Searching for "digital learning"
ey ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
Imagine if we didn’t know how to use books – notes on a digital practices framework
the 20/60/20 model of change. The idea is that the top 20% of any group will be game for anything, they are your early adopters, always willing to try the next best thing. The bottom 20% of a group will hate everything and spend most of their time either subtly slowly things down or in open rebellion. The middle 60% are the people who have the potential to be won or lost depending on how good your plan is
The top stream is about all the sunshine and light about working with others on the internet. It’s advantages and pitfalls, ways in which to promote prosocial discourse. The middle stream is about pragmatics. The how’s of doing things, it starts out with simple guidelines and moves forward the technical realities of licensing, content production and tech using. The bottom stream is about the self. How to keep yourself safe, how to have a healthy relationship with the internet from a personal perspective.
Level 1 – Awareness
Level 2 – Learning
Level 3 Interacting and making
Level 4 – Teaching
more on digital literacy in this IMS blog
Developed by Dr. Ruben Puentedura, the SAMR Model aims to guide teachers in integrating technology into their classrooms. It consists of four steps: Substitution (S), Augmentation (A), Modification (M), and Redefinition (R).
The problem with many personalized learning tools is that they live mostly in realm of Substitution or Augmentation tasks.
It’s in moments like these that we see the SAMR model, while laying an excellent foundation, isn’t enough. When considering which technologies to incorporate into my teaching, I like to consider four key questions, each of which build upon strong foundation that SAMR provides.
1. Does the technology help to minimize complexity?
2. Does the technology help to maximize the individual power and potential of all learners in the room?
use Popplet and iCardSort regularly in my classroom—flexible tools that allow my students to demonstrate their thinking through concept mapping and sorting words and ideas.
3. Will the technology help us to do something previously unimaginable?
4. Will the technology preserve or enhance human connection in the classroom?
Social media is a modern-day breakthrough in human connection and communication. While there are clear consequences to social media culture, there are clear upsides as well. Seesaw, a platform for student-driven digital portfolios, is an excellent example of a tool that enhances human connection.
more on SAMR and TRACK models in this IMS blog
more on personalized learning in this IMS blog
Online Learning’s ‘Greatest Hits’
Robert Ubell (Columnist) Feb 20, 2019
dean of web-based distance learning
Learning Management Systems
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
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.
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.
more on online learning in this IMS blog
Building a Learning Innovation Network
a new interdisciplinary field of learning innovation emerging.
Learning innovation, as conceptualized as an interdisciplinary field, attempts to claim a space at the intersection of design, technology, learning science and analytics — all in the unique context of higher education.
professional associations, such as POD, ELI, UPCEA, (https://upcea.edu/) OLC (https://onlinelearningconsortium.org/), ASU GSV (https://www.asugsvsummit.com/) and SXSW Edu (https://www.sxswedu.com/) — among many other conferences and events put on by professional associations.
A professional community of practice differs from that of an interdisciplinary academic network. Professional communities of practice are connected through shared professional goals. Where best practices and shared experiences form the basis of membership in professional associations, academic networks are situated within marketplaces for ideas. Academic networks run on the generation of new ideas and scholarly exchange. These two network models are different.
“Learning Experience Design™ is a synthesis of Instructional Design, educational pedagogy, neuroscience, social sciences, design thinking, and User Experience Design.”
The Process: ADDIE Vs. Design Thinking
more on LX design in this iMS blog
When Bringing Your Own Device Isn’t Enough: Identifying What Digital Literacy Initiatives Really Need
Device ownership alone doesn’t make people digitally literate; rather, digital literacy is about how and why they use devices to achieve particular goals and outcomes.
According to the 2018 EDUCAUSE Center for Analysis and Research (ECAR) Study of Undergraduate Students and Information Technology, 95% of undergraduate students own a smartphone and 91% own a laptop. This near-ubiquitous ownership of these devices might suggest that digital literacy is mainstream, but just because students own digital devices does not mean that they’ve developed digital literacy.
