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Populism vs Meritocracy

Michael Sandel: ‘The populist backlash has been a revolt against the tyranny of merit’

https://www.theguardian.com/books/2020/sep/06/michael-sandel-the-populist-backlash-has-been-a-revolt-against-the-tyranny-of-merit

Even a perfect meritocracy, he says, would be a bad thing.

Centre-left elites abandoned old class loyalties and took on a new role as moralising life-coaches, dedicated to helping working-class individuals shape up to a world in which they were on their own. “On globalisation,” says Sandel, “these parties said the choice was no longer between left and right, but between ‘open’ and ‘closed’. Open meant free flow of capital, goods and people across borders.”

“Those at the top deserved their place but so too did those who were left behind. They hadn’t striven as effectively. They hadn’t got a university degree and so on.” As centre-left parties and their representatives became more and more middle-class, the focus on upward mobility intensified.

Blue-collar workers were in effect given a double-edged invitation to “better” themselves or carry the burden of their own failure. Many took their votes elsewhere, nursing a sense of betrayal. “The populist backlash of recent years has been a revolt against the tyranny of merit, as it has been experienced by those who feel humiliated by meritocracy and by this entire political project.”

Does he empathise, then, with Trumpism? “I have no sympathy whatsoever for Donald Trump, who is a pernicious character. But my book conveys a sympathetic understanding of the people who voted for him. For all the thousands and thousands of lies Trump tells, the one authentic thing about him is his deep sense of insecurity and resentment against elites, which he thinks have looked down upon him throughout his life. That does provide a very important clue to his political appeal.

“Am I tough on the Democrats? Yes, because it was their uncritical embrace of market assumptions and meritocracy that prepared the way for Trump. Even if Trump is defeated in the next election and is somehow extracted from the Oval Office, the Democratic party will not succeed unless it redefines its mission to be more attentive to legitimate grievances and resentment, to which progressive politics contributed during the era of globalisation.”

“We need to rethink the role of universities as arbiters of opportunity,” he says, “which is something we have come to take for granted. Credentialism has become the last acceptable prejudice. It would be a serious mistake to leave the issue of investment in vocational training and apprenticeships to the right. Greater investment is important not only to support the ability of people without an advanced degree to make a living. The public recognition it conveys can help shift attitudes towards a better appreciation of the contribution to the common good made by people who haven’t been to university.”

A new respect and status for the non-credentialed, he says, should be accompanied by a belated humility on the part of the winners in the supposedly meritocratic race.

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Why meritocracy isn’t working

https://www.ft.com/content/f881fb55-8f06-4508-a812-815a10505077

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As we “knowledge workers” know, clever people aren’t always the most collaborative. And what they have in brainpower, they often lack in empathy. We live, after all, in a cognitive meritocracy in which IQ is valued much more highly than EQ (emotional intelligence) or most physical abilities.

political analyst David Goodhart, whose new book Head, Hand, Heart

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Over the past several decades, as traditional class structures in countries such as the US and the UK began to break down, they were replaced by a new system of educational and professional advancement based on test scores, grades and intelligence, at least as narrowly defined by IQ. Suddenly, smart working-class kids could become part of a meritocratic elite.

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But there was a dark side. As British sociologist Michael Young observed when he coined the term in his prescient book of dystopian fiction The Rise of the Meritocracy (1958),

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members of the working class must judge themselves not by their own standards — in which traits of character, experience, common sense and grit are often as important as test-based intelligence — but by the standards of the meritocratic elite. Without the appropriate degrees, professional qualifications and opinions sanctioned by their educated overlords, they were all too often deemed unworthy — or as Hillary Clinton once put it in a quip that helped end her political career, “deplorables”.

In their book Deaths of Despair, Anne Case and Angus Deaton spelt out the toll this has taken on working-class white men in particular. Contempt can be just as lethal as poverty — low status in a hierarchy produces the stress and anxiety that trigger immune system-damaging cortisol to be released in the body.

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

on meritocracty in this IMS blog
https://blog.stcloudstate.edu/ims?s=meritocracy

Harper’s Letter

A Letter on Justice and Open Debate

July 7, 2020

https://harpers.org/a-letter-on-justice-and-open-debate/

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A Deeply Provincial View of Free Speech

Many prominent writers and thinkers seem invested in the notion that simply facing strong public criticism is a threat to free speech.

