Dec
2021
EDUCAUSE QuickPoll XR Technology
EDUCAUSE QuickPoll Results: XR Technology
https://er.educause.edu/articles/2021/12/educause-quickpoll-results-xr-technology
Digital Literacy for St. Cloud State University
https://er.educause.edu/articles/2021/12/educause-quickpoll-results-xr-technology
D. Christopher Brooks Mark McCormack Ben Shulman Monday, January 27, 2020
Technologies for improving analysis of student data
At least 35% of institutions are tracking these five technologies in 2020: Support for 5G; Wi-Fi 6 (802.11 ax, AX Wi-Fi); Identity as a Service (IDaaS); Digital microcredentials (including badging); Uses of the Internet of Things for teaching and learning; and Next-generation digital learning environment
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more on educause in this IMS blog
https://blog.stcloudstate.edu/ims?s=educause
https://www.surveygizmo.com/s3/5155654/IT-Issues-2020?sguid=60122224
what i find most important:
Future IT Workforce: Deploying a broad array of modern recruitment, retention, and employment practices to develop a resilient IT talent pipeline for the institution
Digital Integrations: Ensuring system interoperability, scalability, and extensibility, as well as data integrity, security, standards, and governance, across multiple applications and platforms
Engaged Learning: Incorporating technologies that enable students to create content and engage in active learning in course curricula
Student Retention and Completion: Developing the capabilities and systems to incorporate artificial intelligence into student services to provide personalized, timely support
Administrative Simplification: Applying user-centered design, process improvement, and system reengineering to reduce redundant or unnecessary efforts and improve end-user experiences
Improved Enrollment: Using technology, data, and analytics to develop an inclusive and financially sustainable enrollment strategy to serve more and new learners by personalizing recruitment, enrollment, and learning experiences
Workforce of the Future: Using technology to develop curriculum, content, and learning experiences that prepare students for the evolving workforce
Holistic Student Success: Applying technology and data, including artificial intelligence, to understand and address the numerous contributors to student success, from finances to health and wellness to academic performance and degree planning (my note: this is what Christine Waisner, Mark Gill and Plamen Miltenoff are trying to do with their VR research)
Improved Teaching: Strengthening engagement among faculty, technologists, and researchers to achieve the true and expanding potential of technology to improve teaching
Student-Centric Higher Education: Creating a student-services ecosystem to support the entire student life cycle, from prospecting to enrollment, learning, job placement, alumni engagement, and continuing education
Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report
https://library.educause.edu/-/media/files/library/2019/4/2019horizonreport.pdf
p. 8 Modularized and Disaggregated Degrees
Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019
p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise
A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice
p. 25 Mixed Reality
p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.
p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)
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more on the Horizon reports in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report
Gamification Mechanic Benefits Each gamification mechanic result in one or more benefits.
Gamification Personality Types
People are motivated to play games differently.
Explorers: Pride themselves in exploring all facets of a game or the context surrounding it.
Killers: Driven by player vs player competition. Always comparing themselves to others.
Socializer: Prefers to chat, play cooperatively, and share game experiences with others.
Achievers: Look to achieve all objectives available in a game. Desires to beat the game itself.
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Adaptive learning systems provide each student with a personalized learning experience, adapting the presentation of the content, and possibly the assessment to the individual ability of the student
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slide 11: Two primary design goals supported through Data Visualization:
–What story is the data telling you
–Identify patterns and exceptions
–Compare, contrast, choose
–Explain, make a point, decide
slide 15:
qTo communicate
qPresent more clearly or more forcefully than would be accomplished with text or tables
qReports, dashboards, infographics, etc.
qTo discover
qAllow us to see what would be difficult or impossible to see if not presented in a useful visualization
qRealm of research but moving into the mainstream
qCan same visualization serve both purposes?
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https://drive.google.com/file/d/0B4vcm8Bg5pkcWFlaQ1J3b3duc2M/view
5. Using small unmanned aerial vehicles today is similar to the “fair use” of media
http://www.dronesurvivalguide.org
Resources – Higher Ed Drone Policies
The Ohio State University
Iowa State University
Indiana University
University of Kansas
Penn State University
University of New Mexico
The Association of College and University Policy
Administrators (ACUPA, acupa.org)
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http://www.edtechmagazine.com/higher/article/2013/10/awesome-power-gaming-higher-education
The University of Washington’s Foldit game enables anyone to contribute to scientific research through virtual protein folding. The university’s game developers posit that human gamers’ propensity to not give up on a gaming task – resiliency – make them much more adept at solving complex protein structure prediction and design than supercomputers. And in some ways, they’ve already proven that to be so. Foldit game participants have been named in several published scientific journal articles, including one that describes how a protein structure could be solved and used in the treatment of HIV.
The rich, interactive universe of Grand Theft Auto was the inspiration for this game, developed for The World Bank as a way to teach Sub-Sahara African youths to solve social problems in ways that also could provide a sustainable living. The platform is free and available online and can be used by schools to teach social entrepreneurship. A graphic novel serves as the game’s centerpiece, and players build out their gaming profiles as a comic or graphic novel might retell a superhero’s origin story. Participants complete projects in real life to solve real problems, such as securing a community’s food supply or establishing a sustainable power source, then progress through levels of the game. Those who successfully complete their 10-week missions ultimately earn certification from the World Bank Institute. In 2010, 50 student participants saw their entrepreneurship models funded by the World Bank, including Libraries Across Africa (now Librii), a franchise operating in Ghana.
Not all games must be played out in a virtual space. This game – developed by McGonigal with Natron Baxter and Playmatics – combines real-world missions with virtual clues and online collaboration, resulting in young people working together overnight in the New York Public Library to write and publish a book of personal essays about what they learned.
“The game is designed to empower young people to find their own futures by bringing them face-to-face with the writings and objects of people who made an extraordinary difference.”
Participants spend a night wandering throughout the library’s stacks and research materials, scanning QR codes to prove they found and interacted with the objects of their clues or missions. One 2011 participant, upon discovering the library’s early draft of the Declaration of Independence wrote an essay called a “Declaration of Interdependence.”
More on Jane McGonigal on YouTube:
http://www.youtube.com/watch?v=ZjSVo8N31r4
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
http://www.ted.com/talks/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life.html
http://www.youtube.com/watch?v=5t3y7EeBhxg
a law student sued an automated proctoring company, students have complained about their use in student newspaper editorials and professors have compared them to Big Brother.
ProctorU, which has decided not to sell software that uses algorithms to detect cheating
A recent Educause study found that 63 percent of colleges and universities in the U.S. and Canada mention the use of remote proctoring on their websites.
One reason colleges are holding onto proctoring tools, Urdan adds, is that many colleges plan to expand their online course offerings even after campus activities return to normal. And the pandemic also saw rapid growth of another tech trend: students using websites to cheat on exams.
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More on proctoring in this blog
https://blog.stcloudstate.edu/ims?s=proctoring
badge earned for attending the course:
https://www.credly.com/badges/d115ce80-17a9-4238-8f7a-9e4cbc327114/linked_in
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Multimodal Learning Environments
https://ascilite.org/conferences/sydney10/procs/Sankey-full.pdf
Neuroscience research has also revealed that „significant increases in learning can be
accomplished through the informed use of visual and verbal multimodal learning‟ (Fadel, 2008, p. 12).
Multimodal learning environments allow instructional elements to be presented in more than one sensory mode (visual, aural, written). In turn, materials that are presented in a variety of presentation modes may lead learners to perceive that it is easier to learn and improve attention, thus leading to improved learning performance; in particular for lower–achieving students (Chen & Fu, 2003; Moreno & Mayer, 2007; Zywno 2003).
multimodal design, in which „information (is) presented in multiple modes such as visual and auditory‟ (Chen & Fu, 2003, p.350). The major benefit of which, as identified by Picciano (2009), is that it „allows students to experience learning in ways in which they are most comfortable, while challenging them to experience and learn in other ways as well‟ (p. 13). Consequently, students may become more self–directed, interacting with the various elements housed in these environments.
VARK learning styles inventory online to help determine their learning style (http://www.vark–learn.com/english/index.asp)
https://vark-learn.com/the-vark-questionnaire/
(see motivation theory: https://blog.stcloudstate.edu/ims/2021/10/14/motivation-theory/)
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more on hyflex in this blog
https://blog.stcloudstate.edu/ims?s=hyflex