Definitions of digital literacy can include the ability to use and access digital devices, but studies from the past decade tend to deepen this definition. A commonly cited definition from Colin Lankshear and Michele Knobel asserts that digital literacy is “shorthand for the myriad social practices and conceptions of engaging in meaning making mediated by texts that are produced, received, distributed, exchanged etc., via digital codification.”
More recently, scholars including Jennifer Sparrow have suggested even adopting the term digital fluency instead of literacy in order to capture how students may need the “ability to leverage technology to create new knowledge, new challenges, and new problems and to complement these with critical thinking, complex problem solving, and social intelligence to solve the new challenges.”
Digital Familiarity Implies Intrinsic Knowledge
two-thirds of faculty think that students are prepared to use software applications, but students themselves express discomfort with applying these tools for learning.
instructional designers are key players who could take a more visible role in higher education to support educators in bringing explicit instruction on digital literacy engagement into their classes. University staff in instructional design and educational/faculty development spaces consult with instructors, lead workshops, and develop support documentation on a regular basis. People in these roles could be more empowered to have conversations with the instructors they support around building in particular lessons
Douglas Belshaw can be a source of inspiration for understanding how his essential elements of digital literacy may contribute to the development of students’ digital fluencies. In particular, some practices may include:
- Integrating the use of different applications and platforms so that students obtain practice in navigating these spaces, learning how to locate relevant and reliable information. For example, guiding students to specific databases that provide articles, books, etc., for your discipline may improve information and digital literacy. This is critical because most students default to Google search and Wikipedia, which may not be where you want them to explore topics.
- Developing student’s ability to curate content and how to follow academic integrity guidelines for citations and references.
- Establishing the norms and purpose for effective communication in a digital academic space.
How Game-Based Learning Empowers Students for the Future
educators’ guide to game-based learning, packed with resources for gaming gurus and greenhorns alike.
How are schools and districts preparing students for future opportunities? What is the impact of game-based learning?
It’s 2019. So Why Do 21st-Century Skills Still Matter?
21st-century trends such as makerspaces, flipped learning, genius hour, gamification, and more.
EdLeader21, a national network of Battelle for Kids.has developed a toolkit to guide districts and independent schools in developing their own “portrait of a graduate” as a visioning exercise. In some communities, global citizenship rises to the top of the wish list of desired outcomes. Others emphasize entrepreneurship, civic engagement, or traits like persistence or self-management.
ISTE Standards for Students highlight digital citizenship and computational thinking as key skills that will enable students to thrive as empowered learners. The U.S. Department of Education describes a globally competent student as one who can investigate the world, weigh perspectives, communicate effectively with diverse audiences, and take action.
Frameworks provide mental models, but “don’t usually help educators know what to do differently,” argues technology leadership expert Scott McLeod in his latest book, Harnessing Technology for Deeper Learning. He and co-author Julie Graber outline deliberate shifts that help teachers redesign traditional lessons to emphasize goals such as critical thinking, authenticity, and conceptual understanding.
1. Wondering how to teach and assess 21st-century competencies? The Buck Institute for Education offers a wide range of resources, including the book, PBL for 21st Century Success: Teaching Critical Thinking, Collaboration, Communication, and Creativity (Boss, 2013), and downloadable rubrics for each of the 4Cs.
2. For more strategies about harnessing technology for deeper learning,listen to the EdSurge podcast featuring edtech expert and author Scott McLeod.
3. Eager to see 21st-century learning in action? Getting Smart offers suggestions for using school visits as a springboard for professional learning, including a list of recommended sites. Bob Pearlman, a leader in 21st century learning, offers more recommendations.
more on game- based learning in this IMS blog
6 ways to use students’ smartphones for learning
By Kelsey Ehnle 12/26/2018 BYOD Mobile learning Tools
Smartphones also provide an easy way for teachers to “inspire students to positively contribute to and responsibly participate in the digital world,” as espoused by the ISTE Standards for Educators
research shows that when students are engaged in their learning — and they’re almost always engaged with their phones when given a choice — they are less likely to succumb to distractions.
