virtual scatchnoting sharing
confluence as a service.
notability versus evernote http://www.gingerlabs.com/
put the horse before the cart.
immersive augmented (elements 4D, comes with iPAD) reality. MS Hololens
HTC Vive (comes with two handheld controllers), Oculus (special relation in front of user), OSVR, laser towers, spacial awareness in the room,
what is available now and what will be available.
how do you distinguish VR from gaming and gamification: when the latter lets us be in control and try again and again
and when it is digital storytelling.
hearts and minds. immersive environment. based on PTSD ethnography
virtual reality as recreating lost reality. whereas CL is more of creating new reality.
MS Hololens incorporates Skype
cheating in virtual environment versus cheating in real environment.
computer archaeology. just a tool, but not something will solve all problems.
Re-conceptualizing Librarianship as a Design Discipline
From ‘Design Thinking’ to ‘Design Knowing’
Rachel Ivy Clarke, Ph.D. (@archivy) discussed the theoretical underpinnings that distinguish design knowledge from scientific knowledge and how it is relevant to research, teaching and practice in librarianship.
Recent years have seen an upsurge of interest in applying “design thinking” to library work, but librarianship also aligns with “design knowing”—foundations of knowledge in design that differentiate it from science.
The Blended Librarians Online Community for the webcast of the session
problem solving – who is doing and how.
how the problem is framed. e.g. is the classification system for the librarians or for the students. or both; a wicked problem
design is not an end product, but an ongoing
iteration. a procedure in which repetition of a sequence of operations yields results successively closer to a desired result
in design, reflection is going throughout the entire process.
repertoire is the accumulation but not acknowledged.
rationale – why; critique, constructive, so what – research and education and practice
Researchers: Forget Internet Abstinence; Teens Need some Online Risk
By Dian Schaffhauser 05/16/16
My note: after years of imposing Internet filters at schools, “cap” students’ natural curiosity by denying open access to the Internet, etc., this is the first article, which openly defies the bureaucratic / technocratic approach to regulation of the acquisition of knowledge at American schools.
the conclusion from a Pennsylvania State University research project that examined adolescent online safety. This approach includes an important role for teachers as “trusted confidantes” and “educated advisors.”
The results, “Dear Diary: Teens Reflect on Their Weekly Online Risk Experiences,” were published by the Association for Computing Machinery and presented at the organization’s recent Conference on Human Factors in Computing Systems.
“Teens have a strong sense of cost vs. reward, so if we can educate them more clearly on the costs associated with their actions, they may make better decisions on their own,”
Digital Technology Is Changing the Career Landscape
- People are living longer.
- Technology can now augment and extend our own abilities.
- Daily life is now computational as innovations in sensors and processing make our world a programmable system.
- Our new media ecology and advances in communications systems require media literacies beyond text.
- Social technologies are driving new forms of production and value creation.
- Our world is now globally connected, highlighting diversity and adaptability.
Digital Literacy Is a Professional
Smart Classrooms = Smart Workers
ten, technology-oriented strengths as “must haves” for future employers:
- An ability to determine deeper meaning or significance of what is being expressed via all mediums.
- An ability to connect with others in a meaningful and direct way via modern technologies and our global networks.
- A proficiency in problem-solving and critical analysis, especially when working with digital relationships or data.
- An ability to adapt to different cultural settings and modalities, necessitated by our global media ecosystem.
- An ability to translate specific information and data into abstracts while understanding the underlying reasoning.
- An ability to critically assess and develop content that uses evolving digital media, leveraging these tools for direct and persuasive communication.
- A transdisciplinary, multimedia mindset that eschews specialized or localized intelligences.
- A design or goal-oriented mindset that employs systems thinking and that develops tasks and work processes towards a desired outcome.
- An ability to discriminate and filter both digital and analog information for importance, while maximizing cognitive and productivity efficiencies.
- An ability to work productively and innovatively via virtual collaboration.
More on digital literacy in this IMS blog:
more on digital storytelling in this IMS blog:
View D2L Brightspace PIE ideas
what is PIE:The Product Idea Exchange
The Product Idea Exchange is allows all D2L Brightspace clients to submit feature requests (i.e. PIE ideas) directly to D2L. The site allows its community members to:
(1) vote for ideas submitted by other community members,
(2) receive email notifications on ideas, and
(3) contribute to and collaborate on ideas.
Where do I submit my ideas for feature requests? for instructions on how to create a Brightspace community account.
Moving beyond smile sheets: A case study on the evaluation and iterative improvement of an online faculty development program
The eCampus Quality Instruction Program (eQIP) is an online faculty development program developed to train faculty in designing and teaching fully online courses.
What is the best way to design and develop high- quality online courses and support faculty as they teach online?
Given faculty’s competing priorities and limited time, we contend that it is important for institutions, and specifically faculty developers, to analyze how much time faculty are spending in online faculty development activities as well as which parts are taking the most (or least) time. (p. 5)
A successful online faculty development program must include pedagogical support, technology support, and design and development support (Baran & Correia, 2014) that overcome obstacles about time, expertise, and motivation of faculty (Henning, 2012).(p. 17)
more on online learning in this IMS blog
social media tools and their use
More on marketing and social media in this blog
marketing and social media
More on learning theories in this IMS blog:
more on games and gamification in this IMS blog:
A Visual Guide To Every Single Learning Theory
More on learning theories in this blog: