handwriting, speech recognition, scanning, barcodes
  • Writing & Presenting
    • Word processing, spreadsheets, slides
    • More presentation apps

Readings & Discussion

  • Readings about security, writing, mobile apps in academia
  • Your thoughts on the readings (discussion forum)
  • Optional app review assignment

Week 3 – Reference

The Apps

  • Dictionaries, encyclopedias
  • Unit converters, maps, languages
  • Specialized reference apps
  • Subscription databases & citations

Readings & Discussion

  • Readings about jailbreaking, platforms, & mobile web
  • Apple’s iOS Human Interface Guidelines
  • Your thoughts on the readings (discussion forum)
  • Optional app review assignment

Week 4 – Multimedia

The Apps

  • Art viewing
  • Art creation
  • Photography and photo editing
  • Music listening
  • Music creation
  • Video viewing and editing

Readings & Discussion

  • Readings about technology & children
  • Your thoughts on the readings (discussion forum)
  • Optional app review assignment

Week 5 – Accessibility & More

Accessibility features of mobile devices

Readings & Discussion

  • Readings about assistive technology
  • Your thoughts on the readings (discussion forum)

Idea generation assignment

  • Ideas for using apps in library programs & services
  • Apps that wow

How this eCourse Works

The eCourse begins on June 5, 2017. Your participation will require approximately five to six hours a week, at times that fit your schedule. All activities take place on the website, and you will be expected to:

  • Read, listen to or view online content
  • Post to online discussion boards
  • Complete weekly assignments or activities

Instructor Nicole Hennig will monitor discussion boards regularly during the five-week period, lead group discussions, and will also answer individual questions. All interaction will take place on the eCourse site, which will be available 24 hours a day, 7 days a week. It’s recommended that students log into the site on the first day of class or within a few days for an overview of the content and to begin the first lesson.

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

digital badges and micro credentials

per Tom Hergert (thank you)

AECT-OTP Webinar: Digital Badges and Micro-Credentials for the Workplace

Time: Mar 27, 2017 1:00 PM Central Time (US and Canada)

Learn how to implement digital badges in learning environments. Digital badges and micro-credentials offer an entirely new way of recognizing achievements, knowledge, skills, experiences, and competencies that can be earned in formal and informal learning environments. They are an opportunity to recognize such achievements through credible organizations that can be integrated in traditional educational programs but can also represent experience in informal contexts or community engagement.  Three guiding questions will be discussed in this webinar: (1) digital badges’ impact on learning and assessment, (2) digital badges within instructional design and technological frameworks, and (3) the importance of stakeholders for the implementation of digital badges.

Dirk Ifenthaler is Professor and Chair of Learning, Design and Technology at University of Mannheim, Germany and Adjunct Professor at Curtin University, Australia. His previous roles include Professor and Director, Centre for Research in Digital Learning at Deakin University, Australia, Manager of Applied Research and Learning Analytics at Open Universities, Australia, and Professor for Applied Teaching and Learning Research at the University of Potsdam, Germany. He was a 2012 Fulbright Scholar-in-Residence at the Jeannine Rainbolt College of Education, at the University of Oklahoma, USA

Directions to connect via Zoom Meeting:
Join from PC, Mac, Linux, iOS or Android: https://zoom.us/j/8128701328
Or iPhone one-tap (US Toll):  +14086380968,8128701328# or +16465588656,8128701328#
Or Telephone:
Dial: +1 408 638 0968 (US Toll) or +1 646 558 8656 (US Toll)
Meeting ID: 812 870 1328
International numbers available: https://zoom.us/zoomconference?m=EedT5hShl1ELe6DRYI58-DeQm_hO10Cp

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Notes from the webinar
http://www.springer.com/education+%26+language/learning+%26+instruction/journal/10758

Technology, Knowledge and Learning

 and

14th International Conference on  Cognition and Exploratory Learning in Digital Age 2017 18 – 20 October Vilamoura, Algarve, Portugal

http://celda-conf.org/

learning is a process, not a product.

Each student learns differently and assessment is not linear. Learning for different students can be a longer or shorter path.

representation graph:

assessment comes before badges

what are credentials:
how well i can show my credentials: can i find it, can i translate it, issuer, earner, achievement description, date issued.

the potential to become an alternative credentialing system to link directly via metadata to validating evidence of educational achievements.

DB is not an assessment, it is the ability to demonstrate the assessment.
They are a motivational mechanism, supporting alternative forms of assessment, a way to credentialize learning, charting learning pathways, support self-reflection and planning

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