Jan
2018
Digital Literacy for St. Cloud State University
2018 Special Focus: Education in a Time of Austerity and Social Turbulence 21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference
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PROPOSAL: Paper presentation in a Themed Session
Title
Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library
short description
VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.
long description
The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.
The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.
Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.
Keywords
academic library
literacies learning
digitally mediated learning
Unlocking the Promise of Digital Assessment
By Stacey Newbern Dammann, EdD, and Josh DeSantis October 30, 2017
The proliferation of mobile devices and the adoption of learning applications in higher education simplifies formative assessment. Professors can, for example, quickly create a multi-modal performance that requires students to write, draw, read, and watch video within the same assessment. Other tools allow for automatic grade responses, question-embedded documents, and video-based discussion.
Integration of technology is aligned to sound formative assessment design. Formative assessment is most valuable when it addresses student understanding, progress toward competencies or standards, and indicates concepts that need further attention for mastery. Additionally, formative assessment provides the instructor with valuable information on gaps in their students’ learning which can imply instructional changes or additional coverage of key concepts. The use of tech tools can make the creation, administration, and grading of formative assessment more efficient and can enhance reliability of assessments when used consistently in the classroom. Selecting one that effectively addresses your assessment needs and enhances your teaching style is critical.
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more on digital assessment in this IMS blog
https://blog.stcloudstate.edu/ims/2017/03/15/fake-news-bib/
Instructor, Michael Pickle. September 26, 4-5:30PM for SPED 204
short link to this blog entry: http://bit.ly/scsusped204
My name is Plamen Miltenoff and I will be leading your digital literacy instruction today: Here is more about me: http://web.stcloudstate.edu/pmiltenoff/faculty/ and more about the issues we will be discussing today: https://blog.stcloudstate.edu/ims/
As well as my email address for further contacts: pmiltenoff@stcloudstate.edu
https://www.semanticscholar.org/
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https://www.stcloudstate.edu/library/
here is the link to SPED:
https://stcloud.lib.minnstate.edu/subjects/guide.php?subject=SPED
50 min : http://web.stcloudstate.edu/pmiltenoff/bi/
5 min to introduce and make a connection
Plan 1. Introduction to the library (for library novices: Virtual Reality library orientation and gamified library instruction )
15 min for a Virtual Reality tours of the Library + quiz on how well they learned the library:
http://bit.ly/VRlib
and 360 degree video on BYOD:
Play a scavenger hunt IN THE LIBRARY: http://bit.ly/learnlib
University libraries have held collections of books and printed material throughout their existence and continue to be perceived as repositories for physical collections. Other non-print specialized collections of interest have been held in various departments on campus such as Anthropology, Art, and Biology due to the unique needs of the collections and their usage. With the advent of electronic media, it becomes possible to store these non-print collections in a central place, such as the Libray.
The skills needed to curate artifacts from an archeological excavation, biological specimens from various life forms, and sculpture work are very different, making it difficult for smaller university libraries to properly hold, curate, and make available such collections. In addition, faculty in the various departments tend to want those collections near their coursework and research, so it can be readily available to students and researchers. With the expansion of online learning, the need for such availability becomes increasingly pronounced.
With the advent of 3 dimensional (3D) scanners, it has become possible for a smaller library to hold digital representations of these collections in an archive that can be curated from the various departments by experts in the discipline. The Library can then make the digital representations available to other researchers, students, and the public through kiosks in the Library or via the Internet. Current methods to scan and store an artifact in 3Dstill require expertise not often found in a Library.
We propose to use existing technology to build an easy-to-use system to scan smaller artifacts in 3D. The project will include purchase and installation of a workstation in the Library where the artifact collection can be accessed using a large touch-screen monitor, and a portable, easy-to-use 3D scanning station. Curators of collections from various departments on the St. Cloud State University campus can check out the scanning station, connect to power and Internet where the collection is located, and scan their collection into the libraries digital archives, making the collection easily available to students, other researchers and the public.
The project would include assembly of two workstations previously mentioned and potentially develop the robotic scanner. Software would be produced to automate the workflow from the scanner to archiving the digital representation and then make the collection available on the Internet.
This project would be a collaboration between the St. Cloud State University Library (https://www.stcloudstate.edu/library/ and Visualization Laboratory (https://www.facebook.com/SCSUVizLab/). The project would use the expertise and services of the St. Cloud State Visualization Laboratory. Dr. Plamen Miltenoff, a faculty with the Library will coordinate the Library initiatives related to the use of the 3D scanner. Mark Gill, Visualization Engineer, and Dr. Mark Petzold, Associate Professor of Electrical and Computer Engineering will lead a group of students in developing the software to automate the scanning, storage, and retrieval of the 3D models. The Visualization Lab has already had success in 3D scanning objects for other departments and in creating interactive displays allowing retrieval of various digital content, including 3D scanned objects such animal skulls and video. A collaboration between the Library, VizLab and the Center for Teaching and Learning (, https://www.stcloudstate.edu/teaching/) will enable campus faculty to overcome technical and financial obstacles. It will promote the VizLab across campus, while sharing its technical resources with the Library and making those resources widely available across campus. Such work across silos will expose the necessity (if any) of standardization and will help faculty embrace stronger collaborative practices as well as spur the process of reproduction of best practices across disciplines.
Hardware | Cost |
42” Touch Screen Monitor | $2200 |
Monitor Mount | $400 |
2 Computer Workstations | $5000 |
Installation | $500 |
Cart for Mobile 3D Scanner | $1000 |
3D Scanner (either purchase or develop in-house) | $2000 |
Total | $11100 |
The budget covers two computer workstations. One will be installed in the library as a way to access the digital catalog, and will include a 42 inch touch screen monitor mounted to a wall or stand. This installation will provide students a way to interact with the models in a more natural way. The second workstation would be mounted on a mobile cart and connected to the 3D scanner. This would allow collection curators from different parts of campus to check out the scanner and scan their collections. The ability to bring the scanner to the collection would increase the likelihood the collections to be scanned into the library collection.
The 3D scanner would either be purchased off-the shelf or designed by a student team from the Engineering Department. A solution will be sought to use and minimize the amount of training the operator would need. If the scanner is developed in-house, a simple optical scanner such as an XBox Kinect device and a turntable or robotic arm will be used. Support for the XBox Kinect is built into Microsoft Visual Studio, thus creating the interface efficient and costeffective.
Task | Start Time | End Time |
Catalog Software | October 2017 | December 2017 |
Scanner Interface | October 2017 | March 2018 |
Web Interface | January 2018 | May 2018 |
System Installation | March 2018 | May 2018 |
Plamen Miltenoff, Ph.D., MLIS
320-308-3072
Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/
Mark Petzold, Ph.D.
mcpetzold@stcloudstate.edu
320-308-4182
Dr. Petzold is an Associate Professor in Electrical and Computer Engineering. His current projects involve visualization of meteorological data in a virtual reality environment and research into student retention issues. He is co-PI on a $5 million NSF S-STEM grant which gives scholarships to low income students and investigates issues around student transitions to college.
Mark Gill
320-308-5605
Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory. He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc. He holds a Masters of Science in Software Engineering.
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University of Nevada, Reno and Pennsylvania State University 41 campus libraries to include collaborative spaces where faculty and students gather to transform virtual ideas into reality.
Maker Commons in the Modern Library: Six Reasons 3D Printers Should be in Your School’s Library
Maker Commons in the Modern Library 6 REASONS 3D PRINTERS SHOULD BE IN YOUR LIBRARY
1. Librarians Know How to Share 2. Librarians Work Well with IT People 3. Librarians Serve Everybody 4. Librarians Can Fill Learning Gaps 5. Librarians like Student Workers 6. Librarians are Cross-Discipline
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more on grants in this IMS blog
https://blog.stcloudstate.edu/ims?s=grant
http://www.freetech4teachers.com/2016/11/a-clear-explanation-of-gamification.html
What is gamification? Common Craft’s latest video explains gamification in clear and concise terms.
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more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification
By Rhea Kelly 06/05/17
https://campustechnology.com/articles/2017/06/05/survey-iot-overtakes-mobile-as-security-threat.aspx
a report from ISACA, a nonprofit association focused on knowledge and practices for information systems. The 2017 State of Cyber Security Study surveyed IT security leaders around the globe on security issues, the emerging threat landscape, workforce challenges and more.
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By Sri Ravipati 06/09/17
analysis comes from Cisco’s recent Visual Networking Index for the 2016-2021 forecast period.
To learn more, view the full report.
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https://blog.stcloudstate.edu/ims?s=internet+of+things
https://blog.stcloudstate.edu/ims?s=iot
By Dian Schaffhauser 05/22/17
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’)
Among the many possible quality metrics suggested by the researchers, the five adopted most frequently for internal monitoring were:
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https://blog.stcloudstate.edu/ims?s=online+learning
Plamen Miltenoff – http://web.stcloudstate.edu/pmiltenoff/faculty/
with Heather Abrahamson, Becker High School Social Studies, 763-261-4501 (Ext. 3507)
9:50-11:15; 11:20-11:45; 12:20-1:20 |
link to this blog entry: https://blog.stcloudstate.edu/ims/2017/05/01/history-becker/
short link – http://bit.ly/histbecker
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list of web sites with images for the students’ projects:
https://www.ushmm.org/collections/the-museums-collections/about/photo-archives
http://www.jewishvirtuallibrary.org/holocaust-photographs
https://go.fold3.com/holocaust_records/
https://www.wienerlibrary.co.uk/Photographs
https://www.thoughtco.com/large-collection-of-holocaust-pictures-1779703
http://www.yadvashem.org/yv/en/holocaust/resource_center/item.asp?gate=4-2
http://www.gettyimages.com/photos/cold-war
http://www.coldwar.org/museum/photo_gallery.asp
http://www.cnn.com/2014/03/04/world/gallery/cold-war-history/
http://time.com/3879870/berlin-wall-photos-early-days-cold-war-symbol/
http://digitalarchive.wilsoncenter.org/theme/cold-war-history
http://archive.millercenter.org/academic/dgs/primaryresources/cold_war
http://www.gettyimages.com/editorialimages/archival
https://www.archives.gov/research/alic/reference/photography.html
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Defining my interests. Narrowing a topic. How do I collect information? How do I search for information?
How do we search for “serious” information? | |
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https://www.google.com/; https://scholar.google.com/ (3 min); http://academic.research.microsoft.com/; http://www.dialog.com/; http://www.quetzal-search.info; http://www.arXiv.org; http://www.journalogy.com/ |
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http://digg.com/, https://www.reddit.com/, https://www.quora.com/ StackExchange http://stackexchange.com/Kngine.com; AskScience https://www.reddit.com/r/askscience/, , and similar, https://medium.com/ (5 min) |
YouTube, SlideShare https://www.slideshare.net/ and similar | https://www.slideshare.net/search/slideshow?searchfrom=header&q=modern+history |
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(10 min) |
Wikipedia | https://en.wikipedia.org/wiki/Modern_history |
blogs, listservs | http://www.bestcollegesonline.com/blog/100-awesome-blogs-for-history-junkies/ |
LinkedIn Groups https://www.linkedin.com/groups/my-groups | |
team work | using your social media accounts (e.g. Facebook, Twitter), search for information related to your topic of interest (5 min) |
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https://www.semanticscholar.org/ |
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(20 min) |
every university library has subject guides for different disciplines. here are the ones from SCSU http://stcloud.lib.mnscu.edu/subjects/guide.php?subject=HIST-WOR | Kahoot game (5 min) |
basic electronic (library) search information and strategies. Library research services (5 min)
using the library database, do a search on a topic of your interest. compare the returns on your search. make an attempt to refine the search. retrieve the following information about the book of interest: is it relevant to your topic (check the subjects); is it timely (check the published date); is it available |
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Strategies for conducting advanced searches (setting up filters and search criteria) | |
Articles and databases (10 min) | |
Kahoot competition | use your smart phones to find the best researcher among you https://play.kahoot.it/#/k/c376c27a-d39a-4825-8541-1c1ae728e1bc https://play.kahoot.it/#/k/5e6d126f-be4d-47d0-9b6e-dfc3f2c90e61 https://play.kahoot.it/#/k/89706729-3663-4ec3-a351-173bf1bf4ed7history: https://play.kahoot.it/#/k/7510e6d8-170f-4c0c-b7bd-6d7dd60c3f6e |
Reference and Facts | |
Streaming and Video | http://www.stcloudstate.edu/library/research/video.aspx |
Journal Title and Citation Finder | |
shall more info be needed and or “proper” session with a reference librarian be requested | http://stcloud.lib.mnscu.edu/subjects/guide.php?subject=EDAD-D |
Institutional Repository | http://repository.stcloudstate.edu/ |
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Academic.com and ResearchGate | |
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http://bit.ly/360lib and http://bit.ly/360lib2; http://bit.ly/VRlib (15 min) |
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Refworks | https://www.refworks.com/refworks2/default.aspx?r=authentication::init& |
Zotero, Mendeley, Endnote | |
Fast and easy bibliographic tools: | https://blog.stcloudstate.edu/ims/2013/12/06/bibliographic-tools-fast-and-easy/ |
Primary and secondary sources video | |
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more on history in this IMS blog
https://blog.stcloudstate.edu/ims?s=history
By Sri Ravipati 04/18/17
https://campustechnology.com/articles/2017/04/18/immersive-tech-brings-vr-to-live-events.aspx
Voke VR, a virtual reality (VR) company founded by two former Washington State University (WSU) professors, is working to build Intel-backed immersive tech for live events.
At the core of the platform is Voke’s TrueVR product, which delivers full stereoscopic 3D video that is integrated with augmented content in a 360-degree VR environment. It uses multiple camera angles with zoom capabilities and synchronized DVR, so that viewers can control what they want to watch. Additionally, with TrueVR, content is captured, encoded, synced with scores, metadata and audio and delivered in real time to multiple platforms.
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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality