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T4TL games and VR library

Innovations and learning: The case of Video 360 in the library

When: Thursday, March 22, 3:30PM
Where: Centennial 106

and https://webmeeting.minnstate.edu/?returnUrl=https%3A%2F%2Fwebmeeting.minnstate.edu%2Ft4tl2018&path=t4tl2018&forceLogout=True

and Facebook Live: https://www.facebook.com/InforMediaServices/videos/1479058952204597/

also #backchannel with us: 1. using the Adobe Connect Chat and/or using the Facebook Live Chat and/or using Twitter: @SCSUtechinstruc #T4TLvr

Are you a disruptor?
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Book Chapter under review: https://www.academia.edu/36222178/VR_AR_and_Video_360_Toward_New_Realities_In_Education

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T4 tl 360_videos from Plamen Miltenoff

360 Videos and Students’ Learning

http://web.stcloudstate.edu/pmiltenoff/bi/

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What is VR and how does it differ from AR?

 

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What is Mixed Reality:

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the history of VR:


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Gaming and Gamification in Education:

http://web.stcloudstate.edu/pmiltenoff/bi/

second IMS podcast on technology in education

Second IMS podcast on technology in education: Constructivism

Today’s vocast will be broadcasted live at:

Adobe Connect      |     Facebook Live   |       Twitter (#IMSvodcast) |

and will be archived at:

SCSU MediaSpaceYouTube   (subscribe for the channel for future conversations)

Constructivism.
Student-centered learning theory and practice are based on the constructivist learning theory that emphasizes the learner’s critical role in constructing meaning from new information and prior experience.

  • What is it?
  • Why do we have to know about it
  • Can we just disagree and stick to behaviorism?
  • Is it about student engagement?
  • Is it about the use of technology?
  • Resources
    • https://blog.stcloudstate.edu/ims/2014/06/28/constructivism-lecture-versus-project-based-learning/
      https://blog.stcloudstate.edu/ims/2013/12/03/translating-constructivism-into-instructional-design-potential-and-limitations/
      https://blog.stcloudstate.edu/ims/2016/03/28/student-centered-learning-literature-review/
      https://blog.stcloudstate.edu/ims/2015/11/05/online-discussion-with-plovdiv-university/
      https://blog.stcloudstate.edu/ims/2015/05/27/handbook-of-mobile-learning/
      Crompton, Muilenburg and Berge’s definition for m-learning is “learning across multiple contexts, through social and content interactions, using personal electronic devices.”
    • The “context”in this definition encompasses m-learnng that is formalself-directed, and spontaneous learning, as well as learning that is context aware and context neutral.
    • therefore, m-learning can occur inside or outside the classroom, participating in a formal lesson on a mobile device; it can be self-directed, as a person determines his or her own approach to satisfy a learning goal; or spontaneous learning, as a person can use the devices to look up something that has just prompted an interest (Crompton, 2013, p. 83). (Gaming article Tallinn)Constructivist Learnings in the 1980s – Following Piage’s (1929), Brunner’s (1996) and Jonassen’s (1999) educational philosophies, constructivists proffer that knowledge acquisition develops through interactions with the environment. (p. 85). The computer was no longer a conduit for the presentation of information: it was a tool for the active manipulation of that information” (Naismith, Lonsdale, Vavoula, & Sharples, 2004, p. 12)Constructionist Learning in the 1980s – Constructionism differed from constructivism as Papert (1980) posited an additional component to constructivism: students learned best when they were actively involved in constructing social objects. The tutee position. Teaching the computer to perform tasks.Problem-Based learning in the 1990s – In the PBL, students often worked in small groups of five or six to pool knowledge and resources to solve problems. Launched the sociocultural revolution, focusing on learning in out of school contexts and the acquisition of knowledge through social interaction
    • Socio-Constructivist Learning in the 1990s. SCL believe that social and individual processes are independent in the co-construction of knowledge (Sullivan-Palinscar, 1998; Vygotsky, 1978).
    • 96-97). Keegan (2002) believed that e-learning was distance learning, which has been converted to e-learning through the use of technologies such as the WWW. Which electronic media and tools constituted e-learning: e.g., did it matter if the learning took place through a networked technology, or was it simply learning with an electronic device?
  • Discussion
    • Share with us practical examples of applying constructivist approach in your class
    • Would one hour workshop on turning existing class assignments into constructivist-based class assignments be of interest for you?

