Teachers not principals

Why Shouldn’t Teachers Become Principals?

 ‘Leadership: Stop Saying It’s Going to the Dark Side.
When people leave the classroom in order to take on a building leadership role they are often confronted with more than a few people saying it’s too bad that they are leaving the classroom to go to the “dark side.” They are told that they will be disconnected from students.
Lee Hale wrote a piece called ‘Increasing Salaries So Teachers Don’t Have to Become Principals.’
Teacher salaries do need to increase. No dispute there. What does need to stop is the constant need to put a wedge between principals and teachers when they work in the same building and have an enormous opportunity to connect with students. As a principal I didn’t think my job was to walk the halls and check for students playing hooky. My job was to create relationships with students, teachers and parents, and to have a better focus on authentic learning learning experiences.

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more on ed leadership in this iMS blog
https://blog.stcloudstate.edu/ims?s=ed+leadership

why universal design

universal design for learning. 80 percent of the people who use captions are NOT deaf or hard of hearing

https://www.linkedin.com/feed/update/urn:li:activity:6458028833198137345

https://dms.licdn.com/playback/C4E05AQG51Q36MNIIvg/abb00c518fe9498d97db5922183784a8/feedshare-mp4_3300-captions-thumbnails/1507940147251-drlcss?e=1541361600&v=beta&t=mWY_wHU6Ms0fQQXYwil9n1RFLeC3weF6u6e6ybJ4wSw

https://www.facebook.com/business/news/updated-features-for-video-ads

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more on Universal Design in this IMS blog
https://blog.stcloudstate.edu/ims?s=universal+design

video skills digital literacy

Video skills are a valuable gateway to digital literacy

Learning to use the equipment and produce content helps students view the media they consume through a more critical lens

In a world of digital consumption, teaching students how to create what they see, hear and watch is like teaching them the secrets behind a magic trick. Students often spend hours weekly on digital devices, reading stories or looking at images, GIFs and video. They consume vast amounts of digital media without often understanding how it’s created.

Bradley has been teaching the video production class since 2005 as its regional occupational program (ROP) instructor for the Graphic Communications, Video Production, and Computer Animation and Modeling courses. Besides helping students develop technical skills, he also infuses his classes with classic film screenings. Students might come to class and watch “Fantasia,” “High Noon,” “Metropolis” and “Dr. Strangelove,” he says.

He also assigns students work that has a specific focus in mind and brings in local experts to help them learn more about a subject before they create.

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

Preparing Learners for 21st Century Digital Citizenship

ID2ID webinar (my notes on the bottom)

Digital Fluency: Preparing Learners for 21st Century Digital Citizenship
Eighty-five percent of the jobs available in 2030 do not yet exist.  How does higher education prepare our learners for careers that don’t yet exist?  One opportunity is to provide our students with opportunities to grow their skills in creative problem solving, critical thinking, resiliency, novel thinking, social intelligence, and excellent communication skills.  Instructional designers and faculty can leverage the framework of digital fluency to create opportunities for learners to practice and hone the skills that will prepare them to be 21st-century digital citizens.  In this session, join a discussion about several fluencies that comprise the overarching framework for digital fluency and help to define some of your own.

Please click this URL to join. https://arizona.zoom.us/j/222969448

Dr. Jennifer Sparrow, Senior Director for Teaching and Learning with Technology and Affiliate Assistant Professor of Learning, Design, and Technology at Penn State.    The webinar will take place on Friday, November 9th at 11am EST/4pm UTC (login details below)  

https://arizona.hosted.panopto.com/Panopto/Pages/Viewer.aspx?id=e15266ee-7368-4378-b63c-a99301274877

My notes:

Jennifer does NOT see phone use for learning as an usage to obstruct. Similarly as with the calculator some 30-40 years ago, it was frowned upon, so now is technology. To this notion, added the fast-changing job market: new jobs created, old disappearing (https://www.nbcnews.com/news/us-news/students-are-being-prepared-jobs-no-longer-exist-here-s-n865096)

how DF is different from DLiteracy? enable students define how new knowledge can be created through technology. Not only read and write, but create poems, stories, if analogous w learning a language. slide 4 in https://www.slideshare.net/aidemoreto/vr-library

communication fluency. be able to choose the correct media. curiosity/failure fluency; creation fluency (makerspace: create without soldering, programming, 3Dprinting. PLA filament-corn-based plastic; Makers-in-residence)

immersive fluency: video 360, VR and AR. enable student to create new knowledge through environments beyond reality. Immersive Experiences Lab (IMEX). Design: physical vs virtual spaces.

