Searching for "educational technology"

gamification position

Tenure Track Position in Gamification Tampere University of Technology

http://www.computeroxy.com/announcement,a2945.html

Tampere University of Technology (TUT) is an active scientific community of 2,000 employees and more than 10,000 students. The University operates in the form of a foundation and has a long-standing tradition of collaboration with other research institutions and business life. Many of the fields of research and study represented at the University play a key role in addressing global challenges. Internationality is an inherent part of all the University’s activities. Welcome to join us at TUT!

The University of Turku is a world-class multidisciplinary research university which offers interesting challenges and a unique vantage point to national and international research and education.

Tenure track (Gamification)

The tenure track position is shared between Tampere University of Technology and the University of Turku. It supports the co-operation in teaching and research in the area of gamification between the two universities.

The professorship is especially associated with the TUT Game Lab (Pori Department, TUT) and the Digital Culture research group of the Cultural Production and Landscape Studies degree programme (School of History, Culture and Arts Studies, UTU). These research groups currently have five on-going research projects related to games and playing.

The TUT Game Lab brings together learning scientists, developers and humanists to conduct research and develop new ways of utilizing games in learning. The aim is to develop and study high-impact digital games that address real world challenges.

The main research objectives of TUT Game Lab are:
– Developing scientifically justified games to demonstrate and conduct research
– Studying the impact of educational games
– Exploring ways to combine learning and assessment in games
– Studying and modelling the playing experience

The Digital Culture research group (UTU) has three research focuses:
– cultural appropriation of technologies
– social media
– game cultures.

The Digital Culture research group specializes in the study of the cultural history of digital games and the uses of digital game histories in contemporary culture (so-called “history culture”). Furthermore, the research group has participated in various digital game exhibition projects as well as practical game design and gamification projects combining digital and non-digital elements. Digital Culture is a part of the Cultural Production and Landscape Studies degree programme which also incorporates two other major subjects: Cultural Heritage Studies and Landscape Studies.

Job description:

We invite applications for one (1) tenure track position in the area of Gamification.

The area of gamification covers:
– research of games and gamification
– games and playing as a cultural phenomenon
– game mechanisms, edugames and pervasive playing
– utilization of games in business, e.g. in new products and services

The emphasis of the position can be tailored according to the specific expertise of the candidate. Suitable educational and research backgrounds for the position include e.g. media studies, cultural studies, information technology and business and management.

The successful candidate is expected to:
– pursue and supervise scientific research in the field
– lead, conduct and develop education in the field
– participate in the activities of the national and international scientific communities
– acquire external funding
– interact with society
– commit to the strategies of TUT and UTU.

The successful candidate will participate in teaching both in the master’s degree programme in Management and Information Technology (TUT) as well as the subject of Digital Culture (UTU) by integrating the gamification theme into the existing course selection, in particular. Supervising theses and conducting doctoral seminars are also essential areas of responsibility.

The position will be filled at the level of Associate Professor.

The successful candidate will be employed by TUT. For more information on TUT’s tenure track career system, please refer to tut.fi/openpositions – Tenure track.

Requirements:

All candidates considered for a tenure track position are expected to:
– hold an applicable doctoral degree
– demonstrate a record of achievement in research that meets high international standards in the field of gamification
– demonstrate the capacity for independent scholarly activity
– possess the teaching skills required for the successful performance of their duties and
– have the ability to co-operate in a multidisciplinary university environment and with industry.

We appreciate experience and a track record in acquiring research funding, along with collaboration and leadership positions in research networks and industry.

For more information on the criteria for each level of TUT’s tenure track, please refer to tut.fi/openpositions – Tenure track.

We offer:

Both TUT and UTU have ambitious and challenging goals in effective, high-quality research, education and social influence. We offer an active research community with a good team spirit, intense cooperation with industry and business, public organizations and students, and opportunities for growth and advancement in academia. Our international cooperation is active and recognized, both in research and education.

We offer the successful candidate an opportunity to contribute to the creation of a new research area that combines gamification with areas such as cultural studies, information technology and business.

TUT offers a wide range of staff benefits, such as occupational health care. Since 2014, TUT has held the European Commission HR Excellence in Research recognition.

For more information, please visit tut.fi/en – About TUT – Careers at TUT
(http://www.tut.fi/en/about-tut/careers-at-tut/index.htm)
(http://www.tut.fi/en/about-tut/quality-assurance/hr-excellence-in-research)

Salary:

The salary will be based on both the job demands and the employee’s personal performance in accordance with the Finnish University Salary System (YPJ).

The advertised position is typically placed on the job demand level 7 (Associate Professor). In addition, the employees receive performance-based salary and they are covered by TUT’s bonus system.

Trial period:

The appointment is subject to the satisfactory completion of a trial period of four months.

Other:

The position will be filled for a fixed-term period of four years. The appointment is expected to begin on 1 December 2016 or as mutually agreed.

The duties are mainly located on the Pori campus in close co-operation with the main campuses in Tampere and Turku.

For the candidates with the most potential for the position, the selection process will involve an external assessment, individual interviews, aptitude assessments and a trial lecture.

For more information, please contact:

Director of University Consortium of Pori, Professor Jari Multisilta, e-mail: jari.multisilta@tut.fi, tel. +358 40 826 2910. Best availability for enquiries: 7 July–15 July and 1 August- 10 August.

In questions concerning the recruitment process, please contact HR Specialist
Eveliina Nurmi, e-mail. eveliina.nurmi@tut.fi, tel. +358 50 3015253. Best availability for enquiries: 15 June – 8 July and 8 August-10 August.

How to apply:

Applications must be submitted through TUT’s online employment system. The closing date for applications is 10 August 2016 (10:00 pm UTC). All applications and supporting documents must be submitted in English.

The applications must include the following documents prepared according to TUT’s instructions:
1. Curriculum Vitae (.doc or .pdf)
2. Research plan
3. List of publications
4. Teaching portfolio
5. References

Additional information on TUT’s tenure track system and attachments to applications.

Text and Data Mining

Webinar: Text and Data Mining: The Way Forward, June 30, 10am (EDT)

LITA announcement. Date: Thursday, June 30, 2016,  Time:  10am-11:30am (EDT), Platform: WebEx. Registration required.

a critically important means of uncovering patterns of intellectual practice and usage that have the potential for illuminating facets and perspectives in research and scholarship that might otherwise not be noted. At the same time, challenges exist in terms of project management and support, licensing and other necessary protections.

Confirmed speakers include: Audrey McCulloch, Executive Director, ALPSP; Michael Levine-Clark, Dean of Libraries, University of Denver; Ellen Finnie, Head, Scholarly Communications and Collections Strategies, Massachusetts Institute of Technology; and Jeremy Frey, Professor of Physical Chemistry, Head of Computational Systems Chemistry, University of Southampton, UK.

Audrey McCulloch, Chief Executive, Association of Learned Professional and Society Publishers (ALPSP) and Director of the Publishers Licensing Society

Text and Data Mining: Library Opportunities and Challenges
Michael Levine-Clark, Dean and Director of Libraries, University of Denver

As scholars engage with text and data mining (TDM), libraries have struggled to provide support for projects that are unpredictable and tremendously varied. While TDM can be considered a fair use, in many cases contracts need to be renegotiated and special data sets created by the vendor. The unique nature of TDM projects makes it difficult to plan for them, and often the library and scholar have to figure them out as they go along. This session will explore strategies for libraries to effectively manage TDM, often in partnership with other units on campus and will offer suggestions to improve the process for all.

Michael Levine-Clark, the Dean and Director of the University of Denver Libraries, is the recipient of the 2015 HARRASOWITZ Leadership in Library Acquisitions Award. He writes and speaks regularly on strategies for improving academic library collection development practices, including the use of e-books in academic libraries, the development of demand-driven acquisition models, and implications of discovery tool implementation.

Library licensing approaches in text and data mining access for researchers at MIT
Ellen Finnie, Head, Scholarly Communications & Collections Strategy, MIT Libraries

This talk will address the challenges and successes that the MIT libraries have experienced in providing enabling services that deliver TDM access to MIT researchers, including:
· emphasizing TDM in negotiating contracts for scholarly resources

· defining requirements for licenses for TDM access

· working with information providers to negotiate licenses that work for our researchers

· addressing challenges and retooling to address barriers to success

· offering educational guides and workshops

· managing current needs v. the long-term goal– TDM as a reader’s right

Ellen Finnie is Head, Scholarly Communications & Collections Strategy in the MIT Libraries. She leads the MIT Libraries’ scholarly communications and collections strategy in support of the Libraries’ and MIT’s objectives, including in particular efforts to influence models of scholarly publishing and communication in ways that increase the impact and reach of MIT’s research and scholarship and which promote open, sustainable publishing and access models. She leads outreach efforts to faculty in support of scholarly publication reform and open access activities at MIT, and acts as the Libraries’ chief resource for copyright issues and for content licensing policy and negotiations. In that role, she is involved in negotiating licenses to include text/data mining rights and coordinating researcher access to TDM services for licensed scholarly resources. She has written and spoken widely on digital acquisitions, repositories, licensing, and open access.

Jeremy Frey, Professor of Physical Chemistry, Head of Computational Systems Chemistry, University of Southampton, UK

Text and Data Mining (TDM) facilitates the discovery, selection, structuring, and analysis of large numbers of documents/sets of data, enabling the visualization of results in new ways to support innovation and the development of new knowledge. In both academia and commercial contexts, TDM is increasingly recognized as a means to extract, re-use and leverage additional value from published information, by linking concepts, addressing specific questions, and creating efficiencies. But TDM in practice is not straightforward. TDM methodology and use are fast changing but are not yet matched by the development of enabling policies.

This webinar provides a review of where we are today with TDM, as seen from the perspective of the researcher, library, and licensing-publisher communities. 

Greensboro presentation

Please develop a one hour workshop for faculty on using a new (or old but new to them) technology tool. The aim is not to only show the technical operation, but the pedagogical use of the tool helping faculty think about what this might mean in their own teaching.

Short link: : http://bit.ly/UNCGpres

Alternatives to the pedagogical use of BYOD

Who: students, faculty and staff
Where: TBD
When: Friday, June 17, 2016. 10-11:30 AM

announcement

5 min introduction of workshop presenter Plamen Miltenoff and workshop participants

5 min plan of the workshop

5 min introduction to the topic:

Outline
In financially-sparse times for educational institutions, one viable way to save money is by rethinking pedagogy/methodology and adapt it to the burgeoning numbers of mobile devices (BYOD) owned by students, faculty and staff.

In 5 min,
we will be playing a game, using Kahoot (https://kahoot.it). Kahoot is an application from Norway, which is increasingly popular in K12 and gradually picking momentum at higher ed.

Why Kahoot and not any of the other similar polling apps (AKA formative assessment tools), such as PollEverywhere, PollDaddy etc. (https://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/)?
1. Kahoot has gained momentum; at least one third of your undergraduates have used it in high school and are familiar with the interface.
2. I personally like Kahoot for the kahoots. J
3. I like badges as “badges in gamification.” Let me know, if you want to work on this topic some other time and lets schedule work time after this session (https://blog.stcloudstate.edu/ims?s=badges).

In 10-15 min,
lets try to create an account and build our first kahoot (https://getkahoot.com/). You can use any topic and focus on the features, which Kahoot provides. Split in groups and help each other; if you feel stuck, please let me know and I will do my best to help advance further.
Here are two YouTube lectures how to create an account and a kahoot quiz (5 min) and how to play a kahoot (3 min): https://blog.stcloudstate.edu/ims/2016/06/13/how-to-kahoot/

In 5-10 min,

let’s display 1-2 kahoot’s to the entire audience and think about situations, when and where such kahoots can be used for educational purposes.
Let’s think about the implications, which the use of kahoots on BOYD may trigger in the classroom

Let’s think about the preparation needed for the smooth use of the kahoots (is your WiFi in that particular classroom robust enough to hold the action of 20? 200? Students?
Let’s think about students’ engagement: what constitutes it? would a kahoot on their BYOD will be sufficient to pick their interest and if not, what else must be added to the magic elixir?

In 5 min, lets discuss Kahoot’s similarities with other educational technologies used in the classroom

Let’s assess the potential of Kahoot.
how does it compare
how does it transfer
is it compatible with Canvas

digital literacy and the workplace

Digital Literacy and Preparing Students for the Workforce

Posted by Catie Peiper on May 16, 2016

Digital Technology Is Changing the Career Landscape

  1. People are living longer.
  2. Technology can now augment and extend our own abilities.
  3. Daily life is now computational as innovations in sensors and processing make our world a programmable system.
  4. Our new media ecology and advances in communications systems require media literacies beyond text.
  5. Social technologies are driving new forms of production and value creation.
  6. Our world is now globally connected, highlighting diversity and adaptability.

Digital Literacy Is a Professional Competency

media-rich education, including interactive approaches such as digital storytelling or remix education, ensures that students are familiar with modern tools and “natural language” modes of expression. We are increasingly moving into what many scholars consider a post-literate world, one in which images, video, and the written or spoken word are used fluidly together, symbiotically, to communicate increasingly complex concepts. Modern rhetoric now includes TED talks, animated lectures, visual essays, and a plethora of other interactive and dynamic multimedia.

Smart Classrooms = Smart Workers

ten, technology-oriented strengths as “must haves” for future employers:

  1. An ability to determine deeper meaning or significance of what is being expressed via all mediums.
  2. An ability to connect with others in a meaningful and direct way via modern technologies and our global networks.
  3. A proficiency in problem-solving and critical analysis, especially when working with digital relationships or data.
  4. An ability to adapt to different cultural settings and modalities, necessitated by our global media ecosystem.
  5. An ability to translate specific information and data into abstracts while understanding the underlying reasoning.
  6. An ability to critically assess and develop content that uses evolving digital media, leveraging these tools for direct and persuasive communication.
  7. A transdisciplinary, multimedia mindset that eschews specialized or localized intelligences.
  8. A design or goal-oriented mindset that employs systems thinking and that develops tasks and work processes towards a desired outcome.
  9. An ability to discriminate and filter both digital and analog information for importance, while maximizing cognitive and productivity efficiencies.
  10. An ability to work productively and innovatively via virtual collaboration.

Digital Backpack, is certainly one of the first steps, as is developing an educational framework within which students can meanfully and productively interrogate our technologically driven world.

To learn more about incorporating media in the classroom, download Digital Literacy On-Demand: Visualizing Best Practices in Higher Education, our guide to best practices for multimodal learning and digital media on campus.

 

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More on digital literacy in this IMS blog:
https://blog.stcloudstate.edu/ims?s=digital+literacy

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

curation tools

4 Great Curation Tools Created by Teachers for Teachers

http://www.educatorstechnology.com/2016/04/4-great-digital-curation-tools-created.html

April  28, 2016

Edshelf

Edshelf is ‘a socially curated discovery engine of websites, mobile apps, desktop programs, and electronic products for teaching and learning. You can search and filter for specific tools, create shelves of tools you use for various purposes, rate and review tools you’ve used, and receive a newsletter of tools recommended by other educators.

Graphite

a free service from nonprofit Common Sense Education designed to help preK-12 educators discover, use, and share the best apps, games, websites, and digital curricula for their students by providing unbiased, rigorous ratings and practical insights from our active community of teachers

Scoop.it

find out content related to your topics by ‘reviewing your suggestion lists and the topics from other curators

educlipper

social learning platform that allows teachers to curate and share educational content. Some of the interesting features it provides include: ‘Explore top quality education resources for K-12, create clips from the web, Drive, Dropbox, use your camera to capture awesome work that you create in and out of the classroom, create whiteboard recordings, create differentiated groups and share content with them, create Personal Learning Portfolios, create Class Portfolios as a teacher and share Assignments with students, provide quality feedback through video, audio, text, badges, or grades, collaborate with other users on eduClipboards for class projects or personal interests

gen z coming to campus

Survey: What Gen Z Thinks About Ed Tech in College

A report on digital natives sheds light on their learning preferences.
Like the millennials before them, Generation Z grew up as digital natives, with devices a fixture in the learning experience. According to the survey results, these students want “engaging, interactive learning experiences” and want to be “empowered to make their own decisions.” In addition, the students “expect technology to play an instrumental role in their educational experience.”
to cater to the digital appetites of tomorrow’s higher education learners, technology in education will need to play a bit of catch-up, states the New Media Consortium’s 2015 Course Apps report. According to NMC’s analysts, digital-textbook adoption was one of the leading trends helping to reinvent how higher education students learn. But publishers have not captured the innovations happening elsewhere in the digital marketplace.

The Generation Z report ranked the effectiveness of 11 education technology tools:

  1. Smartboards
  2. Do-It-Yourself Learning
  3. Digital Textbooks
  4. Websites with Study Materials
  5. Online Videos
  6. Game-Based Learning Systems
  7. Textbook
  8. Social Media
  9. Skype
  10. Podcasts
  11. DVD/Movies
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more on Gen Z in this blog:

Generation Z bibliography

 

wifi for digital education

High Performance Wi-Fi For Today’s Digital Education

Seamless and robust mobile connectivity is a must have in today’s education environment. More student mobile devices, higher performance data rates, greater capacity demands, increasing on-line curriculum and testing require enterprise grade Wi-Fi reliability without the complexities and on-going maintenance. It has to be simple and it has to just work.

In this webinar, you will hear case studies from three different schools, each with their own specific wireless needs, how they addressed them and what recommendation they would each have to ensure your wireless project goes smoothly.

Thank you for registering for High Performance Wi-Fi For Today’s Digital Education. Save this email for details on the webcast.

LIVE WEBCAST DATE:  April 07, 2016
LIVE WEBCAST TIME:  02:00 PM EDT

Use the link below to enter the webcast up to 15 minutes before the start.

WEBCAST LINK:  http://event.on24.com/wcc/r/1160276/320EAD217540BD94C9056C12601219C3

Vinson Houston
Vice President for Information Technology, Jacksonville State University

Since 2008, Mr. Vinson Houston has served as vice president for information technology at Jacksonville State University.  Prior to that, Mr. Houston served as Director of Telecommunications for JSU, beginning in 2005. Mr. Houston currently serves on the board of directors for the Alabama Supercomputer Authority and is on the CORE Executive Committee that leads initiatives promoting PK-20 collaboration related to using new technologies in the classroom.  He holds a B.A. and an M.B.A. from Jacksonville State University.

 

Kris Keckler
Executive Director of Information and Accountability, KUSD

Kenosha Unified School District (KUSD) is the 3rd largest district in Wisconsin, with over 40 schools.  KUSD’s mission is to provide excellent, challenging learning opportunities and experiences that prepare each student for success. From this role, Kris has the pleasure of directly guiding both the Office of Educational Accountability and the Information Services Department.  Kris is a strong advocate for promoting quality integration of technology and data for staff and students alike.

Angela Becker
Network Manager, KUSD

 

Angela Becker is the Network Manager for Kenosha Unified School District.  KUSD serves over 22,200 students and 3,000 staff.  Angela supports and maintains the network and wireless infrastructure for 40 district sites which includes a 10Gb internal fiber ring, over 950 access points and 700 network switches as well as provides application and online testing support for the district.

 

Alex Ender
Network and Systems Administrator, Everest Academy

 

As the Network and Systems Administrator at Everest Academy, Alex is responsible for planning and implementing network and server upgrades. He has worked both as an administrator and technician for the past 4 years. Never one for a dull moment, Alex also monitors and maintains multiple client networks as a consultant.

 

 

 

assessment library

NISO Virtual Conference:

Justifying the Library: Using Assessment to Justify Library Investments

April 20, 11:00am – 5:00pm EST – Learn more and register at: http://www.niso.org/news/events/2016/virtual_conference/apr20_virtualconf/

Assessment exercises for institutional libraries are frequently a double-edged sword; they’re as readily used to justify cuts as they are to bolster budgets. This NISO virtual conference provides expert insights into how data gathered in the normal course of activities can be leveraged to demonstrate value to the parent institution. Data represent the raw material for building your case. What data are available? How is their quality? What is the appropriate context for persuasively presenting that data to deans, provosts and other administrators? This virtual conference will address the very hot topic of library assessment in the context of a changing educational environment and features a complete roster of expert speakers, including:

  • Steven J. Bell, Associate University Librarian, Temple University
  • Nancy Turner, Assessment and Organizational Performance Librarian, Temple University
  • Jocelyn Wilk, University Archivist, Columbia University
  •    Elisabeth Brown, Director of Assessment & Scholarly Communications Librarian, SUNY-Binghamton
  • Ken Varnum, Senior Program Manager for Discovery, Delivery, & Learning Analytics, University of Michigan
  • Jan Fransen, Service Lead for Researcher and Discovery Systems, University of Minnesota
  •    Kristi Holmes, Directer, Galter Health Sciences Library, Northwestern University
  •    Starr Hoffman, Head, Planning & Assessment, University of Nevada – Las Vegas
  • Carl Grant, Chief Technology Officer and Associate University Librarian for Knowledge Services, University of Oklahoma

The preliminary agenda and pricing information for this event may be found at:

http://www.niso.org/news/events/2016/virtual_conference/apr20_virtualconf/

As a bonus, register for the virtual conference and receive an automatic registration for the follow-up training webinar, Making Assessment Work: Using ORCIDS to Improve Your Institutional Assessments, on Thursday, April 28!

http://www.niso.org/news/events/2016/training_thursday/apr28_tt/

Instructors for that session are Alice Meadows (ORCID), Christopher Erdmann (Harvard University) and Merle Rosenzweig (University of Michigan).

For more information about this event, please contact Jill O’Neill (joneill@niso.org).

Other questions for NISO? Get in touch at:

NISO

3600 Clipper Mill Road

Suite 302

Baltimore, MD 21211-1948

Phone: +1.301.654.2512

Email: nisohq@niso.org

More on assessment in this IMS blog:

analytics in education

online learning lingo

Proportion of Content

Delivered Online

Type of Course

Typical Description

0%

Traditional

Classroom-based teaching with assignments and activities which students pursue independently of each other.

1 to 29%

Web Facilitated

Web resources and technologies are used to facilitate what is essentially a face-to-face course. May use webpages and course management systems (CMS) to post syllabuses, readings and assignments.

30-79%

Blended / Hybrid

Course blends online and face-to-face delivery. Substantial parts of the content are delivered online and discussions, team projects and activities and web safaris are used for learning. The number of face-to-face sessions is decreased as the volume of online activity increases.

80+%

Online

A course where all, or almost all, of the content is delivered online with no or a very small number of face-to-face meetings.
  • Synchronous learning
  • Asynchronous learning

Flipped Classroom

Competency-Based Learning

open learning
Flexible learning (badges)

Gamification

Immersive Learning Environments

Adaptive Learning and Assessment

Systems
Simulation
Immersive Tutoring

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Glossary of Online Learning Terms http://theelearningcoach.com/resources/online-learning-glossary-of-terms/

E-Learning Terms
http://www.bpcc.edu/educationaltechnology/glossary.html

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