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https://blog.stcloudstate.edu/ims/2018/02/12/first-ims-podcast-on-technology-in-education/

first IMS podcast on Technology in Education

Welcome to our Technology in Education weekly sessions (vodcasts)

archived session here: https://blog.stcloudstate.edu/ims/view-podcasts/

Every week, we will be presenting you in a short 5 min session with topics of your interest.

We will be providing you with information and giving you the podium to share your solutions.

This information will be broadcasted and archived via multiple channels:

The SCSU MediaSpaceOn the Facebook IMS pageTwitter (#IMSvodcast) |  YouTube

You can participate during the live session via
Adobe Connect
https://webmeeting.minnstate.edu/scsuteched,
Facebook and Twitter

Here is a Google form, where you can share your topics requests,  issues and solutions.

ims technology in education podcast form-t13oah

  • Adobe connect
  • Mediaspace:

  • Youtube (subscribe)

  • Facebook live (subscribe / like)

metaverse is bad

The Metaverse Is Bad

https://www.theatlantic.com/technology/archive/2021/10/facebook-metaverse-name-change/620449/

In the simplest explanation, the metaverse is just a sexy, aspirational name for some kind of virtual or augmented-reality play. Facebook owns a company called Oculus, which manufactures and sells VR computers and headsets. Oculus is also making a 3-D, virtual platform called Horizon—think Minecraft with avatars, but without the blocks. Facebook, Apple, and others have also invested heavily in augmented reality, a kind of computer graphics that uses goggles to overlay interactive elements onto a live view of the world. So far, the most viable applications of VR and AR can be found in medicine, architecture, and manufacturing, but dreams of its widespread consumer appeal persist. If those dreams become realized, you’ll probably end up buying crap and yelling at people through a head-mounted display, instead of through your smartphone.

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more on the metaverse in this IMS blog
https://blog.stcloudstate.edu/ims?s=metaverse

digital equity

https://www.govtech.com/network/infrastructure-bill-promises-historic-boost-for-digital-equity

The recently signed $1.2 trillion federal infrastructure package includes $2.75 billion for digital equity and inclusion work, delivering an investment that advocates are calling unprecedented and historic.

Within the $65 billion going toward broadband, the $2.75 billion for digital equity and inclusion is set for two programs made up of grants. First, the money will go toward a digital equity capacity grant program for states.

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

 

virtual school in rural areas

Some families don’t want to go back to in-person school. Here’s how one S.C. district is dealing with this demand

https://hechingerreport.org/some-families-dont-want-to-go-back-to-in-person-school-heres-how-one-s-c-district-is-dealing-with-this-demand/

When the pandemic arrived, the school district struggled to connect its students to remote learning, as nearly half its households didn’t have high-speed internet. Even when the district handed out personal hotspots, they didn’t work for many families due to poor cell service.

Research before the pandemic often showed poorer outcomes for students in virtual schools versus brick-and-mortar ones. Only 3 percent of parents, in another Rand survey conducted this July, said they would send their youngest school-age child to full-time virtual school if the pandemic were over.

Gov. Henry McMaster pushed hard to return all schools to in-person learning this fall, saying remote learning was “not as good.” This year’s state budget allows only 5 percent of a school district’s students to enroll virtually; if a district exceeds that limit, the state will give only about half as much per-pupil funding for any additional online students.

But administrators said they didn’t have much of a choice. If Fairfield County didn’t offer a virtual option, some families would leave the district entirely and instead enroll in an online charter school. Fairfield fits a national trend: 31 percent of leaders in districts that serve primarily students of color said that parents “strongly demanded” a fully remote option this year, compared with 17 percent in majority-white schools, according to Rand.

That last part is one of the biggest barriers to remote learning in rural areas. Almost one in five rural Americans don’t have access to broadband at the speed considered minimum for basic web use, according to a report this year from the FCC.

The National Education Policy Center, for example, found that the high school graduation rate last year was only 53 percent for virtual charters, which enroll the majority of online students, and 62 percent for district-run virtual schools. The overall national average is 85 percent. A Brown University study last year on virtual charter schools in Georgia found that full-time students lost the equivalent of around one to two years of learning and reduced their chances of graduating from high school by 10 percentage points.

Skylar has “thrived” academically since she started learning at home. “I think that was because of less distraction,” she said. “I think it’s a little bit more intimate because it’s just her in her room by herself.”

The flip side is that less unstructured time also means less time spent just hanging out with friends at the playground or in the hallway between classes.

metaverse definition

What the metaverse will (and won’t) be, according to 28 experts

metaverse (hopefully) won’t be the virtual world of ‘Snow Crash,’ or ‘Ready Player One.’ It will likely be something more complex, diverse, and wild.

The metaverse concept clearly means very different things to different people. What exists right now is a series of embryonic digital spaces, such as Facebook’s HorizonEpic Games’ FortniteRoblox‘s digital space for gaming and game creation, and the blockchain-based digital world Decentraland–all of which have clear borders, different rules and objectives, and differing rates of growth.

TIFFANY ROLFE

different layers of realities that we can all be experiencing, even in the same environment or physical space. We’re already doing that with our phones to a certain extent—passively in a physical environment while mentally in a digital one. But we’ll see more experiences beyond your phone, where our whole bodies are fully engaged, and that’s where the metaverse starts to get interesting—we genuinely begin to explore and live in these alternate realities simultaneously.

RONY ABOVITZ, FOUNDER, MAGIC LEAP

Xverse

It will have legacy parts that look and feel like the web today, but it will have new nodes and capabilities that will look and feel like the Ready Player One Oasis (amazing gaming worlds), immersion leaking into our world (like my Magicverse concept), and every imaginable permutation of these. I feel that the Xverse will have gradients of sentience and autonomy, and we will have the emergence of synthetic life (things Sun and Thunder is working on) and a multitude of amazing worlds to explore. Building a world will become something everyone can do (like building a webpage or a blog) and people will be able to share richer parts of their external and inner lives at incredibly high-speed across the planet.

YAT SIU, COFOUNDER AND EXECUTIVE CHAIRMAN OF GAMING AND BLOCKCHAIN COMPANY ANIMOCA BRANDS

Reality will exist on a spectrum ranging from physical to virtual (VR), but a significant chunk of our time will be spent somewhere between those extremes, in some form of augmented reality (AR). Augmented reality will be a normal part of daily life. Virtual companions will provide information, commentary, updates and advice on matters relevant to you at that point in time, including your assets and activities, in both virtual and real spaces.

TIMONI WEST, VP OF AUGMENTED AND VIRTUAL REALITY, UNITY:

I think we can all agree our initial dreams of a fully immersive, separate digital world is not only unrealistic, but maybe not what we actually want. So I’ve started defining the metaverse differently to capture the zeitgeist: we’re entering an era where every computer we interact with, big or small, is increasingly world-aware. They can recognize faces, voices, hands, relative and absolute position, velocity, and they can react to this data in a useful way. These contextually aware computers are the path to unlocking ambient computing: where computers fade from the foreground to the background of everyday, useful tools. The metaverse is less of a ‘thing’ and more of a computing era. Contextual computing enables a multitude of new types of interactions and apps: VR sculpting tools and social hangouts, self-driving cars, robotics, smart homes.

SAM HAMILTON, HEAD OF COMMUNITY & EVENTS FOR BLOCKCHAIN-BASED METAVERSE CREATOR THE DECENTRALAND FOUNDATION

NITZAN MEKEL-BOBROV, CHIEF AI OFFICER, EBAY

as carbon is to the organic world, AI will be both the matrix that provides the necessary structural support and the material from which digital representation will be made. Of all the ways in which AI will shape the form of the metaverse, perhaps most essential is the role it will play in the physical-digital interface. Translating human actions into digital input–language, eye movement, hand gestures, locomotion–these are all actions which AI companies and researchers have already made tremendous progress on.

HUGO SWART, VICE PRESIDENT AND GM OF XR, QUALCOMM

Qualcomm views the metaverse as an ever-present spatial internet complete with personalized digital experiences that spans the physical and virtual worlds, where everything and everyone can communicate and interact seamlessly.

IBRAHIM BAGGILI, FOUNDING DIRECTOR, CONNECTICUT INSTITUTE OF TECHNOLOGY AT UNIVERSITY OF NEW HAVEN

As an active researcher in the security and forensics of VR systems, should the metaverse come into existence, we should explore and hypothesize the ways it will be misused.

CHITRA RAGAVAN, CHIEF STRATEGY OFFICER AT BLOCKCHAIN DATA ANALYTICS COMPANY ELEMENTUS 

I picture [the metaverse] almost like The Truman Show. Only, instead of walking into a television set, you walk into the internet and can explore any number of different realities

JOHN HANKE, CEO OF POKÉMON GO CREATOR NIANTIC

We imagine the metaverse as reality made better, a world infused with magic, stories, and functionality at the intersection of the digital and physical worlds.

CAROLINA ARGUELLES NAVAS, GLOBAL PRODUCT MARKETING, AUGMENTED REALITY, SNAP

Rather than building the “metaverse,” a separate and fully virtual reality that is disconnected from the physical world, we are focused on augmenting reality, not replacing it. We believe AR–or computing overlaid on the world around us–has a smoother path to mass adoption, but will also be better for the world than a fully virtual world.

URHO KONTTORI, COFOUNDER AND CTO OF AR/VR HEADSET MAKER VARJO

In the reality-based metaverse, we will be able to more effectively design products of the future, meet and collaborate with our colleagues far away, and experience any remote place in real-time.

ATHERINE ALLEN, CEO OF IMMERSIVE TECH RESEARCH CONSULTANCY LIMINA IMMERSIVE

I prefer to think of the metaverse as simply bringing our bodies into the internet.

BRANDS IN THE METAVERSE

VISHAL SHAH, VP OF METAVERSE, FACEBOOK

The metaverse isn’t just VR! Those spaces will connect to AR glasses and to 2D spaces like Instagram. And most importantly, there will be a real sense of continuity where the things you buy are always available to you.

SAYON DEB, MANAGER, MARKET RESEARCH, CONSUMER TECHNOLOGY ASSOCIATION

At its core will be a self-contained economy that allows individuals and businesses to create, own or invest in a range of activities and experiences.

NANDI NOBELL, SENIOR ASSOCIATE AT GLOBAL ARCHITECTURE AND DESIGN FIRM CALLISONRTKL

the metaverse experience can be altered from the individual’s point of view and shaped or curated by any number of agents—whether human or A.I. In that sense, the metaverse does not have an objective look beyond its backend. In essence, the metaverse, together with our physical locations, forms a spatial continuum.

NICK CHERUKURI, CEO AND FOUNDER OF MIXED REALITY GLASSES MAKER THIRDEYE

The AR applications of the metaverse are limitless and it really can become the next great version of the internet.

SAM TABAR, CHIEF STRATEGY OFFICER, BITCOIN MINING COMPANY BIT DIGITAL

It seems fair to predict that the actual aesthetic of any given metaverse will be determined by user demand. If users want to exist in a gamified world populated by outrageous avatars and fantastic landscapes then the metaverse will respond to that demand. Like all things in this world the metaverse will be market driven

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More on meta-verse in this blog
https://blog.stcloudstate.edu/ims?s=metaverse

Discord for teaching purposes

A discussion thread in the Higher Ed Learning Collective:
https://www.facebook.com/groups/onlinelearningcollective/permalink/853609748603058/

“Has anyone ever used Discord to communicate with their students and to deliver short lectures or have office hours? We don’t use Zoom and MS Teams only covers one section. I have four sections of the same course. I found one article in favor of it, but figured I’d check with the general community.”

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more on Discord in this IMS blog
https://blog.stcloudstate.edu/ims?s=discord

Haptx moves to Seattle

HaptX raises another $12M for high-tech gloves, relocates HQ back to Seattle

https://www.geekwire.com/2021/haptx-raises-another-12m-high-tech-gloves-relocates-hq-back-seattle/

Founded in 2012 and previously known as AxonVR, the company’s tech promises to deliver realistic touch feedback to users reaching out for objects in VR, thanks to microfluidics in the glove system that physically and precisely displace the skin on a user’s hands and fingers.

Virtual and augmented reality have not yet reached mainstream consumers as some predicted but enterprise-focused startups such as HaptX have found traction. Large tech companies such as Facebook and Apple also continue investing in the technology, and investors keep making bets.

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more on HaptX in this IMS blog
https://blog.stcloudstate.edu/ims?s=haptx

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