CALL FOR CHAPTER PROPOSALS Proposal Submission Deadline: February 12, 2019 Leveraging Technology for the Improvement of School Safety and Student Wellbeing
A book edited by Dr. Stephanie Huffman, Dr. Stacey Loyless, Dr. Shelly Allbritton, and Dr. Charlotte Green (University of Central Arkansas)
Introduction
Technology permeates all aspects of today’s school systems. An Internet search on technology in schools can generate millions of website results. The vast majority of these websites (well over 8,000,000 results for one simple search) focuses on advice, activities, and uses of technology in the classroom. Clearly teaching and learning with technology dominates the literature and conversations on how technology should or could be used in classroom settings. A search on school safety and technology can produce more than 3,000,000 results with many addressing technological tools such as video cameras, entry control devices, weapon detectors, and other such hardware. However, in recent times, cyberbullying appears to dominate the Internet conversations in references to school safety. With an increase in school violence in the past two decades, school safety is a fundamental concern in our nation’s schools. Policy makers, educators, parents, and students are seeking answers in how best to protect the physical, emotional, and social well-being of all children.
Objective of the Book
The proposed edited book covers the primary topic of P-12 school safety and the use of technology and technology used for fostering an environment in which all students can be academically successful and thrive as global citizens. School safety is defined as the physical, social, and emotional well-being of children. The book will comprise empirical, conceptual and case based (practical application) research that craft an overall understanding of the issues in creating a “safe” learning environment and the role technology can and should play; where a student’s well-being is valued and protected from external and internal entities, equitable access is treasured as a means for facilitating the growth of the whole student, and policy, practices, and procedures are implemented to build a foundation to transform the culture and climate of the school into an inclusive nurturing environment.
Target Audience
The target audience is leadership and education scholars, leadership practitioners, and technology coordinators. This book will be used as a collective body of work for the improvement of K-12 schools and as a tool for improving leadership and teacher preparation programs. School safety is a major concern for educators. Technology has played a role in creating unsafe environments for children; however it also is an avenue for addressing the challenges of school safety
Recommended topics include, but are not limited to, the following:
Section I – Digital Leadership
Technology as a Climate and Cultural Transformation Tool
School Leadership in the Digital Age: Building a Shared Vision for all Aspects of Learning and Teaching
Ensuring Equity within a “One to One” Technology Framework
Infrastructure within Communities
Accessible WiFi for Low SES Students
Developing Culturally Responsive Pedagogy
Professional Development for School Leaders
Section II – Well Being
Social Media and School Safety: Inputs and Outputs
Tip lines: Crime, Bullying, Threats
Communication and Transparency
Platform for Social Justice
Teaching Strategies to Promote Healthy Student Interactions in Cyberspace (Digital Citizenship?)
Building Capacity and Efficacy, Platform to lower incidence of Cyber-Bullying, Boosting Instructional Engagement
Literacy and Preparedness for the Influence and Consequence of Digital Media Marketing Campaigns directed toward Children, Adolescents, and Teens.
Pioneering Innovative Technology Program in Curriculum: Fostering “Belonging” beyond Athletics & Arts.
Competence in the Blended/Hybrid/Flipped Classroom
Technology to enhance learning for all
Assistive Technology
Accessibility issues
Internet access for Low SES Students in the Blended/Hybrid/Flipped Classroom
Personal Learning Design
Differentiation for Student Efficacy
Strategies for Increasing Depth of Knowledge
Design Qualities for Enhanced Engagement
Submission Procedure
Researchers and practitioners are invited to submit on or before February 12, 2019, a chapter proposal of 1,000 to 2,000 words clearly explaining the purpose, methodology, and a brief summary findings of his or her proposed chapter. Authors will be notified by March 12, 2019 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 12, 2019, and all interested authors must consult the guidelines for manuscript submissions at http://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. See Edited Chapter Template. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.
Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Leveraging Technology for the Improvement of School Safety and Student Wellbeing. All manuscripts are accepted based on a double-blind peer review editorial process.
Publisher
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit http://www.igi-global.com. This publication is anticipated to be released in 2020.
Important Dates February 12, 2019: Proposal Submission Deadline March 12, 2019: Notification of Acceptance June 12, 2019: Full Chapter Submission August 10, 2019: Review Results Returned August 10, 2019: Final Acceptance Notification September 7, 2019: Final Chapter Submission
Inquiries can be forwarded to
Dr. Stephanie Huffman
University of Central Arkansas steph@uca.edu or 501-450-5430
“Formulating a product, you better know about ethics and understand legal frameworks.”
These days a growing number of people are concerned with bringing more talk of ethics into technology. One question is whether that will bring change to data-science curricula.
Following major data breaches and privacy scandals at tech companies like Facebook, universities including Stanford, the University of Texas and Harvard have all added ethics courses into computer science degree programs to address tech’s “ethical dark side,” the New York Times has reported.
As more college and universities consider incorporating humanities courses into technical degree programs, some are asking what kind of ethics should be taught.
Faking it: how selfie dysmorphia is driving people to seek surgery
Filters have never been more prevalent – and it’s leading some people to have fillers, Botox and other procedures. What’s behind the obsessive pursuit of a flawless look?
The phenomenon of people requesting procedures to resemble their digital image has been referred to – sometimes flippantly, sometimes as a harbinger of end times – as “Snapchat dysmorphia”. The term was coined by the cosmetic doctor Tijion Esho, founder of the Esho clinics in London and Newcastle.
A recent report in the US medical journal JAMA Facial Plastic Surgery suggested that filtered images’ “blurring the line of reality and fantasy” could be triggering body dysmorphic disorder (BDD), a mental health condition where people become fixated on imagined defects in their appearance.
A 2017 study into “selfitis”, as the obsessive taking of selfies has been called, found a range of motivations, from seeking social status to shaking off depressive thoughts and – of course – capturing a memorable moment. Another study suggested that selfies served “a private and internal purpose”, with the majority never shared with anyone or posted anywhere – terabytes, even petabytes of photographs never to be seen by anyone other than their subject.
However, a 2017 study in the journal Cognitive Research: Principles and Implications found that people only recognised manipulated images 60%-65% of the time.
Eureka: machine learning tool, brainstorming engine. give it an initial idea and it returns similar ideas. Like Google: refine the idea, so the machine can understand it better. create a collection of ideas to translate into course design or others.
Netlix:
influencers and microinfluencers, pre- and doing the execution
a machine can construct a book with the help of a person. bionic book. machine and person working hand in hand. provide keywords and phrases from lecture notes, presentation materials. from there recommendations and suggestions based on own experience; then identify included and excluded content. then instructor can construct.
Design may be the least interesting part of the book for the faculty.
multiple choice quiz may be the least interesting part, and faculty might want to do much deeper assessment.
use these machine learning techniques to build assessment. how to more effectively. inquizitive is the machine learning
students engagements and similar prompts
presence in the classroom: pre-service teachers class. how to immerse them and practice classroom management skills
First class: marriage btw VR and use of AI – an environment headset: an algorithm reacts how teachers are interacting with the virtual kids. series of variables, oppty to interact with present behavior. classroom management skills. simulations and environments otherwise impossible to create. apps for these type of interactions
facilitation, reflection and research
AI for more human experience, allow more time for the faculty to be more human, more free time to contemplate.
Jason: Won’t the use of AI still reduce the amount of faculty needed?
Christina Dumeng: @Jason–I think it will most likely increase the amount of students per instructor.
Andrew Cole (UW-Whitewater): I wonder if instead of reducing faculty, these types of platforms (e.g., analytic capabilities) might require instructors to also become experts in the various technology platforms.
Dirk Morrison: Also wonder what the implications of AI for informal, self-directed learning?
Kate Borowske: The context that you’re presenting this in, as “your own jazz band,” is brilliant. These tools presented as a “partner” in the “band” seems as though it might be less threatening to faculty. Sort of gamifies parts of course design…?
Dirk Morrison: Move from teacher-centric to student-centric? Recommender systems, AI-based tutoring?
Andrew Cole (UW-Whitewater): The course with the bot TA must have been 100-level right? It would be interesting to see if those results replicate in 300, 400 level courses
In simple words, a blockchain is a ledger that records transactions of a certain type. It uses mathematical functions such as integer factorization, which is easy to solve in one direction but hard in the other direction for security.
Quantum entanglement is a phenomenon in which the quantum states of two or more objects have to be described with reference to each other, even though the individual objects may be spatially separated.
What’s the future of blockchain in the world of Quantum computing?
One of the potential solutions is Quantum Blockchain, which uses quantum cryptography. This has been proposed by Del Rajan and Matt Visser of Victoria University of Wellington in New Zealand. The idea is simple — if computers can compute fast, make the puzzle more complex.
Every number released in conjunction with Fortnite is staggering, even within the context of a $137 billion industry. On the same day as its Fortnite Pro-Am tournament at E3, the video-game industry’s largest convention, the game was released for the Nintendo Switch, and within 24 hours it had been downloaded more than 2 million times. Analysts estimate that Fortnite is currently raking in more than $300 million a month, and has made its maker, Epic Games, more than $1.2 billion since its battle royale mode launched in late September.
Fortnite is virtually identical on every platform, and players can move from their PlayStation to their phone and back without missing a beat. Milligan first heard about the game back in September. “It was the next new game, like when Minecraft came out, but way more popular.”
The cadence of a Fortnite game is that nothing is happening and then, very suddenly, everything is happening. The game has three main modes: solo (every player for themselves), duos (teams of two), and squads (teams of three or four), but there are consistently around 100 players in every session.
Even when kids aren’t playing Fortnite, they’re talking about Fortnite or finding ways to profit from it.
Video games pioneered the dopamine-rush cycle. Using bright graphics and sound effects to make players feel continual accomplishment, arcade games were honed to make players feel like they needed to feed in just one more quarter over and over again — slot machines that kept people entranced without ever having to pay out. The addictive core of video-gaming never went away, even as games became more complicated: Every win, every high score, every 100 percent completion, every secret and Easter egg was a chance for a little rush of accomplishment and satisfaction.
And then mobile products learned to do the same thing. Give people goals, reward them with flashes of color, and you could entrance them into something resembling addiction. This was called, tellingly and unsurprisingly, “gamification”: Treat every app and every activity as a video game, with scores, prizes, and leaderboards. Snapchat rewarded users who talked every day with “streaks”; the exercise app Strava allowed you to compete with other joggers and earn badges; Foursquare turned the entire world into a game of king of the hill.
The process has come full circle. Fortnite is a gamified video game.
The crackdown on a new generation of Russian musicians began in late November of 2018, when Dmitry Kuznetsov, a 25-year-old rapper known as Husky, was prevented from performing in the southern city of Krasnodar and arrested. His arrest set off a wave of protest by fellow rappers that eventually came to the attention of Russian President Vladimir Putin.
Two years ago, Russians were surprised when young protesters turned out in masses for anti-government demonstrations, called for by opposition leader Alexei Navalny, who communicates directly with his supporters via YouTube and Twitter.
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Putin wants government to “take charge” of rap music
Rap and other modern [forms of art] are rested upon three pillars – sex, drugs and protest,” he (Putin) said. “I am most worried about drugs. This is the way towards the degradation of a nation.”
We are exploring the very same topic. We have been using Credly for the past year or so to give badges to faculty who complete courses in a 3 course series we developed for effective online teaching.
That said, we are a Canvas school and, as we explore our own pilot program, are looking at Badgr’s badging solution (which is free to use, at least for Canvas, maybe all though?) as well as their Pathway’s solution for stacking badges and providing a view of that badge path for participants.
It’s is all very early stage but those are the two platforms and vendors we have focused our time currently.
the emphasis (strong side) is the streamlining of the different offices and activities on campus
levels of proficiency is very much geared toward undergrads
aspects of gamification, but no peer support credit/badge
U of Pittsburgh – OCC outside the class curriculum
Monclair U (NJ second largest):
U of Wyoming: after level 3, career coach does storytelling appointment.
pilot is $5K and institutional can vary between $10-15K
The overuse of technology has overtaken drugs, sex and bullying as the biggest parental worry, according to the annual Brigham Young and Deseret News American Family Survey.
The American Academy of Pediatrics supports this idea of joint media engagement, basically engaging alongside your kids, as you suggest, whether with games, videos or social media. But isn’t there such a thing as too much screen time?
When people talk about addiction, I think it’s weird we want to blame the digital media because you can form unhealthy relationships with lots of things — food, sex, work, money.
We’re using screens as a babysitter.
There’s an interesting study that recently came out that looked at how parents and young children were interacting around devices. It showed that this joint media engagement is not happening.
I feel like part of the problem is that parents are getting essentially abstinence-only education, like in sex education. The research on that says, if all you hear is, “Just say no,” it has no positive effects.
Nobody actually thinks we’re going to have a world without [tech]. They’re aiming for that healthy relationship. A healthy relationship is you being able to have the autonomy to make good decisions.
An interesting discussion on the use of blockchain for academic libraries on the LITA listserv
in response to a request from the Library Association in Pakistan for an hour long session on “block chain and its applications for Academic Libraries”.
While Nathan Schwartz, MSIS Systems & Reference Librarian find blockchain only related to cryptocurrencies, Jason Griffey offers a MOOC focused on Blockchain for the Information Professions: https://ischoolblogs.sjsu.edu/blockchains/
According to Jason, “Blockchain, as a data storage technology, can be separated from the idea of cryptocurrencies and expressions of value and coin.”