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.
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?
how data is produced, collected and analyzed. make accessible all kind of data and info
ask good q/s and find good answers, share finding in meaningful ways. this is where digital literacy overshadows information literacy and this the fact that SCSU library does not understand; besides teaching students how to find and evaluate data, I also teach them how to communicate effectively using electronic tools.
connecting people tools and resources and making it easier for everybody. building collaborative, open and interdisciplinary
robust data computational literates. developing workshops, project and events to practice new skills. to position the library as the interdisciplinary nexus
what are data: definition. items of information, facts, traces of content and form. higher level, conception discussion about data in terms of social effects: matadata capturing information about the world, social political and economic changes. move away the mystic conceptions about data. nothing objective about data.
the emergence of IoT – digital meets physical. cyber physical systems. smart objects driven by industry. . proliferation of sensor and device – smart devices.
what does privacy looks like ? what is netneutrality when IoT? library must restructure : collaborate across institutions about collections of data in opien and participatory ways. put IoT in the hands of make and break things (she is maker space aficionado)
make and break things hackathons – use cheap devices such as Arduino and Pi.
data literacy programs with higher level conception exploration; libraries empower the campus in data collection. data science norms, store and share data to existing repositories and even catalogs. commercial services to store and connect data, but very restrictive and this is why libraries must be involved.
linked data and dark data
linked data – draw connections around online data most of the data are locked. linked data uses metadata to link related information in ways computers can understand.
libraries take advantage of link data. link data opportunity for semantics, natural language processing etc. if hidden data is relative to our communities, it is a library responsibility to provide it. community data practitioners
dark data
massive data, which cannot be analyzed by relational processing. data not yield significant findings. might be valuable for researchers: one persons trash is another persons’ treasure. preserving data and providing access to info. collaborate with researchers across disciplines and assist decide what is worth keeping and what discarding and how to study.
rich learning experience working with lined and dark data enable fresh perspective and learning how to work with data architecture. data literacy programming.
in context of data is different from open source and open projects. the social side of data science . advising researchers on navigation data, ethical compilations.
open science movement .https://cos.io/ pushing beyond licences and reframe, position ourselves as collaborators
analysis and publishing ; use tools that can be shared and include data, code and executable files.
reproducibility and contestability https://www.lib.ncsu.edu/events/series/summer-of-open-science
In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.
silos, IT barrier, focusing on student success, retention, server space is cheap, if
promotion and tenure for faculty can include incentive to work with the librarian
lack of fear, changing the mindset.
deep collaboration both within and cross-consortia
don’t rely on vendor solutions. changing mindset
development = oppty (versus development as “work”)
private higher education is PALNI
3d virtual picture of disastrous areas. unlock the digital information to be digitally accessible to all people who might be interested.
they opened the maps of Katmandu for the local community and they were coming up with the strategies to recover. democracy in action
i can’t stop thinking that the keynote speaker efforts are mere follow up of what Naomi Klein explains in her Shock Doctrine: http://www.naomiklein.org/shock-doctrine: a government country seeks reasons to destroy another country or area and then NGOs from the same country go to remedy the disasters
A question from a librarian from the U about the use of drones. My note: why did the SCSU library have to give up its drone?
Douglas County Library model. too resource intensive to continue
Marmot Library Network
ILS integrated library system – shared with other counties, same sever for the entire consortium. they have a programmer, viewfind, open source, discovery player, he customized viewfind community to viewfind plus. instead of using the ILS public access catalogue, they are using the Vufind interface
Caiifa Enki. public library – single access collection. they purchase ebooks from the publisher and they are using also the viewfind interface. but not integrated with the library catalogs. Kansas public library went from OverDrive to Viewfind. CA State library is funding for the time being this effort.
types of content – publisher will not understand issue, which clear for librarians
PDF and epub formats
purchase content –
title by title selection – academia is tired of selections. although it is intended to buy also collections
library – owned ( and shared collections)
host content from libraries – papers in academic lib, genealogy in pub lib.
options in license models .
e resource content. not only ebooks, after it is taken care of, add other types of digital objects.
instead of replicate, replacement of the commercial aggregators,
Amigos Shelf interface is the product of the presenter
instead of having a young reader collection as SCSU has on the third floor, an academic library is outsourcing through AMigos shelf ebooks for young readers
Harper Collins is too cumbersome and the reason to avoid working with them.
security issues. some of the material sent over ftp and immediately moved to sftp
decisions – use of internal resources only, if now – amazon
programmer used for the pilot. contracted programmers. lack of the ability to see the large picture. eventually hired a full time person, instead of outsourcing. RDA compliant MARC.
ONIX, spreadsheet MARC.
Decision about who to start with : public or academic.
attempt to keep pricing down –
own agreement with the customers, separate from the agreement with the Publisher
current development: web-based online reading, shared-consortial collections and SIP2 authentication
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.
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.
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.
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 Horizon, Epic Games’ Fortnite, Roblox‘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.
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.
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.
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.
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
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.
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.
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
“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.”
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.