1. Create short videos.
Videos can express any type of learning in any style, from music videos to interviews, book trailers, historical re-enactments, tutorials and stop animations.
Flipgrid is the one of the best educational video-creation sites
2. Access an online dictionary and thesaurus.
Find synonyms in many languages at Open Thesaurus!
PONS or LEO. Question about a verb conjugation? Go to LEO or Canoo (for German)
3. Collaborate and share with Padlet and Twitter.
4. Scan QR codes.
5. Listen to podcasts and read the news.
6. Compete against classmates!
Quizlet and Kahoot, Gimkit
6. Use the apps, obviously.
Gartner predicts that nearly 38 percent of companies will stop providing devices to workers by 2017 — but 20 percent of those BYOD programs will fail because of overly restrictive mobile device management measures. So how can IT pros devise a BYOD strategy that stays afloat? Here are six guidelines to accommodate legitimate IT concerns without sinking a policy’s odds of success:
Look to Existing Policies
Before creating a BYOD policy, take a look at existing HR and legal procedures. Many email, VPN, and remote access security policies can be applied to mobile devices, as well.
Provide Training and Education
Employees are using personal devices at work, whether the company realizes it or not. But that doesn’t mean they are using them correctly. Employees often use file-sharing and other tools of their choosing without IT’s knowledge, which could put sensitive corporate data at risk. Use a BYOD policy to trainemployees how to correctly use their applications
BYOD isn’t limited to smartphones. According to Gartner, a “new norm” is emerging in which employees manage up to four or five devices at work.
Enforce Passwords and Encryption
passwords aren’t foolprool. Data encryption is an additional security measure
A smart BYOD policy doesn’t mean IT is off the hook. Rather, successful policies rely on IT and employees sharing security obligations.
Set Ownership Expectations
Employees often fail to realize that all data on their devices is discoverable, regardless of whether the device is personal or company-owned. The question of who owns what is still a legal gray area, though companies increasingly take the liberty to remote wipe employees’ personal devices once they leave their job. Avoid the guessing game with a clear exit strategy.
more on BYOD in this IMS blog
CM/IEEE Joint Conference on Digital Libraries
June 2-6, 2019 – Urbana-Champaign, IL
Curated Knowledge. Connected People. Extraordinary Results.
UPDATED DEADLINE: January 25, 2019
JCDL welcomes interesting submissions ranging across theories, systems,
services, and applications. We invite those managing, operating, developing,
curating, evaluating, or utilizing digital libraries broadly defined, covering
academic or public institutions, including archives, museums, and social
networks. We seek involvement of those in iSchools, as well as working in
computer or information or social sciences and technologies. Multiple tracks
and sessions will ensure tailoring to researchers, practitioners, and diverse
communities including data science/analytics, data curation/stewardship,
information retrieval, human-computer interaction, hypertext (and Web/network
science), multimedia, publishing, preservation, digital humanities, machine
learning/AI, heritage/culture, health/medicine, policy, law, and privacy/
Additional Topics of Interest:
In addition to the topics indicated above, the following are some of the many
topics that will be considered relevant, as long as connections are made to
* Collaborative and participatory information environments
* Crowdsourcing and human computation
* Cyberinfrastructure architectures, applications, and deployments
* Distributed information systems
* Document genres
* Extracting semantics, entities, and patterns from large collections
* Information and knowledge systems
* Information visualization
* Infrastructure and service design
* Knowledge discovery
* Linked data and its applications
* Performance evaluation
* Personal digital information management
* Scientific data management
* Social media, architecture, and applications
* Social networks, virtual organizations and networked information
* User behavior and modeling
* User communities and user research
We invite submissions in many forms: short papers, long papers, panels,
posters, tutorials, and workshops. We also host a Doctoral Consortium.
Jan. 25, 2019 – Tutorial, workshop, full paper and short paper, and consortium
Jan. 29, 2019 – Panel, poster and demonstration submissions
Submissions are to be made in electronic format via the conference’s EasyChair
submission page. Please see the conference website for more details: