Chinese, Americans Truly See Differently, Study Says
Richard Nisbett, a psychologist at the University of Michigan in Ann Arbor.
Westerners and Easterners see the world differently
Student’s relationship with technology is complex. They recognize its value but still need guidance when it comes to better using it for academics.
|Educause’s ECAR Study, 2013
|IMS faculty would be happy to meet with you or your group at your convenience.
Please request using this Google Form: http://scsu.mn/1OjBMf9 or
by email: firstname.lastname@example.org | email@example.com
How you can reach us:
Services we provide:
- Instruct and collaborate with faculty, staff and students on specific computer, Cloud and mobile applications
- Assist faculty in course design and instruction to incorporate SCSU’s resources
- Join faculty in the classroom instructional design to assist students with learning technology application for the class
- Consult with faculty on instructional design issues, particularly those that use the World Wide Web, multimedia techniques and interactivity
- Collaborate with faculty, staff and students on technology-related projects
- Work with campus units in technology planning and acquisition
- Respond to faculty, staff and students requests and technology developments
SOCIO-INT15- 2nd INTERNATIONAL CONFERENCE ON EDUCATION SOCIAL SCIENCES AND HUMANITIES will be held in Istanbul (Turkey), on the 8th, 9th and 10th of June 2015 is an interdisciplinary international conference that invites academics, independent scholars and researchers from around the world to meet and exchange the latest ideas and discuss issues concerning all fields of Education, Social Sciences and Humanities.
SOCIO-INT15 provides the ideal opportunity to bring together professors, researchers and high education students of different disciplines, discuss new issues, and discover the most recent developments, new trends and researches in education, social sciences and humanities.
Academics making efforts in education, subfields of which might include higher education, early childhood education, adult education, special education, e-learning, language education, etc. are highly welcomed. People without papers can also participate in this conference as audience so long as they find it interesting and meaningful.
Due to the nature of the conference with its focus on innovative ideas and developments, papers also related to all areas of social sciences including communication, accounting, finance, economics, management, business, marketing, education, sociology, psychology, political science, law and other areas of social sciences; also all areas of humanities including anthropology, archaelogy, architecture, art, ethics, folklore studies, history, language studies, literature, methodological studies, music, philosophy, poetry and theater are invited for the international conference.
Submitted papers will be subject to peer review and evaluated based on originality and clarity of exposition.
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
- Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
- When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
- Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
- Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
- In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
- The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
- The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
- This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
Will students be wearing their tech in virtual classrooms in five years? Wearable devices, adaptive technologies, and the Internet of Things are just some of the new tech researchers say is shaping the near future of higher education.
In 1 Year or Less: BYOD and the flipped classroom.
“Employers and higher education institutions are finding that when given the opportunity to choose their device, users are saved from the effort and time needed to get accustomed to new devices and can therefore accomplish tasks with more ease and efficiency.”
“Flipped learning is seen as especially suited for higher education because the rearranging of class time gives students in large introductory lecture courses more opportunity to engage and interact with their peers.”
In 2-3 Years: Makerspaces and wearable devices.
Makerspaces have the “benefit of engaging learners in creative, higher-order problem solving through hands-on design, construction and iteration.”
“Wearable technology is poised to see significant growth in the coming years, spurring experimentation in higher education because the demand for wearables is seen to be coming in large part from college-aged students.”
In 4-5 Years: Adaptive technologies and the Internet of Things.
“Adaptive technology is seen as a means to break free of a “one-size-fits-all” approach to education and is suited well for online and hybrid learning environments, “where student activities are conducted virtually and can be monitored by software and tracking applications.”
The Internet of Things pushes information to learners from their surroundings. “For instance, a learner exploring a city with a rich historical past can explore their environment through an architectural, political, or biological lens, depending on how the surroundings are equipped.”
From the NMC Horizon Report 2015: Higher Education Edition
Diane Ravitch blog on Anthony Cody’s book about his efforts to educate Bill Gates. The book is called “The Educator and the Oligarch: A Teacher Challenges Bill Gates.”
Anthony Cody is a teacher. For Cody, teaching is not just a job. It is his profession. It is his way of life. It is the place where his brain, his life experience, and his heart are joined.
With his blog as his platform, he trained his sights on the Gates Foundation. While others feared to criticize the richest foundation in the United States, Cody regularly devoted blogs to questioning its ideas and programs. He questioned its focus on standardized testing. He questioned its belief that teachers should be judged by the test scores of their students. He questioned its support for organizations that are anti-union and anti-teacher. He questioned its decision to create new organizations of young teachers to act as a fifth column within teachers’ unions, ready to testify in legislative hearings against the interests of teachers and unions.
Teaching Is Not a Business
Business does have something to teach educators, but it’s neither the saving power of competition nor flashy ideas like disruptive innovation.
While technology can be put to good use by talented teachers, they, and not the futurists, must take the lead. The process of teaching and learning is an intimate act that neither computers nor markets can hope to replicate. Small wonder, then, that the business model hasn’t worked in reforming the schools — there is simply no substitute for the personal element.
per LinkedIn discussion: http://www.linkedin.com/groupAnswers?viewQuestionAndAnswers=&discussionID=5822757351727316994&gid=2038260&goback=%2Enmp_*1_*1_*1_*1_*1_*1_*1_*1_*1_*1#commentID_null
What is the difference between education and training?
Don Fitchett☆☆☆☆☆ Industrial Automation Training – Industrial Training software to Maintenance, Engineering, Manufacturing.Top Contributor
Schools and companies commonly use the word “Training” when actually all they are delivering is scholastic education. Our company clearly distinguishes between the two which increases our effectiveness and to differentiate what we deliver to customers (what most call students) from others like colleges. I thought it would be interesting to get this group’s members opinion on the difference between “Training” and “Education”, and to get group members thinking about it.