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instruments and methods for formative assessment

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Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region |  Тема: Инструменти и методи за актуални училищни занятия

Where | Къде: СУ „Димитър Матевски“  https://goo.gl/maps/rojNjE3dk4s and online ( виртуално)
When | Кога: 2. май, 2018, 14 часа |  May 2, 2018, 2PM local time (Bulgaria)
Who | Кой: преподаватели и педагози  |  teachers and faculty
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

short link: http://bit.ly/teachassess

open URL on cell phone

qr code formative assessment event

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

https://youtu.be/oYBtJSzUvrk

  1. Intro | Представяне – 5мин.
    Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог)
    http://web.stcloudstate.edu/pmiltenoff/faculty/
  2. Plan | Защо сме се събрали? Представяне на плана. – 5-10мин.
    https://blog.stcloudstate.edu/ims/2018/04/15/ed-leadership-and-edtech/
    Edtch why | защо учебни технологии? how to choose edtech | как избираме технологии? who chooses/decided | кой решава кои технологии?
    https://blog.stcloudstate.edu/ims/2016/02/09/collaborative-tools/
    virtual collaborative board | да се срещнем тук: https://www.notebookcast.com/en/board/showboard/fw56dmgj/
  3. Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
    who is our audience | кого учим/обучаваме?
    https://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/
    https://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
    why technology application fails | защо се проваля използването на технологии в обучението?
    Understanding Purpose | какъв е смисълът
    Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
    Bad First Impressions | лоши първи впечатления
    Real-World Usability Challenges | ежедневни проблеми
    The Right Data to Track Progress | кои данни определят успеха
    Share your thoughts for the fails | Сподели твоите мисли за провала

Тема1. Сравняване на Kahoot, Edpuzzle и Apester –  1-1, 1/2 час продължителност
Topic 1: A comparison of Kahoot, Apester and EdPuzzle

definitions | термини : BYOD (BYOx), flipped classroom, formative assessment (vs summative assessment)

Kahoot (https://kahoot.it/) – 10 мин.
 kahoot
Apester (https://apester.com/ )– 10-15мин.
 apester
    • Представяне | short demonstration
    • Споделяне на опит | ideas and experience exchange.
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)

Edpuzzle (https://edpuzzle.com )– 10 – 15мин.
 edpuzzle
    • Представяне | short demonstration
    • Edpuzzle виртуална класна стая | interactive virtual classroom
    • Създаване на акаунт | account creation and building of learning objects
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)

https://edpuzzle.com/assignments/5ad4cad48f4df34107c58bd0/watch

Тема 2. Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Topic 2. Virtual reality in teaching and learning – theory and hands-on

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: https://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност
  1. Дискусия относно методиката на приложение в учебния процес
  2. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  3. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: https://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дпълнителна литература/информация

https://blog.stcloudstate.edu/ims/2016/02/22/formative-assessment-ideas/

Formative Assessment Tools:  https://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/

https://blog.stcloudstate.edu/ims/2014/12/09/formative-assessment/

Embedded Librarian and Gamification in Libraries

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Open Discussion: Embedded Librarian and Gamification in Libraries

by invitation of New Bulgarian University, Sofia, Bulgaria: https://www.nbu.bg/en
May 14, 9-11AM, New Bulgarian University.

short link: http://bit.ly/embed18

Live stream: https://www.facebook.com/InforMediaServices/ and recording available (предаване на живо и запис)

 

 qr code NBU

 

 

 

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

backchanneling: @scsutechinstruct ##NBUembed

Archived Discussion
https://www.facebook.com/InforMediaServices/videos/1532459913531167/

Video 360 excerpt from the discussion:

Семинар „Embedded“ библиотекари и геймификация в библиотеките:
Съвременни американски практики“, 14 май 2018 г., 9.00 ч.-11.00 ч.,

Embedded Librarian and Gamification in Libraries from Plamen Miltenoff

Preliminary Information and Literature. Please do not hesitate to share in the comments section your ideas, suggestions and questions
предварителна информация и литература по дискусията. Не се колебайте да споделите мнения, препоръки и въпроси в “Comment” секцията:

https://blog.stcloudstate.edu/ims/2017/10/03/embedded-librarianship-in-online-courses/

https://blog.stcloudstate.edu/ims/2017/08/24/embedded-librarian-qualifications/

https://blog.stcloudstate.edu/ims/2015/05/04/lms-and-embedded-librarianship/

“Embedded librarianship” also mentioned in:

https://blog.stcloudstate.edu/ims/2015/05/27/handbook-of-mobile-learning/

https://blog.stcloudstate.edu/ims/2016/08/18/digital-humanities-and-libraries/

Gaming and Gamification and Education:

https://blog.stcloudstate.edu/ims/2018/04/18/engage-with-dungeons-and-dragons/

https://blog.stcloudstate.edu/ims?s=iste+standards

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For more information and for backchanneling please use the following social media
за повече въпроси и информация, както и за споделяне на вашите идеи и мисли използвайте следните канали / социални медии:

Facebook:

Twitter:

https://twitter.com/SCSUtechinstruc/status/984437858244145152

LinkedIn discussion on VR/AR
https://www.linkedin.com/groups/2811/2811-6391674579739303939

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even more info

The embedded librarian from doberhelman

The Embedded Librarian: Using Technology in Service Delivery from Pavlinka Kovatcheva

Embedded Librarian-ALA 2011 from Info_Witch

Toward a Sustainable Embedded Librarian Program from Robin M. Ashford, MSLIS

The Embedded Librarian: Integrating Library Resources into Course Management Systems from Emily Daly

Embedded Librarian in Higher Education from Shahril Effendi

Ilago 2016 presentation: Next Steps in Embedded Librarian Instructional Design from Dawn Lowe-Wincentsen





BUT WAIT

how does embedded librarian relates to the emerging technologies in the library?

Emerging Technology Trends in Libraries for 2018 from David King

storytelling AR and VR tools

Unleash the Power of Storytelling With These New AR and VR Tools

By Jaime Donally (Columnist)     Apr 4, 2018

Teachers can bring VR stories into the classroom in many different ways for meaningful learning experiences. Imagine a scavenger hunt where students narrate a story based on what they find. Or consider using objects they see to identify vocabulary words or recognize letters. Students should have purpose in their viewing and it should directly connect to standards.

Starting with virtual reality, stories in apps such as Google Spotlight Storiesand YouTube 360 videos have been popular from the start.

Similar to the new movie, Ready Player One, they provide an intense experience where the viewer feels like they are in the center of the story.

Using a mobile device or tablet, the student can start the story and look around the scene based on their interest, rather than the cameras focus. New apps such as Baobab VR have continued to appear with more interactions and engagement.

A creative way to have your students create their own virtual stories is using the app Roundme. Upload your 360 image and add directional sound, links and content. Upload portals to walk the viewer into multiple scenes and then easily share the stories by link to the story.

Newer augmented reality apps that work with ARKit have taken another approach to storytelling.  Augmented Stories and My Hungry Caterpillar.Qurious, a company that is working on a release blending gaming, making and storytelling in one app.

Storyfab, turns our students into the directors of the show

A new AR book, SpyQuest, has moved the immersive experience a big step forward as it helps define the story by bringing the images to life. Through the camera lens on a device, the stories make students the agents in an adventure into the world of espionage. The augmented reality experiences on the images use the accompanying app to scan the scene and provide further insight into the story.

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

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

 

psychology fake news

The Psychology Of Fake News

March 27, 201810:21 AM ET

https://www.npr.org/sections/13.7/2018/03/27/597263367/the-psychology-of-fake-news

During the past two years, fake news has been a frequent topic of real news, with articles considering the role of social media in spreading fake news, the advent of fake videos and the role these play in the political process.

Lazer, D. M. J., Baum, M. A., Benkler, Y., Berinsky, A. J., Greenhill, K. M., Menczer, F., … Zittrain, J. L. (2018). The science of fake news. Science, 359(6380), 1094–1096. https://doi.org/10.1126/science.aao2998
Baum and David Lazer, M. A. (2017, May 11). Social media must be held to account on fake news. Winnipeg Free Press (MB). p. A7.
In a paper published in March in the journal Science, David Lazer, Matthew Baum and 14 co-authors consider what we do and don’t know about the science of fake news. They define fake news as “fabricated information that mimics news media content in form but not in organizational process or intent,” and they go on to discuss problems at multiple levels: individual, institutional and societal. What do we know about individuals’ exposure to fake news and its influence upon them? How can Internet platforms help limit the dissemination of fake news? And most fundamentally: How can we succeed in creating and perpetuating a culture that values and promotes truth?
 Steven Sloman, professor of cognitive, linguistic and psychological sciences at Brown University, and one of the paper’s 16 authors. Sloman is also author of The Knowledge Illusion: Why We Never Think Alone, a book about the merits and failings of our collaborative minds, published in 2017 with co-author Philip Fernbach.
Sloman, S. A. (2017). The knowledge illusion: Why we never think alone. New York: Riverhead Books.

 

 

IM 554 discussion on GBL 2018

Course title: IM 554 Developing Skills for Online Teaching and Learning

Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business

7:20 to 8:20 PM, Thursday, March 29.  Instructor: Yun Claire Park

  1. What did we learn from last year: https://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/
    1. definitions and delineation of gaming and gamification
    2. the connection to BYOD
  2. What do we want to learn this year/today?
    1. more on gaming and gamification
    2. more on realities
      1. what is VR – virtual reality

Virtual reality (VR) is “a computer technology that uses virtual reality headsets or multi-
projected environments, sometimes in combination with physical environments or props, to
generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment” (“Virtual Reality” n.d.) VR is accomplished by using headsets, such as HTC Vive, Oculus Rift, PlayStation VR, and Samsung Gear VR. The use of the headsets creates (and enhances) digitally constructed “reality,” thus providing excellent opportunities for simulations and learning through training and practice. Among a myriad of other definitions, Noor (2016, 34) describes Virtual Reality (VR) as “a computer-generated environment that can simulate physical presence in places in the real world or imagined worlds. The user wears a headset and through specialized software and sensors is immersed in 360- degree views of simulated worlds.”

from our book chapter: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality (under review).

what is AR – augmented reality

“Augmented Reality (AR) supplements the physical environment with computer-generated sensory input such as sound, video, graphics, or other useful information – essentially overlaying the digital information on top of the physical world. Some consider the smartphone popular game “Pokemon Go” a form of consumer AR.”

from my book Chapter 12: VR, AR and Video 360: A Case Study Towards New Realities in Education by Plamen Miltenoff (under review)

what is MR – mixed reality

mixed reality

 

 

 

https://commons.wikimedia.org/wiki/Category:Mixed_reality#/media/File:Mixed_Reality_Scale.png

  1. Video 360
    1. how to create non-expensive VR = Video 360 degrees

A two-dimensional flat frame

 

 

 

A two-dimensional flat frame

Consumer types of cameras

Consumer types of cameras

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More information on GBL in this IMS blog:
https://blog.stcloudstate.edu/ims?s=%22game-based+learning%22

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

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

ISTE sources for AR and VR

ISTE | 25 resources for bringing AR and VR to the classroom

Jennifer Snelling 2/6/2018 https://www.iste.org/explore/articleDetail?articleid=883&category=In-the-

https://www.360cities.net/

https://www.4danatomy.com/

https://www.discoveryvr.com/

VR for Arts: http://blvrd.com/

https://www.youtube.com/360

 

T4TL games and VR library

Innovations and learning: The case of Video 360 in the library

When: Thursday, March 22, 3:30PM
Where: Centennial 106

and https://webmeeting.minnstate.edu/?returnUrl=https%3A%2F%2Fwebmeeting.minnstate.edu%2Ft4tl2018&path=t4tl2018&forceLogout=True

and Facebook Live: https://www.facebook.com/InforMediaServices/videos/1479058952204597/

also #backchannel with us: 1. using the Adobe Connect Chat and/or using the Facebook Live Chat and/or using Twitter: @SCSUtechinstruc #T4TLvr

Are you a disruptor?
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Book Chapter under review: https://www.academia.edu/36222178/VR_AR_and_Video_360_Toward_New_Realities_In_Education

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T4 tl 360_videos from Plamen Miltenoff

360 Videos and Students’ Learning

http://web.stcloudstate.edu/pmiltenoff/bi/

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What is VR and how does it differ from AR?

 

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What is Mixed Reality:

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the history of VR:


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Gaming and Gamification in Education:

http://web.stcloudstate.edu/pmiltenoff/bi/

view podcasts

additional information at CETL web page: https://www.stcloudstate.edu/teaching/events/trtl.aspx
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bots, big data and the future

Computational Propaganda: Bots, Targeting And The Future

February 9, 201811:37 AM ET 

https://www.npr.org/sections/13.7/2018/02/09/584514805/computational-propaganda-yeah-that-s-a-thing-now

Combine the superfast calculational capacities of Big Compute with the oceans of specific personal information comprising Big Data — and the fertile ground for computational propaganda emerges. That’s how the small AI programs called bots can be unleashed into cyberspace to target and deliver misinformation exactly to the people who will be most vulnerable to it. These messages can be refined over and over again based on how well they perform (again in terms of clicks, likes and so on). Worst of all, all this can be done semiautonomously, allowing the targeted propaganda (like fake news stories or faked images) to spread like viruses through communities most vulnerable to their misinformation.

According to Bolsover and Howard, viewing computational propaganda only from a technical perspective would be a grave mistake. As they explain, seeing it just in terms of variables and algorithms “plays into the hands of those who create it, the platforms that serve it, and the firms that profit from it.”

Computational propaganda is a new thing. People just invented it. And they did so by realizing possibilities emerging from the intersection of new technologies (Big Compute, Big Data) and new behaviors those technologies allowed (social media). But the emphasis on behavior can’t be lost.

People are not machines. We do things for a whole lot of reasons including emotions of loss, anger, fear and longing. To combat computational propaganda’s potentially dangerous effects on democracy in a digital age, we will need to focus on both its howand its why.

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

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

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

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