Project Information Literacy, a nonprofit research institution that explores how college students find, evaluate and use information. It was commissioned by the John S. and James L. Knight Foundation and The Harvard Graduate School of Education.
focus groups and interviews with 103 undergraduates and 37 faculty members from eight U.S. colleges.
To better equip students for the modern information environment, the report recommends that faculty teach algorithm literacy in their classrooms. And given students’ reliance on learning from their peers when it comes to technology, the authors also suggest that students help co-design these learning experiences.
While informed and critically aware media users may see past the resulting content found in suggestions provided after conducting a search on YouTube, Facebook, or Google, those without these skills, particularly young or inexperienced users, fail to realize the culpability of underlying algorithms in the resultant filter bubbles and echo chambers (Cohen, 2018).
Media literacy education is more important than ever. It’s not just the overwhelming calls to understand the effects of fake news or addressing data breaches threatening personal information, it is the artificial intelligence systems being designed to predict and project what is perceived to be what consumers of social media want.
it’s time to revisit the Eight Key Concepts of media literacy with an algorithmic focus.
Literacy in today’s online and offline environments “means being able to use the dominant symbol systems of the culture for personal, aesthetic, cultural, social, and political goals” (Hobbs & Jensen, 2018, p 4).
Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.
Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.
The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.
Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari. A five-year forecast has predicted that educational gaming will reach $24 billion by 2024, with a compound annual growth rate of 33 percent and a quadrupling of revenues. Metaari is an analyst firm that tracks advanced learning technology.
what i find most important: Future IT Workforce: Deploying a broad array of modern recruitment, retention, and employment practices to develop a resilient IT talent pipeline for the institution
Digital Integrations: Ensuring system interoperability, scalability, and extensibility, as well as data integrity, security, standards, and governance, across multiple applications and platforms
Engaged Learning: Incorporating technologies that enable students to create content and engage in active learning in course curricula
Student Retention and Completion: Developing the capabilities and systems to incorporate artificial intelligence into student services to provide personalized, timely support
Administrative Simplification: Applying user-centered design, process improvement, and system reengineering to reduce redundant or unnecessary efforts and improve end-user experiences
Improved Enrollment: Using technology, data, and analytics to develop an inclusive and financially sustainable enrollment strategy to serve more and new learners by personalizing recruitment, enrollment, and learning experiences
Workforce of the Future: Using technology to develop curriculum, content, and learning experiences that prepare students for the evolving workforce
Holistic Student Success: Applying technology and data, including artificial intelligence, to understand and address the numerous contributors to student success, from finances to health and wellness to academic performance and degree planning (my note: this is what Christine Waisner, Mark Gill and Plamen Miltenoff are trying to do with their VR research)
Improved Teaching: Strengthening engagement among faculty, technologists, and researchers to achieve the true and expanding potential of technology to improve teaching
Student-Centric Higher Education: Creating a student-services ecosystem to support the entire student life cycle, from prospecting to enrollment, learning, job placement, alumni engagement, and continuing education
Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.
Digital Authoring Systems
Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.
instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.
nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.
With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options
Adaptive Learning
As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.
MOOCs
Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.
Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”
In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.
third Library 2.019 mini-conference: “Emerging Technology,” which will be held online (and for free) on Wednesday, October 30th, from 12:00 – 3:00 pm US-Pacific Daylight Time (click for your own time zone).
Tomorrow’s technologies are shaping our world today, revolutionizing the way we live and learn. Virtual Reality, Augmented Reality, Artificial Intelligence, Machine Learning, Blockchain, Internet of Things, Drones, Personalization, the Quantified Self. Libraries can and should be the epicenter of exploring, building and promoting these emerging techs, assuring the better futures and opportunities they offer are accessible to everyone. Learn what libraries are doing right now with these cutting-edge technologies, what they’re planning next and how you can implement these ideas in your own organization.
This is a free event, being held live online and also recorded. REGISTER HERE
a two-day conference about artificial intelligence in education organized by a company called Squirrel AI.
he believes that having AI-driven tutors or instructors will help them each get the individual approach they need.
the Chinese government has declared a national goal of surpassing the U.S. in AI technology by the year 2030, so there is almost a Sputnik-like push for the tech going on right now in China.
Researchers at the Fraunhofer Institute for Microelectronic Circuits and Systems IMS have developed AIfES, an artificial intelligence (AI) concept for microcontrollers and sensors that contains a completely configurable artificial neural network. AIfES is a platform-independent machine learning library which can be used to realize self-learning microelectronics requiring no connection to a cloud or to high-performance computers. The sensor-related AI system recognizes handwriting and gestures, enabling for example gesture control of input when the library is running on a wearable.
a machine learning library programmed in C that can run on microcontrollers, but also on other platforms such as PCs, Raspberry PI and Android.
Because of technological advances and the sheer amount of data now available about billions of other people, discretion no longer suffices to protect your privacy. Computer algorithms and network analyses can now infer, with a sufficiently high degree of accuracy, a wide range of things about you that you may have never disclosed, including your moods, your political beliefs, your sexual orientation and your health.
There is no longer such a thing as individually “opting out” of our privacy-compromised world.
In 2017, the newspaper The Australian published an article, based on a leaked document from Facebook, revealing that the company had told advertisers that it could predict when younger users, including teenagers, were feeling “insecure,” “worthless” or otherwise in need of a “confidence boost.” Facebook was apparently able to draw these inferences by monitoring photos, posts and other social media data.
In 2017, academic researchers, armed with data from more than 40,000 Instagram photos, used machine-learning tools to accurately identify signs of depression in a group of 166 Instagram users. Their computer models turned out to be better predictors of depression than humans who were asked to rate whether photos were happy or sad and so forth.
Computational inference can also be a tool of social control. The Chinese government, having gathered biometric data on its citizens, is trying to use big data and artificial intelligence to single out “threats” to Communist rule, including the country’s Uighurs, a mostly Muslim ethnic group.
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Zeynep Tufekci and Seth Stephens-Davidowitz: Privacy is over
Europe to lead human-centric Artificial Intelligence: we invite the industry, research institutes and public authorities to test ethics guidelines for trustworthy AI drafted by a group of experts.