HANNAH GIORGIS

https://www.theatlantic.com/culture/archive/2020/07/harpers-letter-free-speech/614080/

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The Harper’s Letter, Bari Weiss And Tucker Carlson: Why Are We Still Talking About ‘Cancel Culture?’

https://www.forbes.com/sites/danidiplacido/2020/07/14/the-harpers-letter-bari-weiss-and-tucker-carlson-why-are-we-still-talking-about-cancel-culture/#70e071ac39ca

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Bari Weiss, Andrew Sullivan and the Harper’s letter: the case for open debate

https://www.cnn.com/2020/07/17/opinions/harpers-letter-free-speech-bari-weiss-andrew-sullivan-avlon/index.html

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Public letter in Harper’s sparks furor

https://thehill.com/homenews/campaign/506846-public-letter-in-harpers-sparks-furor

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Cancel Culture

Illiberalism Isn’t to Blame for the Death of Good-Faith Debate

https://slate.com/news-and-politics/2020/07/illiberalism-cancel-culture-free-speech-internet-ugh.html

Haas, L. (2019). ETTU?: Notes on Cancel Culture. The New Republic, 250(7-8), 40–. https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/ppvqcp/cdi_gale_infotracacademiconefile_A594089998

GIL TROY. (2019). Cancel the “Cancel Culture” phenomenon with sincere self-scrutiny. In The Jerusalem Post (Online) (English ed.). The Jerusalem Post Ltd.

https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/ppvqcp/cdi_proquest_miscellaneous_2299562101

Nya Bentley. (2020). Fresh Talk: Does cancel culture even work? In Hartford Courant (Online). Tribune Publishing Company, LLC.

https://mnpals-scs.primo.exlibrisgroup.com/permalink/01MNPALS_SCS/ppvqcp/cdi_proquest_miscellaneous_2370756493

hybrid in the fall of 2020

the HyFlex model for the fall… reflects a rift between administrators and professors, who are raising alarms over the health risks of teaching in person, and about the logistical, technical, and pedagogical complications of the model itself. Search HyFlex on Facebook and Twitter and you’ll come across comments like this one: “Whoever the hell thought of this is a bean counter, not an educator, and an idiot.”

Teaching experts and others familiar with hybrid teaching say that HyFlex can work, but it requires effective technology, careful planning, instructional support, and creative course design.

“If HyFlex is part of the plan, it has to be done with will faculty participation,” says Brian Beatty, an associate professor of instructional technologies at San Francisco State, who created the model. “Otherwise, if it’s top down and the administration is saying, We’re doing this, then the faculty are saying, But why are we doing this?”

Much of what bothers professors about the push for HyFlex is that so many details about its mechanics remain ill defined. And assumptions about its value seem rooted in a particular idea of teaching, one where the professor stands at the front of a classroom and lectures.

We are the ones holding the bag if this does not work, or if it’s chaos,” says Michelle Miller, a psychology professor at Northern Arizona University and author of Minds Online: Teaching Effectively With Technology.

Miller is a fan of the original HyFlex model from San Francisco State, but says that colleges need to be mindful that the conditions under which it’s now being adapted — quickly, at scale, and without giving students much choice — will limit its effectiveness.

To work effectively, she says, hybrid teaching requires a lot of support, such as having teaching assistants help manage the complexities of working simultaneously with two different audiences. Otherwise it risks becoming a “lecture-centric, passive consumption view of learning.” That goes against years of hard work faculty members have been doing to make their classrooms more inclusive, active, and engaged.

To help think through pedagogical challenges, faculty groups are testing out teaching strategies, some departments meet weekly to discuss course design, and a student-leadership team is providing feedback and creating online tools to help their peers learn effectively online. Even so, the process has been challenging and frustrating at times for faculty members. Professors are both looking for templates and wanting to maintain control over their courses, which inevitably creates tension with the administration.

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

decline of the Roman Empire

The climate changed again and began to warm, inspiring the rise of the Roman Empire. The warming trend allowed Julius Caesar (100-44 BC) to conquer and civilize Europe.
The climate change resulted in a sharp trend to a colder climate, which inspired the barbarian invasions (migration) into the Roman Empire where they moved south as the north grew severely colder.
 
the geologists discovered “a gradual drying between about 100 and 700 A.D. , with sharp drops in rainfall at 100 A.D. and 400 A.D.
 
6 ways climate change and disease helped topple the Roman Empire

The volcano that caused famines in ancient Rome? It was in Alaska
https://arstechnica.com/science/2020/06/an-alaskan-volcano-may-have-hastened-the-fall-of-the-roman-republic/

Cataloging Virtual Reality programming

The ACRL Technical Interest Group invites you to join us virtually for two
presentations on
Date: Tuesday, June 23rd
Time: 12 PM (CDT)/1 PM (
Place: Zoom
The following will be 20 minute presentations with a 5 minute question
session:
Cataloging Virtual Reality programming: why and how
Joy DuBose, Assistant Professor, Special Collections Cataloger at Mississippi
State University Libraries
When video games really came to the forefront, there were arguments as to
whether these materials should be offered by libraries and whether or not they
should be cataloged. Now with the appearance of virtual reality (VR), which
has games and programming that are mostly in digital format, these arguments
are returning. Many libraries are questioning whether or not to add this
technology, and whether to catalog it.
While VR has taken off in many ways in the public arena, libraries are
somewhat slower to do so. The Mitchell Memorial Library at Mississippi State
University has embraced VR. Through the library students, faculty, and non-
university affiliates can experience VR on several different systems. However,
questions were soon raised on how exactly do we catalog VR programming? This
presentation examines the question of should these materials be cataloged, the
different questions that arose during the process, and the workflow that was
created to catalog these materials.
Register in advance for this webinar:
https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fus02web.zoom.us%2Fwebinar%2Fregister%2FWN_Tzb5Qu2zSS2dTa6aMyVUsA&data=02%7C01%7Cpmiltenoff%40stcloudstate.edu%7C36644dabd11c4efb586908d814787b5b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637281854987010874&sdata=XLWh2I2pot%2FIUNTLUEKTw5q02gl6FPvxbenp5O1yOu8%3D&reserved=0
After registering, you will receive a confirmation email containing
information about joining the webinar.

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

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

Click here to remove from My Sched.

Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

>>Access Video Presentation<<

Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

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Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

Click here to remove from My Sched.

Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

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Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

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For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

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Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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Learning analytics adoption in Higher Education

SoLAR Webinar “Learning analytics adoption in Higher Education: Reviewing six years of experience at Open University UK”

presented by Prof. Bart Rienties from the Open University, The United Kingdom.

To register, go to https://www.eventbrite.com.au/e/learning-analytics-adoption-in-higher-education-reviewing-six-years-of-experience-at-open-registration-105611406560

Time and date: Thursday, Jun 11, 2020, 5:00 PM – 6:00 PM Central European time

(11:00 AM–12:00 PM Eastern US time, 8:00 AM–9:00 AM Pacific US time, 4:00 PM–5:00 PM London, UK Time)

Location: Zoom (meeting URL provided in the registration email)

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

iLRN 2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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At our physical iLRN conferences, the first day of the conference (Sunday) is typically devoted to one or more guided social tours of local attractions in which attendees have the opportunity to socialize and get to know one another while immersing themselves in the sights and sounds of the host city and/or region. As this year’s conference will take place entirely online, we are instead offering the opportunity for attendees to sign up for small-group “Guided Virtual Adventure” tours of 50 minutes in duration to various social and collaborative XR/immersive environments and platforms.
Proposals are being sought for prospective Guided Virtual Adventure tour offerings on Sunday, June 21, 2020. Tour destinations may be:
– a third-party XR/immersive platform with which you are familiar (e.g., Altspace, Mozilla Hubs, Minecraft, World of Warcraft, Somnium Space, OrbusVR, Second Life);
– a specific virtual environment that you, your institution/organization, or someone else has developed within a third-party platform;
– a platform that you or your institution/organization has developed and/or specific environments within that platform.
There are no fees involved in offering a Guided Virtual Adventure tour; however, preference will be given to proposals that involve environments/platforms that are freely and openly accessible, and that are associated with nonprofit organizations and educational institutions. Where possible, it is strongly recommended that multiple offerings of the tour are made available throughout the day so as to cater for different time zones in which the 8,000+ iLRN 2020 event attendees will be based.
Companies wishing to offer Guided Virtual Adventure tours involving their commercial products and services may submit proposals for consideration, but the iLRN 2020 Organizing Committee reserves the right to, at its discretion, place limits on the number of tours of platforms/environments of a certain type or that address a particular target audience/application vertical. In doing so, they will prioritize companies that have purchased a sponsorship or exhibition package.
*** IMPORTANT: The Guided Virtual Adventures are intended to be a social activity, and as such, platforms and environments to be toured must support interaction among multiple users. For other types of platform or environment, please consider offering a Workshop (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fworkshops%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=2rSCHtYBw3116hRmXFowDz8vEJ%2FPE8MjBjPjhuoU%2FKM%3D&amp;reserved=0) instead, and/or participating in the Immersive Learning Project Showcase & Competition (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fimmersive-learning-project-showcase%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=vldC9NaYxK6cYof9QoBxq9dTjO1Zv%2F9OIcUAdqdT0rs%3D&amp;reserved=0). ***
### Submitting a Proposal ###
Please use this form to propose a Guided Virtual Adventure: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fforms.gle%2FP4JTAkb29Lb9L18JA&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=P7uRpwfXWvrQWld%2FQV6JI%2FdnP9lYPxV%2BeRq73xsCozE%3D&amp;reserved=0
### Contact ###
Inquiries regarding the Guided Virtual Adventures may be directed to conference@immersivelrn.org.
### Important Dates ###
– Guided Virtual Adventure proposal submission deadline: May 18, 2020
– Notification of proposal review outcomes: May 21, 2020
– Presenter registration deadline: May 25, 2020
– Deadline for providing final participant instructions: June 1, 2020
– Guided Virtual Adventure Day: June 21, 2020
Other upcoming iLRN 2020 deadlines (see conference website for details):
–  Immersive Learning Project Showcase & Competition – expressions of interest to participate due May 14, 2020 (deadline extended, no further extensions will be announced)
– Practitioner Stream oral and poster presentations – 1-2 page proposals, not for publication in proceedings, due May 18, 2020 (will not be extended)
– Workshops, Panel Sessions, and Special Sessions –  2-3 page proposals for publication in proceedings as extended-abstract descriptions of the sessions, due May 18, 2020 (will not be extended)
– Free registration deadline for non-presenter educators and students – May 23, 2020
(Sent to blend-online@listserv.educause.edu)

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

Quality Matters and Online Delivery

from the Higher Ed Learning Collective
https://www.facebook.com/groups/onlinelearningcollective/permalink/572361140061255/

My institution is offering to pay for the Quality Matters course “Teaching Online-An Introduction to Online Delivery.” I’m registered for a session this summer. Have any of you taken taken it? What are your thoughts?

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

online synchronous or asynchronous

Teaching synchronously? Asynchronously? Which is really better?

https://thesocietypages.org/teaching/2020/04/10/teaching-synchronously-asynchronously-which-is-really-better/
Are you going to teach synchronously or asynchronously? What’s better for your students? What’s better for you?
in the synchronous online classroom you can readily help students remember why they registered for your course to begin with, which can be very grounding. 
The most popular reason for choosing this option for your teaching is flexibility regarding when work is done. Asynchronous classes have pedagogical benefits too. They allow students to literally “pause” your class when they are confused or need a break, something only possible in their dreams for in-person and synchronous online classes, which go at a pace not set by them at all. Also, the technology requirements to take in an asynchronous class are lower, and this is therefore more accessible to more students.

An example of “doing both”

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How to Reconnect With Students and Strengthen Your Remote Course

APRIL 09, 2020

https://www.chronicle.com/article/How-to-Reconnect-With-Students/248461

how to structure a supportive learning environment, and how that might apply to an emergency situation such as this, where many students struggle to stay focused, or find it difficult to learn with unfamiliar systems and technologies.

  • Normalize the abnormal.
  • Create an online presence.
  • Explain, and then explain some more.
  • Take advantage of the technology.
  • Foster community.

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

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