Searching for "brain learning"

phones in the classroom

3 Tips for Managing Phone Use in Class

Setting cell phone expectations early is key to accessing the learning potential of these devices and minimizing the distraction factor.
Liz Kolb September 11, 2017

https://www.edutopia.org/article/3-tips-managing-phone-use-class
Ten is now the average age when children receive their first cell phones
Build a digital citizenship curriculum that includes mobile device use.

Ask your students questions such as:

  • What do you like to do on your cell phone and why? (If they don’t have one, what would they like to do?)
  • What are the most popular apps and websites you use?
  • What do you think are inappropriate ways that cell phones have been used?
  • What is poor cell phone etiquette? Why?
  • How can cell phones help you learn?
  • How can cell phones distract from your learning?
  • How do you feel about your cell phone and the activities you do on your phone?
  • What should teachers know about your cell phone use that you worry we do not understand?
  • Do you know how to use your cell phone to gather information, to collaborate on academic projects, to evaluate websites?
  • How can we work together to create a positive mobile mental health?

Using a Stoplight Management Approach

Post a red button on the classroom door: the cell phone parking lot.

Post a yellow button on the classroom door: Students know their cell phones should be on silent (vibrate) and placed face down in the upper right-hand corner of their desk. They will be using them in class, but not the whole time.

Post a green button on the classroom door: Students know they should have their phones turned on (either silenced or set on vibrate) and placed face up in ready position to use throughout the class.

Establishing a Class Contract

Ask your students to help you develop social norms for what is and is not appropriate cell phone use during green and yellow button times. Should they be allowed to go on their social media networks during class? Why or why not?

Ask them to brainstorm consequences and write them into a class contract.

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more on the use of smart phones in the classroom in this IMS blog
https://blog.stcloudstate.edu/ims?s=phone+classroom

cognitive load theory

Cognitive load theory: Research that teachers really need to understand
AUGUST 2017 Centre for Education Statistics and Evaluation
https://www.cese.nsw.gov.au/images/stories/PDF/cognitive_load_theory_report_AA1.pdf
Cognitive load theory is built upon two commonly accepted ideas. The first is that there is a limit to how much new information the human brain can process at one time. The second is that there are no known limits to how much stored information can be processed at one time. The aim of cognitive load research is therefore to develop instructional techniques and recommendations that fit within the characteristics of working memory, in order to maximise learning.
Explicit instruction involves teachers clearly showing students what to do and how to do it, rather than having students discover or construct information for themselves
how working memory and long-term memory process and store information
Working memory is the memory system where small amounts of information are stored for a very short duration (RAM). Long-term memory is the memory system where large amounts of information are stored semi-permanently (hard drive)
Cognitive load theory assumes that knowledge is stored in long- term memory in the form of ‘schemas’ 2 . A schema organises elements of information according to how they will be used. According to schema theory, skilled performance is developed through building ever greater numbers of increasingly complex schemas by combining elements of lower level schemas into higher level schemas. There is no limit to how complex schemas can become. An important process in schema construction is automation, whereby information can be processed automatically with minimal conscious effort. Automaticity occurs after extensive practice
Schemas provide a number of important functions that are relevant to learning. First, they provide a system for organising and storing knowledge. Second, and crucially for cognitive load theory, they reduce working memory load. This is because, although there are a limited number of elements that can be held in working memory at one time, a schema constitutes only a single element in working memory. In this way, a high level schema – with potentially infinite informational complexity – can effectively bypass the limits of working memory

Types of cognitive load

Cognitive load theory identifies three different types of cognitive load: intrinsic, extraneous and germane load
Intrinsic cognitive load relates to the inherent difficulty of the subject matter being learnt.

subject matter that is difficult for a novice may be very easy for an expert.
Extraneous cognitive load relates to how the subject matter is taught.
extraneous load is the ‘bad’ type of cognitive load, because it does not directly contribute to learning. Cognitive load theorists consider that instructional design will be most effective when it minimises extraneous load in order to free up the capacity of working memory
Germane cognitive load refers to the load imposed on the working memory by the process of learning – that is, the process of transferring information into the long-term memory through schema construction
the approach of decreasing extraneous cognitive load while increasing germane cognitive load will only be effective if the total cognitive load remains within the limits of working memory
Explicit teaching

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

CRS and pedagogy

I’m in ‘Kahoots’ with Technology in the Classroom

By:  July 31st, 2017

https://www.facultyfocus.com/articles/teaching-with-technology-articles/im-kahoots-technology-classroom/

Teaching tool or distraction? The key to any engaging lesson in the classroom, of course, is to connect it to the learning objectives, and Kahoot! makes it easy to do so.

https://www.sli.do/. A basic account is free. this package does not allow question moderation and restricts the number of polls you can ask per class

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The Distracted Classroom: Transparency, Autonomy, and Pedagogy

July 30, 2017 

http://www.chronicle.com/article/The-Distracted-Classroom-/240797

https://www.polleverywhere.com/

in my role as director of my college’s teaching center, I hosted a faculty discussion of Jay R. Howard’s excellent book Discussion in the College Classroom, which recommends that we build structural methods of participation into our courses, rather than just relying on the vocal students to carry the conversation.

