Searching for "brain"
After studying children ages 4 to 11 on their use of screen time, a University of Michigan study found that “how children use the devices, not how much time they spend on them, is the strongest predictor of emotional or social problems connected with screen addiction.”
According to an Australian study on active and passive screen uses, there are actually two types of active screen use: physical and cognitive. Kids can actually get similar benefits to physical exercise when they play with active video game systems like the Nintendo Switch, XBox Kinect or Pokemon Go.
Playing active games has been proven to have similar effects to moderate walking, skipping and jogging. There are also plenty of active screen uses that spark the cognitive side of the brain.
Studies show that children respond to activity-based programming when it is fun, designed for them and encourages imitation or participation.
The 3rd Era of Social Is Coming. Are You Ready?
https://www.linkedin.com/pulse/3rd-era-social-coming-you-ready-joe-lazauskas/
The News Feed made Facebook an actual social network. In turn, the News Feed became synonymous with social media.
Twitter’s feed was chronological, so you could tweet out a ton of links to content and get consistent clicks from your followers. Facebook’s algorithm was incredibly friendly to “link posts” that sent users to news or blog articles.
Stories let Snapchat users post a series of snaps that would last for 24 hours, and it was an immediate hit.
Stories were so absurd on LinkedIn that the company is shutting it down by the end of this month).
TikTok’s success has often been attributed to its algorithm, which is very good at predicting the type of video you’ll like. But TikTok is also so successful because it plays on the same part of our brain that makes gambling so addictive. random reinforcement
As our research showed earlier this year, people will continue to consume content in an array of different formats—from blog posts to YouTube to podcasts to good old-fashioned memes.
ID, UX and LXD: Differences and Similarities Explained
https://www.linkedin.com/pulse/id-ux-lxd-differences-similarities-explained-sonia-tiwari/
LXD Learning Experience Design
UX User Experience Design
ID Instructional Design
Niels Floor‘s highly informative articles on lxd.org
Instructional Design focuses on instruction, User Experience Design focuses on the user, and Learning Experience Design focuses on the learner. This is not to say that IDs don’t care about learners, or that UX designers do not work on educational products, or that LXDs spend no time thinking about instruction or users. The difference lies in who these designers orient their process towards the most – instruction, user, learner.
history of ID at Instruction Design Central.
more about the origins of UX in this article in Career Foundary by Emily Stevens or this brief intro to HCI in Interaction Design Foundation by John Carroll. If you’re curious, learn about what Don Norman thinks of UX today.
ID as a field tends to be more scientific and organized, following academic frameworks
UX tends to be both scientific and artistic in its approach. UX designers are informed by academic theories and frameworks, but are also flexible and artistic in finding engaging, intuitive solutions to usability issues.
LXD tends to be more artistic than scientific. While LX designers care about the learning process deeply though understanding of related learning theories and cognitive processes of learners, their primary focus is on designing visually stunning, useful, and engaging learning experiences.
IDs are typically working on products such as Courses, e-learning modules, curriculum, workshops. UX designers are typically working on products such as mobile apps, websites, digital games, software. LXDs are typically working on all these things – courses, apps, AND other forms of learning experiences which could take the form of museum exhibits, summer camps, AR interactive booklets, children’s books, movies, toys and games or any other medium that can be used to generate a learning experience.
Indeed.com
software tools are just like paintbrushes, they don’t make an artist. Some popular paintbrushes for IDs are Adobe Captivate, Articulate Storyline, Brainshark. For UX designers some popular tools are Adobe XD, Sketch, Figma, Balsamiq. For LXDs everything Adobe Creative Cloud has to offer – and many other ID/UX tools as well (depending on what the experience design needs) come in handy.
For IDs, one of the popular frameworks is ADDIE: Analyze, Design, Development, Implement, Evaluation
For UX designers, a popular framework quoted often is Design Thinking: Empathize, Define, Ideate, Prototype, Test
For LXDs, Neils floor outlines this LXD process: Question, Research, Design, Build, Test, Improve, Launch
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more on ID instructional design in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design
https://www.edsurge.com/news/2019-05-21-computational-thinking-is-critical-thinking-and-it-works-in-any-subject/
Computational thinking is one of the biggest buzzwords in education—it’s even been called the ‘5th C’ of 21st century skills.
Document-based questions have long been a staple of social studies classrooms
Since the human brain is essentially wired to recognize patterns, computational thinking—somewhat paradoxically—doesn’t necessarily require the use of computers at all.
In a 2006 paper for the Association for Computing Machinery, computer scientist Jeanette Wing wrote a definition of computational thinking that used terms native her field—even when she was citing everyday examples. Thus, a student preparing her backpack for the day is “prefetching and caching.” Finding the shortest line at the supermarket is “performance modeling.” And performing a cost-benefit analysis on whether it makes more sense to rent versus buy is running an “online algorithm.” “Computational thinking will have become ingrained in everyone’s lives when words like algorithm and precondition are part of everyone’s vocabulary,” she writes.
three main steps:
Looking at the data: Deciding what’s worth including in the final data set, and what should be left out. What are the different tools that can help manipulate this data—from GIS tools to pen and paper?
Looking for patterns: Typically, this involves shifting to greater levels of abstraction—or conversely, getting more granular.
Decomposition: What’s a trend versus what’s an outlier to the trend? Where do things correlate, and where can you find causal inference?
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more on critical thinking in this IMS blog
https://blog.stcloudstate.edu/ims?s=critical+thinking
Virtual reality: A medical training revolution during COVID-19
https://www.med-technews.com/medtech-insights/vr-in-healthcare-insights/virtual-reality-a-medical-training-revolution-during-covid-1/
The technology used in these VR applications tricks the brain into believing in another reality. For example, a patient on a hospital bed is virtually transported to an altered reality where the patient can enjoy an immersive experience of hiking in Machu Picchu or snorkelling under the Pacific Ocean or watching a serene sunset while sipping coconut water on a white sand beach. Called as VR distraction therapy, such virtual experience causes the brain to escape the present reality leading to less pain and anxiety.
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Healing the Brain and Body From Trauma Often Goes Beyond Talk Therapy—Here’s Why
Healing the Brain and Body From Trauma Often Goes Beyond Talk Therapy—Here’s Why
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more on immersive and medical in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+medicine
Virtual reality goggles for medical healing
https://www.foxla.com/news/virtual-reality-goggles-for-medical-healing
by tricking the brain with audio and imagery, it can and will believe your new environment. It’s about hijacking the senses of the brain.
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more on VR and medicine in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+medicine
What is the difference between Data, Information, Knowledge and Wisdom?
Data: Anything represented in digital form, including non-executing knowledge stored in digital form.
Information: The momentary extraction of structure from data that modifies the perspective to the interpreter by creating new data or insight. Information only exists at the time of active data interpretation. Information creates the context that reveals discontinuities between what is known and what is new, triggering the need for learning.
Knowledge: Rules, algorithms, interpreters (such as pattern recognizers) or other mechanisms, including those that exist in the human brain (regardless of our ability to describe those mechanisms) that transform data into information. Knowledge may be changed by its interaction with information.
Wisdom: Specialized knowledge that acts to filter/active the knowledge that is best used to extract the appropriate information from data. Like, knowledge, wisdom may also be changed by the experience of its use through positive or negative reinforcement.
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more on knowledge in this IMS blog
https://blog.stcloudstate.edu/ims?s=knowledge
Virtual Reality & Innovation
https://www.icrc.org/en/what-we-do/virtual-reality
mounting research suggests that gaming in immersive virtual environments can directly affect and impact regions of the brain responsible for memory, spatial orientation, information organizations, and fine motor skills.
the ICRC officially established its Virtual Reality Unit (VRU) to delve further into computer-generated environments as a way to educate, communicate and advocate respect for IHL.
By 2017, the VRU had amassed a library of virtual environments for FAS’ IHL training sessions but there was a desire within the VRU, as well as in FAS and ICRC’s Learning & Development, to develop more advanced VR opportunities for a wider audience.
A 2018 report researched global financial investment in XR and a 2019 meta-analysis consolidated global academic findings that used VR to measure behaviour.
December 2019 … the production of an XR Quick Start Guide in April 2020 which introduces ICRC staff to lessons learned and best practices for initiative development.
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more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming
and immersive learning
https://blog.stcloudstate.edu/ims?s=immersive+learning
https://cognitiontoday.com/pros-and-cons-of-online-education-and-learning/
- Access to variety
- More autonomy, flexibility, & control
- Native digital habits
- Extended brain
- Easier Relatability
- Easier self-expression
- Distribution of learning resources
- Competition for quality
Cons/Disadvantages of learning online
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Gateway to procrastination
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Online disinhibition & psychological distance
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Merging of formal & informal environments
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Opportunities for technological & human errors
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High cost of transition
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Weak boundaries & monotony
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Lack of social connections & collaboration
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Lack of buffer activities and time gaps
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Cyberbullying & threats
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https://en.wikipedia.org/wiki/Generation_Alpha
Meet Generation Alpha. Here’s How Their Lives Will Be Different Than Previous Generations
Baby Boomers, Gen X, Millennials, Gen Z, & Gen Alpha: What Generation Am I?
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more on online ed in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+education
https://www.insidehighered.com/digital-learning/blogs/online-trending-now/hands-classes-distance-and-emerging-virtual-future
As we enter the Fourth Industrial Revolution (4IR), we must be vigilant to keep our classes relevant to the rapidly changing workplace and the emerging digital aspects of life in the 2020s.
deployment of 5G delivery to mobile computing
Certainly, 5G provides a huge upgrade in bandwidth, enabling better streaming of video and gaming. However, it is the low latency of 5G that enables the most powerful potential for distance learning. VR, AR and XR could not smoothly function in the 4G environment because of the lag in images and responses caused by a latency rate of 50 milliseconds (ms). The new 5G technologies drop that latency rate to 5 ms or less, which produces responses and images that our brains perceive as seamlessly instant.
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more on the 4IR in this IMS blog
https://blog.stcloudstate.edu/ims?s=industrial+revolution