Data fluency: b.book. how to create my own textbook

rubrics and sample projects to assess digital fluency.

https://er.educause.edu/articles/2018/3/digital-fluency-preparing-students-to-create-big-bold-problems

https://events.educause.edu/annual-conference/2018/agenda/ethics-and-digital-fluency-in-vr-and-immersive-learning-environments

Literacy Is NOT Enough: 21st Century Fluencies for the Digital Age (The 21st Century Fluency Series)
https://www.amazon.com/Literacy-NOT-Enough-Century-Fluencies/dp/1412987806

What is Instructional Design 2.0 or 3.0? deep knowledge and understanding of faculty development. second, once faculty understands the new technology, how does this translate into rework of curriculum? third, the research piece; how to improve to be ready for the next cycle. a partnership between ID and faculty.

Vendors for VR

LITA discussions on vendors for VR in academia

At WMU, the Libraries is partnering with our central OIT to host a VR lab in the main library.  My partnering co-director, Kevin, is really the subject matter expert but I’m managing a lot of the day-to-day operations.  Kevin is programming and experimenting with all kinds of hardware but we decided to use Oculus Rifts in our lab primarily because of the greater durability of the hand controllers (compared especially to the Vive).  We’re getting all of our games through the Oculus store and have plans to expand into Steam or another provider but haven’t done so yet.  We currently have 40+ titles available for gaming and educational purposes.  We also teach content creation using Unity, Maya, Blender, and a handful of other tools.

https://wmich.edu/vr and https://wmich.edu/library/services/vr

Happy to provide more information but hopefully this gives you a good start.
Best wishes,
Scooter

Scott Russell, Director of IT Services
University Libraries, Western Michigan University

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

public domain video clips

Library of Congress launched the National Screening Room. The National Screening Room currently offers about 300 videos. The videos are digital copies of films made in the 19th and 20th centuries. You can browse the collection by date, location of the filming, and subject. You can also search for videos that are parts of other LOC collections. All of the videos in the National Screening Room can be viewed online and or downloaded as MP4 files.

Flickr is known for hosting millions of images, but it also hosts lots of videos. how to find public domain videos on Flickr

Pixabay has been one of my go-to sites for public domain images for years. Pixabay also offers public domain video clips that you can download for free.

The Public Domain Review is a website that features collections of images, books, essays, audio recordings, and films that are in the public domain

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

places to find public domain images online.

Geocaching

Ihamäki, P. (n.d.). Ihamäki, P. & Heljakka K. (2018) “Travel Bugs”: Toys Traveling Socially through Geocaching. Digital Games Research Association DiGRA. Retrieved from https://www.academia.edu/37675498/Iham%C3%A4ki_P._and_Heljakka_K._2018_Travel_Bugs_Toys_Traveling_Socially_through_Geocaching
Keywords
Geocaching, Travel Bugs, Toy tourism, Toy Mobility, Gamification, Social play
 ABSTRACT
This study explores emerging types of mobile and social play patterns through theobject-based, but technologically enhanced practices of toy tourism. As our case studiesdemonstrate, object play practices in the digitalizing world are not only becomingincreasingly social in nature, but even more mobile than before. As illustrated by ourstudy focusing on Travel Bugs in the context of the international game of geocaching,toys become mobile through different practices partaken by players, willing to either become involved in toy tourism with their playthings. Our study consisted of 45 survey responses from geocachers traveling with Travel Bugs. According to the results, mobileand social object play practices enabled by the platform of Geocaching become gamified
 – 
 i.e. more perceivable, goal-oriented and measurable.
 
Our main contributionis a conceptual framework in which the relations between the digital, the physical andthe social dimensions of toy tourism are modelled

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

bullying prevention

Research evidence on bullying prevention at odds with what schools are doing

Punishing the bullies doesn’t really help, researchers say. But what does work?

Column by  https://hechingerreport.org/research-evidence-on-bullying-prevention-at-odds-with-what-schools-are-doing/

“Trump effect” on bullying in schools, citing a study that found higher bullying rates in GOP districts after the 2016 presidential election.

The scientific evidence on what works is complicated.

For example, this 2007 review of anti-bullying programs found “little discernible effect on youth participants.”

twenty-some years of empirical research that shows punishing kids is unhelpful

Instead, he argues that schools should combine consequences for bullies with mediation, counseling or a learning experience.

School shootings and violence have prompted schools to take an even more punitive stance against student misbehavior, experts I talked to said.

the higher a school’s climate rating — that is, the more that students, parents and teachers think their school is a safe place where people are respected — the lower the bullying rates. Similarly, the higher the social-emotional skills, such as the ability to wait and not react impulsively, the lower the bullying rates. But what hasn’t been clearly proven is that improvements in school climate or social-emotional skills will necessarily lead to a reduction in bullying.

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

Students Data Privacy

What Happens to Student Data Privacy When Chinese Firms Acquire U.S. Edtech Companies?