The first three columns in “The Distracted Classroom” series have explored the fundamental problem of digital distraction in our lives today, the way recent technologies have exacerbated that problem, and the possible solutions. All of those columns drew on the research presented by Adam Gazzaley and Larry D. Rosen in their excellent book, The Distracted Mind: Ancient Brains in a High-Tech World.

Autonomy. The literature on helping students take a deep approach toward their learning — as opposed to a more surface or strategic orientation — suggests they learn best when they feel a sense of autonomy in class. Another approach to the problem of digital distraction, then, would be to invite students into the process of setting the policies that will operate in the classroom.

Cathy Davidson has argued very effectively for what she calls a “class constitution” — an agreement that the class has reached together about certain aspects of how the course will operate.

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More on Classroom Respire Systems in this IMS blog
https://blog.stcloudstate.edu/ims?s=crs

Large-scale visualization

The future of collaboration: Large-scale visualization

 http://usblogs.pwc.com/emerging-technology/the-future-of-collaboration-large-scale-visualization/

More data doesn’t automatically lead to better decisions. A shortage of skilled data scientists has hindered progress towards translation of information into actionable business insights. In addition, traditionally dense spreadsheets and linear slideshows are ineffective to present discoveries when dealing with Big Data’s dynamic nature. We need to evolve how we capture, analyze and communicate data.

Large-scale visualization platforms have several advantages over traditional presentation methods. They blur the line between the presenter and audience to increase the level of interactivity and collaboration. They also offer simultaneous views of both macro and micro perspectives, multi-user collaboration and real-time data interaction, and a limitless number of visualization possibilities – critical capabilities for rapidly understanding today’s large data sets.

Visualization walls enable presenters to target people’s preferred learning methods, thus creating a more effective communication tool. The human brain has an amazing ability to quickly glean insights from patterns – and great visualizations make for more efficient storytellers.

Grant: Visualizing Digital Scholarship in Libraries and Learning Spaces
Award amount: $40,000
Funder: Andrew W. Mellon Foundation
Lead institution: North Carolina State University Libraries
Due date: 13 August 2017
Notification date: 15 September 2017
Website: https://immersivescholar.org
Contact: immersivescholar@ncsu.edu

Project Description

NC State University, funded by the Andrew W. Mellon Foundation, invites proposals from institutions interested in participating in a new project for Visualizing Digital Scholarship in Libraries and Learning Spaces. The grant aims to 1) build a community of practice of scholars and librarians who work in large-scale multimedia to help visually immersive scholarly work enter the research lifecycle; and 2) overcome technical and resource barriers that limit the number of scholars and libraries who may produce digital scholarship for visualization environments and the impact of generated knowledge. Libraries and museums have made significant strides in pioneering the use of large-scale visualization technologies for research and learning. However, the utilization, scale, and impact of visualization environments and the scholarship created within them have not reached their fullest potential. A logical next step in the provision of technology-rich, visual academic spaces is to develop best practices and collaborative frameworks that can benefit individual institutions by building economies of scale among collaborators.

The project contains four major elements:

  1. An initial meeting and priority setting workshop that brings together librarians, scholars, and technologists working in large-scale, library and museum-based visualization environments.
  2. Scholars-in-residence at NC State over a multi-year period who pursue open source creative projects, working in collaboration with our librarians and faculty, with the potential to address the articulated limitations.
  3. Funding for modest, competitive block grants to other institutions working on similar challenges for creating, disseminating, validating, and preserving digital scholarship created in and for large-scale visual environments.
  4. A culminating symposium that brings together representatives from the scholars-in-residence and block grant recipient institutions to share and assess results, organize ways of preserving and disseminating digital products produced, and build on the methods, templates, and tools developed for future projects.

Work Summary
This call solicits proposals for block grants from library or museum systems that have visualization installations. Block grant recipients can utilize funds for ideas ranging from creating open source scholarly content for visualization environments to developing tools and templates to enhance sharing of visualization work. An advisory panel will select four institutions to receive awards of up to $40,000. Block grant recipients will also participate in the initial priority setting workshop and the culminating symposium. Participating in a block grant proposal does not disqualify an individual from later applying for one of the grant-supported scholar-in-residence appointments.
Applicants will provide a statement of work that describes the contributions that their organization will make toward the goals of the grant. Applicants will also provide a budget and budget justification.
Activities that can be funded through block grants include, but are not limited to:

  • Commissioning work by a visualization expert
  • Hosting a visiting scholar, artist, or technologist residency
  • Software development or adaptation
  • Development of templates and methodologies for sharing and scaling content utilizing open source software
  • Student or staff labor for content or software development or adaptation
  • Curricula and reusable learning objects for digital scholarship and visualization courses
  • Travel (if necessary) to the initial project meeting and culminating workshop
  • User research on universal design for visualization spaces

Funding for operational expenditures, such as equipment, is not allowed for any grant participant.

Application
Send an application to immersivescholar@ncsu.edu by the end of the day on 13 August 2017 that includes the following:

  • Statement of work (no more than 1000 words) of the project idea your organization plans to develop, its relationship to the overall goals of the grant, and the challenges to be addressed.
  • List the names and contact information for each of the participants in the funded project, including a brief description of their current role, background, expertise, interests, and what they can contribute.
  • Project timeline.
  • Budget table with projected expenditures.
  • Budget narrative detailing the proposed expenditures

Selection and Notification Process
An advisory panel made up of scholars, librarians, and technologists with experience and expertise in large-scale visualization and/or visual scholarship will review and rank proposals. The project leaders are especially keen to receive proposals that develop best practices and collaborative frameworks that can benefit individual institutions by building a community of practice and economies of scale among collaborators.

Awardees will be selected based on:

  • the ability of their proposal to successfully address one or both of the identified problems;
  • the creativity of the proposed activities;
  • relevant demonstrated experience partnering with scholars or students on visualization projects;
  • whether the proposal is extensible;
  • feasibility of the work within the proposed time-frame and budget;
  • whether the project work improves or expands access to large-scale visual environments for users; and
  • the participant’s ability to expand content development and sharing among the network of institutions with large-scale visual environments.

Awardees will be required to send a representative to an initial meeting of the project cohort in Fall 2017.

Awardees will be notified by 15 September 2017.

If you have any questions, please contact immersivescholar@ncsu.edu.

–Mike Nutt Director of Visualization Services Digital Library Initiatives, NCSU Libraries
919.513.0651 http://www.lib.ncsu.edu/do/visualization

 

use of laptops phones in the classroom

Why I’m Asking You Not to / Use Laptops

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https://blog.stcloudstate.edu/ims/2019/08/27/reading-teenagers-electronic-devices/

https://www.edsurge.com/news/2019-03-06-move-over-laptop-ban-this-professor-teaches-a-5-hour-tech-less-reading-class

research showing how laptops can be more of a distraction than a learning enabler. Purdue University even started blocking streaming websites such as Netflix, HBO, Hulu and Pandora.

But others say banning laptops can be counterproductive, arguing these devices can create opportunity for students to discover more information during class or collaborate. And that certain tools and technologies are necessary for learners who struggle in a traditional lecture format.

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Supiano, B. (2019, April 7). Digital Distraction Is a Problem Far Beyond the Classroom. But Professors Can Still Help. The Chronicle of Higher Education. Retrieved from https://www.chronicle.com/article/Digital-Distraction-Is-a/246074
Flanigan, who studies self-regulation, or the processes students use to achieve their learning goals, began researching digital distraction after confronting it in the classroom as a graduate instructor.
Digital distraction tempts all of us, almost everywhere. That’s the premise of Digital Minimalism: Choosing a Focused Life in a Noisy World by Cal Newport, an associate professor of computer science at Georgetown University.

The professor is upset. The professor has taken action, by banning laptops.
Bruff, whose next book, Intentional Tech: Principles to Guide the Use of Educational Technology in College Teaching, is set to be published this fall, is among the experts who think that’s a mistake. Why? Well, for one thing, he said, students are “going to have to graduate and get jobs and use laptops without being on Facebook all day.” The classroom should help prepare them for that.

 When Volk teaches a course with 50 or 60 students, he said, “the idea is to keep them moving.”Shifting the focal point away from the professor can help, too. “If they are in a small group with their colleagues,” Volk said, “very rarely will I see them on their laptops doing things they shouldn’t be.”
Professors may not see themselves as performers, but if they can’t get students’ attention, nothing else they do matters. “Learning doesn’t happen without attention,” said Lang, who is writing a book about digital distraction, Teaching Distracted Minds.
One aspect of distraction Lang plans to cover in his book is its history. It’s possible, he said, to regard our smartphones as either too similar or dissimilar from the distractions of the past. And it’s important, he said, to remember how new this technology really is, and how much we still don’t know about it.
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Study: Use of digital devices in class affects students’ long-term retention of information

  • A new study conducted by researchers at Rutgers University reveals that students who are distracted by texts, games, or videos while taking lecture notes on digital devices are far more likely to have their long-term memory affected and to perform more poorly on exams, even if short-term memory is not impacted, EdSurge reports.
  • Exam performance was not only poorer for students using the devices, but also for other students in classes that permitted the devices because of the distraction factor, the study found.
  • After conducting the study, Arnold Glass, the lead researcher, changed his own policy and no longer allows his students to take notes on digital devices.
A nationally representative Gallup poll conducted in March showed that 42% of K-12 teachers feel that the use of digital devices in the classroom are “mostly helpful” for students, while only 28% feel they are “mostly harmful.” Yet 69% of those same teachers feel the devices have a harmful impact on student mental health and 55% feel they negatively affect student physical health.
 According to a 2016 study of college students, student waste about 20% of their class time for “non-class” purposes — texting, emailing, or using social media more than 11 times in a typical day. In K-12, increased dependence on digital devices often interferes with homework completion as well.
Though the new study focused on long-term retention, past studies have also shown that indicate a negative correlation between use of digital devices during class and exam scores. A 2015 study by the London School of Economics revealed that pupils in schools that banned cell phones performed better on exams and that the differences were most notable for low-performing students.
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By Jack Grove Twitter: @jgro_the  April 4, 2017

Using laptops in class harms academic performance, study warns. Researchers say students who use computers score half a grade lower than those who write notes

https://www.timeshighereducation.com/news/using-laptops-in-class-harms-academic-performance-study-warns

findings, published in the journal Economics of Education Review in a paper, based on an analysis of the grades of about 5,600 students at a private US liberal arts college, found that using a laptop appeared to harm the grades of male and low-performing students most significantly.

While the authors were unable to definitively say why laptop use caused a “significant negative effect in grades”, the authors believe that classroom “cyber-slacking” plays a major role in lower achievement, with wi-fi-enabled computers providing numerous distractions for students.

April 07, 2006

A Law Professor Bans Laptops From the Classroom

http://www.chronicle.com/article/A-Law-Professor-Bans-Laptops/29048

by

Classroom Confrontation Over Student’s Laptop Use Leads to Professor’s Arrest

June 02, 2006

The Fight for Classroom Attention: Professor vs. Laptop

Some instructors ban computers or shut off Internet access, bringing complaints from students http://www.chronicle.com/article/The-Fight-for-Classroom/19431

Classroom Confrontation Over Student’s Laptop Use Leads to Professor’s Arrest

http://www.chronicle.com/blogs/ticker/classroom-confrontation-over-students-laptop-use-leads-to-professors-arrest/31832

by Anne Curzahttp://www.chronicle.com/blogs/linguafranca/2014/08/25/why-im-asking-you-not-to-use-laptops/

Laptop multitasking hinders classroom learning for both users and nearby peers

http://www.sciencedirect.com/science/article/pii/S0360131512002254

March 13, 2017

The Distracted Classroom

http://www.chronicle.com/article/The-Distracted-Classroom/239446

Welcome, Freshmen. Look at Me When I Talk to You.

http://www.chronicle.com/article/Welcome-Freshmen-Look-at-Me/237751

October 28, 2015

Memorization, Cheating, and Technology. What can we do to stem the increased use of phones and laptops to cheat on exams in class?

http://www.chronicle.com/article/Memorization-Cheating-and/233926

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intrinsic motivation:
https://blog.stcloudstate.edu/ims/2019/11/13/intrinsic-motivation-digital-distractions/

The learning experience is different in schools that assign laptops, a survey finds

The learning experience is different in schools that assign laptops, a survey finds

High schoolers assigned a laptop or a Chromebook were more likely to take notes in class, do internet research, create documents to share, collaborate with their peers on projects, check their grades and get reminders about tests or homework due dates.

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https://teacheveryday.com/cellphones-in-the-classroom/

Blended Learning – the idea of incorporating technology into the every day experience of education – can save time, raise engagement, and increase student retention.

Lets face it, our students are addicted to their phones. Like…drugs addicted. It is not just a bad habit, it is hard wired in their brains(literally) to have the constant stimulation of their phones.

If you are interested in the research, there is a lot out there to read about how it happens and how bad it is.

Scientific American article published about a recent study of nomophobia – on adults (yes, many of us are addicted too).

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by

Best Practices for Laptops in the Classroom

http://www.chronicle.com/blogs/profhacker/best-practices-for-laptops-in-the-classroom/39064

September 11, 2016

No, Banning Laptops Is Not the Answer. And it’s just as pointless to condemn any ban on electronic devices in the classroom

http://www.chronicle.com/article/No-Banning-Laptops-Is-Not-the/237752

by

Don’t Ban Laptops in the Classroom

http://www.chronicle.com/blogs/conversation/2014/09/23/dont-ban-laptops-in-the-classroom/

Use of Laptops in the Classroom: Research and Best Practices. Tomorrow’s Teaching and Learning

https://tomprof.stanford.edu/posting/1157

By

On Not Banning Laptops in the Classroom

http://techist.mcclurken.org/learning/on-not-banning-laptops-in-the-classroom/

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F January 26, 2001

Colleges Differ on Costs and Benefits of ‘Ubiquitous’ Computing

http://www.chronicle.com/article/Colleges-Differ-on-Costs-and/17848

“Bring Your Own Device” Policies?

http://www.chronicle.com/blogs/profhacker/bring-your-own-device-policies/42732

June 13, 2014, 2:40 pm By Robert Talbert

Three issues with the case for banning laptops

http://www.chronicle.com/blognetwork/castingoutnines/2014/06/13/three-issues-with-the-case-for-banning-laptops/

3 Tips for Managing Phone Use in Class

Setting cell phone expectations early is key to accessing the learning potential of these devices and minimizing the distraction factor.

https://www.edutopia.org/article/3-tips-managing-phone-use-class

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

NMC Horizon Report 2017 Library

NMC Horizon Report > 2017 Library Edition

http://www.nmc.org/publication/nmc-horizon-report-2017-library-edition/

PDF file 2017-nmc-horizon-report-library-EN-20ml00b

p. 26 Improving Digital Literacy

As social networking platforms proliferate and more interactions take place digitally, there are more opportunities for propagation of misinformation, copyright infringement, and privacy breaches.
https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-3/
https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/

p. 34 Embracing the need for radical change

40% of faculty report that their students ” rarely” interact with campus librarians.

Empathy as the Leader’s Path to Change | Leading From the Library, By on October 27, 2016, http://lj.libraryjournal.com/2016/10/opinion/leading-from-the-library/empathy-as-the-leaders-path-to-change-leading-from-the-library/

Empathy as a critical quality for leaders was popularized in Daniel Goleman’s work about emotional intelligence. It is also a core component of Karol Wasylyshyn’s formula for achieving remarkable leadership. Elizabeth Borges, a women’s leadership program organizer and leadership consultant, recommends a particular practice, cognitive empathy.

Leadership in disruptive times, , First Published September 27, 2016, http://journals.sagepub.com/doi/full/10.1177/0340035216658911

What is library leadership?  a library leader is defined as the individual who articulates a vision for the organization/task and is able to inspire support and action to achieve the vision. A manager, on the other hand, is the individual tasked with organizing and carrying out the day-to-day operational activities to achieve the vision.Work places are organized in hierarchical and in team structures. Managers are appointed to administer business units or organizations whereas leaders may emerge from all levels of the hierarchical structures. Within a volatile climate the need for strong leadership is essential.  

Leaders are developed and educated within the working environment where they act and co-work with their partners and colleagues. Effective leadership complies with the mission and goals of the organization. Several assets distinguish qualitative leadership:

Mentoring. Motivation. Personal development and skills. Inspiration and collaboration. Engagement. Success and failure. Risk taking. Attributes of leaders.

Leaders require having creative minds in shaping strategies and solving problems. They are mentors for the staff, work hard and inspire them to do more with less and to start small and grow big. Staff need to be motivated to work at their optimum performance level. Leadership entails awareness of the responsibilities inherent to the roles of a leader. However, effective leadership requires the support of the upper management.

p. 36. Developments in Technology for Academic and Research Libraries

http://horizon.wiki.nmc.org/Horizon+Topics

  1. consumer technologies
  2. Digital strategies are not so much technologies as they are ways of using devices and software to enrich teaching, learning, research and information management, whether inside or outside the library. Effective Digital strategies can be used in both information and formal learning; what makes them interesting is that they transcended conventional ideas to create something that feels new, meaningful, and 21st century.
  3. enabling technologies
    this group of technologies is where substantive technological innovation begins to be visible.
  4. Internet technologies.
  5. learning technologies
  6. social media technologies. could have been subsumed under the consumer technology category, but they have become so ever-present and so widely used in every part of society that they have been elevated to their own category. As well-established as social media is, it continues to evolve at a rapid pace, with new ideas, tools, and developments coming online constantly.
  7. Visualization technologies.  from simple infographics to complex forms of visual data analysis. What they have in common is that they tap the brain’s inherent ability to rapidly process visual information, identify patterns, and sense order in complex situations. These technologies are a growing cluster of tools and processes for mining large data sets, exploring dynamic processes, and generally making the complex simple.

new horizon report 2017 technologies

 

 

p. 38 Big Data
Big data has significant implications for academic libraries in their roles as facilitators and supporters of the research process. big data use in the form of digital humanities research. Libraries are increasingly seeking to recruit for positions such as research data librarians, data curation specialists, or data visualization specialists

p. 40  Digital Scholarship Technologies

digital humanities scholars are leveraging new tools to aid in their work. ubiquity of new forms of communication including social media, text analysis software such as Umigon is helping researchers gauge public sentiment. The tool aggregates and classifies tweets as negative, positive, or neutral.

p. 42 Library Services Platforms

Diversity of format and materials, in turn, required new approaches to content collection and curation that were unavailable in the incumbent integrated library systems (ILS), which are primarily designed for print materials. LSP is different from ILS in numerous ways. Conceptually, LSPs are modeled on the idea of software as a service (SaaS),which entails delivering software applications over the internet.

p. 44 Online Identity.
incorporated  the  management of digital footprints into their programming and resources

simplify the idea of digital footprint as“data about the data” that people are searching or using online. As resident champions for advancing digital literacy,304 academic and research libraries are well-positioned to guide the process of understanding and crafting online identities.

Libraries are becoming integral players in helping students understand how to create and manage their online identities. website includes a social media skills portal that enables students to view their digital presence through the lens in which others see them, and then learn how they compare to their peers.

p. 46  Artificial Intelligence

https://www.semanticscholar.org/

p. 48 IoT

beacons are another iteration of the IoT that libraries have adopted; these small wireless devices transmit a small package of data continuously so that when devices come into proximity of the beacon’s transmission, functions are  triggered based on a related application.340 Aruba Bluetooth low-energy beacons to link digital resources to physical locations, guiding patrons to these resources through their custom navigation app and augmenting the user experience with location-based information, tutorials, and videos.

students and their computer science  professor  have  partnered  with   Bavaria’s State Library to develop a library app that triggers supplementary information about its art collection or other points of interest as users explore the space

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more on Horizon Reports in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report

code4lib

Code4Lib Proposed Preconference Workshops

http://2017.code4lib.org/workshops/proposed-workshops.html

Introduction to functional programming principles, including immutability, higher-order functions, and recursion using the Clojure programming language. This workshop will cover getting started with the Clojure REPL, building programs through function composition, testing, and web-development using ClojureScript.

Proposed by: Sam Popowich

This workshop will do a deep dive into approaches and recommend best practices for customizing Blacklight applications. We will discuss a range of topics, including styling and theming, customizing discovery experiences, and working with Solr.

Proposed by: Chris Beer, Jessie Keck, and Jack Reed

We all encounter failure in our professional lives: failed projects, failed systems, failed organizations. We often think of failure as a negative, but it has intrinsic value — and since it’s inevitable that we’ll eventually experience failure ourselves, it’s important to know how to accept it, how to take lessons from it, and how to grow from it professionally. Fail4Lib, now in its 5th year, is the perennial Code4Lib preconference dedicated to discussing and coming to terms with the failures that we all face in our professional lives. It is a safe space for us to explore failure, to talk about our own experiences with failure, and to encourage enlightened risk taking. The goal of Fail4Lib is for participants to be adept at failing gracefully, so that when we do fail, we do so in a way that moves us forward. This half-day preconference will consist of case studies, round-table discussions, and, for those interested in sharing, lightning talks on failures we’ve dealt with in our own work.

Proposed by: Andreas Orphanides and Bret Davidson

Intro to programming in Ruby on Rails

Proposed by: Carolyn Cole and Laney McGlohon

Amazon Web Services currently offers 58 services ranging from the familiar compute and storage systems to game development and the internet of things. We will focus on the 20-some services that you should be aware of as you move your applications to their cloud.

The morning session will be mostly overview and the afternoon session will be more practical examples and discussion. This could be broken into two sessions.

Proposed by: Cary Gordon, t/b/d, and t/b/d

FOLIO is a library services platform — infrastructure that allows cooperating library apps to share data. This workshop is a hands-on introduction to FOLIO for developers of library apps. In this tutorial you will work with your own Vagrant image through a series of exercises designed to demonstrate how to install an app on the platform and use the data sources and design elements the platform provides.

REQUIREMENTS Laptop (4GB) with Vagrant installed.

Proposed by: Peter Murray

Have an idea for an app? Want to work with FOLIO developers and others in the community on the FOLIO platform to make it happen. Come to this half-day hack-a-thon! Ideas for new developers will be posted in the project Jira, or bring your own concepts and work with others to make them reality.

REQUIREMENTS Laptop (4GB) with Vagrant installed. Attending the FOLIO Tutorial is recommended, but not required.

Proposed by: Peter Murray

Google Apps script is a server-side implementation of JavaScript which supports API calls to Google Services. This can provide an excellent platform for developing simple library applications. The libraries at Georgetown University and the University of Dayton have successfully deployed applications built with Google App Script.

In this workshop, we will step through the various types of applications that can be built with Google Apps Script.
(1) Custom cell formulas
(2) Spreadsheet Add On Functions (menu items, time based triggers)
(3) Google Apps Script as a Web Service
(4) Google Apps Script Add-Ons that can be shared globally or by domain

In this workshop, we will build sample instances of each of these types of applications (wifi-permitting) and spend some time brainstorming additional applications that would be useful for the library community.

Sample Applications: http://georgetown-university-libraries.github.io/#google-sheets

Proposed by: Terry Brady and Craig Boman

Calls to mindfulness and self care can have mixed reception in our field. While some view this important work as navel-gazing or unnecessary, it is integral to being present and avoiding burnout. Often this skewed attention to output comes at the expense of our personal lives, our organizations, our health, our relationships, and our mental well-being. Learning to prioritize self-care is an ongoing project among those who perform emotional labor. While some view the work of mindfulness as self-indulgent, it has proven to keep many on the track of being present and avoiding burnout.*

The purpose of this preconference is to provide a short introduction to self care and mindfulness with practical work we can use regardless of setting. We’ll discuss microaggressions and allyship (microaggressions being the brief and commonplace verbal, behavioral, or environmental indignities that marginalized people of various groups experience daily and allyship referring to the powerful role that individuals from privileged groups can play in supporting marginalized individuals). We will then transition to a modified unconference setting where participants can practice scenarios and learn practical solutions. Each of the presenters has different set of skills and experiences that allow for many techniques and strategies to be explored. Preconference attendees will participate in sessions like “Mentor Speed Dating” where they get to talk to and question potential mentors/mentees. They may be coached through a guided meditation or walked through a calming breathing exercise. For those looking to a more physical space, office yoga and stretching techniques may be shared depending on the outcomes of the unconference interest.

Foundational materials and articles will be shared with the registrants prior to the meeting with the option of further discussion at the workshop. An open access guide to all the resources and readings will be available after the preconference, and people will be encouraged to share additional their tools on a website.

Suggested Hashtag #c4lselfcare

* Abenavoli, R.M., Jennings, P.A., Greenberg, M.T., Harris, A.R., & Katz, D.A. (2013). The protective effects of mindfulness against burnout among educators. Psychology of Education Review, 37(2), 57-69

Proposed by: Carmen Mitchell, Lia Friedman, and Torie Quinonez

In this preconference, participants will be introduced to Virtual Reality uses in library settings, notably, by way of the VR Reading Room. Within the VR Reading Room prototype, users can collaboratively explore digital collections (e.g. HathiTrust) by way of VR headsets. Participants of this workshop will have the opportunity to experience HTC Vive functionality. The system will be setup with a prototype e-book experiment in order to model several VR affordances. Once attendees have been introduced to the HTC Vive hardware and sample project, groups of participants will have an opportunity to further brainstorm novel uses cases.

Proposed by: Jim Hahn

Python[1] has become one of the dominant languages in scientific computing and is used by researchers around the world. Its popularity is due in large part to a rich set of libraries for data analysis like Pandas[2] and NumPy[3] and tools for exploring scientific code like Jupyter notebooks[4]. Join us for this half-day workshop on the basics of using Pandas within a Jupyter notebook. We will cover importing data, selecting and subsetting data, grouping data, and generating simple visualizations. All are welcome, but some familiarity with Python is recommended, e.g. the concepts covered in the Codecademy[5] or Google[6] Python courses.

[1] https://www.python.org/
[2] http://pandas.pydata.org/
[3] http://www.numpy.org/
[4] http://jupyter.org/
[5] https://www.codecademy.com/learn/python
[6] https://developers.google.com/edu/python/

Proposed by: Bret Davidson and Kevin Beswick

Learn about the features and capabilities of Sufia, a Hydra-based repository solution. Attendees will participate in a hand-on demonstration where they deposit content, edit metadata, create collections, and explore access control options. Attendees should bring laptops with Chrome, Firefox, or Safari installed. Please plan on bringing at least one image, document, or other digital content that you’re comfortable uploading and using for demo and experimentation purposes 🙂

Proposed by: Mark Bussey and Justin Coyne

The web can be a trove of openly accessible data, but it is not always readily available in a format that allows it to be downloaded for analysis and reuse. This workshop aims to introduce attendees to web scraping, a technique to automate extracting data from websites.

Part one of the workshop will use browser extensions and web tools to get started with web scraping quickly, give examples where this technique can be useful, and introduce how to use XPath queries to select elements on a page.

Part two will introduce how to write a spider in Python to follow hyperlinks and scrape several web pages using the Scrapy framework. We will conclude with an overview of the legal aspects of web scraping and an open discussion.

You don’t need to be a coder to enjoy this workshop! Anyone wishing to learn web scraping is welcome, although some familiarity with HTML will be helpful. Part two will require some experience with Python, attendees unfamiliar with this language are welcome to stay only for part one and still learn useful web scraping skills!

Proposed by: Thomas Guignard and Kim Pham

Paper prototyping is a low-cost, structured brainstorming technique that uses materials such as paper and pencils to better understand the way users interact with physical, visual, and textual information. It can help us learn how to better think through workflows, space design, and information architecture. Session attendees will learn about the ways low-fidelity prototyping and wireframing can be used to develop ideas, troubleshoot workflows, and improve learning and interaction.

In the first half of the workshop, participants will step through activities in icon design, persona development, and task development. In the second half they will develop a low fidelity prototype and step through a guerilla usability testing process with it.

Proposed by: Ekatarina (Eka) Grguric and Andreas Orphanides

Google AI

Google Researchers Create AI That Builds Its Own Encryption

BY TOM BRANT OCTOBER 28, 2016 04:45PM EST

http://www.pcmag.com/news/349154/google-researchers-create-ai-that-builds-its-own-encryption

Alice and Bob have figured out a way to have a conversation without Eve being able to overhear, no matter how hard she tries.

They’re artificial intelligence algorithms created by Google engineers, and their ability to create an encryption protocol that Eve (also an AI algorithm) can’t hack is being hailed as an important advance in machine learning and cryptography.

Martin Abadi and David G. Andersen, explained in a paper published this week that their experiment is intended to find out if neural networks—the building blocks of AI—can learn to communicate secretly.

As the Abadi and Anderson wrote, “instead of training each of Alice and Bob separately to implement some known cryptosystem, we train Alice and Bob jointly to communicate successfully and to defeat Eve without a pre-specified notion of what cryptosystem they may discover for this purpose.”

same in German

Googles AI entwickelt eigenständig Verschlüsselung

von – 31.10.2016
http://www.com-magazin.de/news/verschluesselung/googles-ai-entwickelt-eigenstaendig-verschluesselung-1145175.html
Google-Forscher Martin Abadi und David G. Andersen des Deep-Learning-Projekts “Google Brain” eine neue Verschlüsselungsmethode entwickelt beziehungsweise entwickeln lassen. Die Forscher haben verschiedene neurale Netze damit beauftragt, eine abhörsichere Kommunikation aufzustellen.

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more on AI in this IMS blog:
https://blog.stcloudstate.edu/ims?s=artificial+intelligence

VR in education

5 ways virtual reality is being used in education right now

By Meris Stansbury
1. For new research: using a state-of-the-art “haptic” floor of aeronautic metal that vibrates and moves to stimulate the physical world for research on how VR has the potential to change the way users feel and behave. There may also be implications for confronting racism, sexism, and aiding in empathy and humanitarian efforts, says Bailenson.
2. For coding and 3D design: According to Bob Nilsson, director of Vertical Solutions Marketing for Extreme Networking, the University of Maryland, College Park, now offers a class on virtual reality that gives students the opportunity to design their own interactive world, work with 3D audio and experiment with immersive technology through a combination of hands-on learning and case studies. Also, the University of Georgia is offering similar classes where students design and explore applications for VR. Conrad Tucker, an assistant professor of engineering at Pennsylvania State University, has received funding to build a virtual engineering lab where students hold, rotate, and fit together virtual parts as they would with their real hands.

3. For anatomy and dissection: Said one Extreme Networks survey respondent, “Our students have been developing a VR model of a cow’s anatomy for dissection and study. You have the ability to drill down to the circulatory system, brain, muscle, skeleton, etc. Our applied tech program is using VR in conjunction with Autocad for models of projects they design.”

4. For engagement: A whopping 68 percent of survey respondents said the major benefit of using VR in education is to excite students about the subject matter. 39 percent said it’s great for encouraging creativity.

5. For field trips: Google has eliminated restrictions on Expeditions, their VR field trips program. Google Expeditions was cited in the survey as one of the most popular sources of VR content, but with the complaint that it was a restricted program.

use of VR in education

comment:
Thomas S. McDonald ·

Virtual reality may have its place, but until traditional education moves away from their 20th century teaching methodology and replaces it with educationally innovative, 21st century learning methodology, within a blended and flipped learning environment, virtual reality is currently, much ado about nothing.
Unless any new application is educationally innovative and directly and measurably contributes to effective, efficient, consistent, affordable, relevant advanced student success outcomes for ALL students, future innovations must wait for current innovations to be implemented.
This process of appriate choice and appropriate implemention must start at the top and be beta tested for measured student success before its rolled out system wide.

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

Save

Ethical Considerations For Using Virtual Reality

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

G+ link https://plus.google.com/+TessPajaron/posts/8YYgjoPrQvq

In an address to the VRX conference in San Francisco, noted game developer and tech wizard, Jesse Schell predicted that over 8 million VR gamer headsets will be sold in 2016. Facebook purchased Oculus Rift, presumably laying the groundwork for a future where friends and family will interact in rich virtual spaces. All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market.

Experimenting with VR in his classes as part of a project piloted by Seattle-based foundry10, a privately funded research organization that creates partnerships with educators to implement, research and explore the various intersections of emerging technologies and learning, including VR..

And the technology’s potential for good is vast. It has already been used to help with autism, improve personal financial management, treat PTSD and manage pain. More and more news outlets, including the New York Times, are adopting immersive journalism, where news stories can be experienced through VR.

As an educational tool, VR might prove transformative. Google Expeditions allows students to take over 100 virtual journeys from ancient Rome to the surface of Mars. It might also have a big impact on social emotional learning (SEL), as VR’s unique ability to produce empathy recently led Wired magazine to explore its potential as “the ultimate empathy machine”. Addressing a persistent anxiety, Suter used Samsung Gear’s Public Speaking Simulator to successfully prepare a few nervous students for class presentations, reporting they felt “much more calm” during the live delivery.

Ethical Considerations

In a recently published article, researchers Michael Madary and Thomas K. Metzinger from Johannes Gutenberg University in Germany review a series of ethical considerations when implementing VR. The illusion of embodiment may provide VR’s greatest value to education, but also lies at the heart of its ethical implementation. Madary and Metzinger believe that VR is not just an evolution from television and video game screens, but a revolution that will have an enormous social impact. In their paper, they claim that:

VR technology will eventually change not only our general image of humanity but also our understanding of deeply entrenched notions, such as “conscious experience,” “selfhood,” “authenticity,” or “realness.”

It’s important to remember that many current VR uses in schools, like Google Expeditions, are not interactive VR, but simply 360-degree video experiences. In these cases, students experience immersive 3D pictures or panoramas, but do not deeply interact with the content. The illusion of embodiment is a product of interactive content and motion tracking, where users can alter and affect their environment and engage with others who share their virtual space. Headsets like the Vive and Occulus Rift fall under this latter category, but it won’t be long before most, if not all, consumer oriented VR technology will be completely immersive and interactive.

1. Long-Term Effects and Prolonged Exposure

2. The Impact of Environment on Agency and Behavior

3. Aggravating Preexisting Psychological or Emotional Issues

4. (Un)Reality and Diminished Real World Interactions

5. Privacy and Data Gathering

 

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more on virtual reality in this IMS blog

https://blog.stcloudstate.edu/ims?s=virtual+reality

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