By Jenny Abamu     Apr 24, 2018

https://www.edsurge.com/news/2018-04-24-what-happens-to-student-data-privacy-when-chinese-firms-acquire-u-s-edtech-companies

Between the creation of a social rating system and street cameras with facial recognition capabilities, technology reports coming out of China have raised serious concerns for privacy advocates. These concerns are only heightened as Chinese investors turn their attention to the United States education technology space acquiring companies with millions of public school users.

A particularly notable deal this year centers on Edmodo, a cross between a social networking platform and a learning management system for schools that boasts having upwards of 90 million users. Net Dragon, a Chinese gaming company that is building a significant education division, bought Edmodo for a combination of cash and equity valued at $137.5 million earlier this month.

Edmodo began shifting to an advertising model last year, after years of struggling to generate revenue. This has left critics wondering why the Chinese firm chose to acquire Edmodo at such a price, some have gone as far as to call the move a data grab.

as data becomes a tool that governments such as Russia and China could use to influence voting systems or induce citizens into espionage, more legislators are turning their attention to the acquisitions of early-stage technology startups.

NetDragon officials, however, say they have no interest in these types of activities. Their main goal in acquiring United States edtech companies lies in building profitability, says Pep So, NetDragon’s Director of Corporate Development.

In 2015, the firm acquired the education technology platform, Promethean, a company that creates interactive displays for schools. NetDragon executives say that the Edmodo acquisition rounds out their education product portfolio—meaning the company will have tools for supporting multiple aspects of learning including; preparation, instructional delivery, homework, assignment grading, communication with parents students and teachers and a content marketplace.

NetDragon’s monetization plan for Edmodo focuses on building out content that gets sold via its platform. Similar to tools like TeachersPayTeachers, So hopes to see users putting up content on the platform’s marketplace, some free and others for a fee (including some virtual reality content), so that the community can buy, sell and review available educational tools.

As far as data privacy is concerned, So notes that NetDragon is still learning what it can and cannot do. He noted that the company will comply with Children’s Online Privacy Protection Act (COPPA), a federal regulation created in order to protect the privacy of children online, but says that the rules and regulations surrounding the law are confusing for all actors involved.

Historically, Chinese companies have faced trust and branding issues when moving into the United States market, and the reverse is also true for U.S. companies seeking to expand overseas. Companies have also struggled to learn the rules, regulations and operational procedures in place in other countries.

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Iran and Huawei top agenda as Pompeo meets Merkel for 45 minutes in Berlin

https://uk.finance.yahoo.com/news/pompeo-merkel-iran-huawei-agenda-110409835.html

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Merkel to Ratchet up Huawei Restrictions in Concession to Hawks

https://www.bloomberg.com/news/articles/2019-11-13/merkel-to-ratchet-up-huawei-restrictions-in-concession-to-hawks

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

XR key to ed tech

Kelly, B. R., & 10/11/17. (n.d.). Faculty Predict Virtual/Augmented/Mixed Reality Will Be Key to Ed Tech in 10 Years -. Retrieved October 31, 2018, from https://campustechnology.com/articles/2017/10/11/faculty-predict-virtual-augmented-mixed-reality-will-be-key-to-ed-tech-in-10-years.aspx

technology role in the education in the future

top 10 techs important for ed in the next decade

top 10 techs faculty wish they didn't have to deal with

top 7 techs dead in the next decade

Our survey polled 232 faculty members across the country about their use of technology in the classroom, their likes and dislikes, their predictions for the future and more. The majority of respondents (68 percent) come from public institutions, with 28 percent from private nonprofits and 4 percent working at for-profit schools. Seventy-two percent work at four-year colleges or universities; 26 percent are at community colleges (the remaining 2 percent designated their institutional level as “other”).

Respondents represent institutions of a range of sizes, with about one-third (32 percent) working in colleges or universities with 2,500 to 9,999 students. Just under half (45 percent) of respondents are from institutions with 10,000 students or more.

Our respondents are veterans of higher education: The largest group (47 percent) has more than 20 years of experience, with 81 percent logging at least 11 years in the field.

The top three most common school and college types among our respondents are education (22 percent), business/business administration (17 percent) and liberal arts (12 percent). But overall, respondents work in a wide range of disciplines, from engineering and medicine to humanities and fine arts. The top 10 states with the most survey respondents are New York, Texas, California, Florida, Georgia, Virginia, Illinois, Missouri, Pennsylvania and Massachusetts.

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More about XR in this IMS blog:
https://blog.stcloudstate.edu/ims?s=virtual+reality
More about technology in the classroom:
https://blog.stcloudstate.edu/ims/2018/10/31/smart-classroom/

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