Recorded on February 25, 2016
Presenter
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
Digital Literacy for St. Cloud State University
Jack of all trades. LinkedIn had — and still has — multiple branded apps: Job Search, SlideShare, Learning, Recruiter, Sales Navigator and something call ‘Elevate”
Bad at integration and scaling. LinkedIn acquired many companies to introduce various services, but wasn’t so good at making them work.
Ads were expensive and user-unfriendly. Natalie Halimi, a marketer with 10 years of experience, wrote about LinkedIn ads back in July 2014. She used the headers “high CPC, poor dashboard, poor analysis” and concluded “ LinkedIn need to reassess their pricing strategy to provide better ROI for advertisers”.
Overvalued, full stop. Just before the plunge, LinkedIn shares were trading at 50x forward earnings. Twitter was at 30x, Facebook 34x and Google 21x. It was one of the most expensive stocks in tech.
When Microsoft introduced Office 365, it was to battle Google’s G Suite which appealed to smaller businesses with its cheaper pricing and cloud-based subscription model.
It is succeeding. According to a 2018 Bitglass survey, Office 365’s global market share has gone up to 56.3% from 7.7% in just four years. G Suite has stayed at about 25% since 2016.
LinkedIn’s employees were actually using G suite — the whole bag: Gmail, Calendar, Drive, Hangouts, Docs, Sheets… — before the Microsoft acquisition.
+++++++++++++++++
more on LinkedIn in this IMS blog
https://blog.stcloudstate.edu/ims?s=linkedin
social-emotional learning (SEL) skills
the intersection of teacher education, learning technologies and game-based learning. He thinks educators shouldn’t ignore video games if they want students to be media-literate, because they are the “storytelling medium of the 21st century.”
gaming can help build other SEL skills, such as empathy.
Video games are good for teaching kids problem-solving and ethical decision-making
Some experts have expressed concern about how video games affect children. According to the Washington Post, the World Health Organization has recognized “gaming disorder”—characterized as a lasting addiction to video games—as a condition. Yet, not all experts agree that “game addiction” should be pathologized.
+++++++++++
more on video games in this IMS blog
https://blog.stcloudstate.edu/ims?s=video+games
https://www.freetech4teachers.com/2018/07/7-places-to-create-your-own-educational.html
ProProfs Brain Games provides templates for building interactive crossword puzzles, jigsaw puzzles, word searches, hangman games, and sliding puzzle games. The games you create can be embedded into your blog or shared via email, social media, or any place that you’d typically post a link for students. If you don’t want to take the time to create your own game, you can browse the gallery of games. Most of the games in gallery can be embedded into your blog.
ClassTools.net templates for creating map-based games, word sorting games, matching games, and many more common game formats.
Purpose Games is a free service for creating and or playing simple educational games. The service currently gives users the ability to create seven types of games. Those game types are image quizzes, text quizzes, matching games, fill-in-the-blank games, multiple choice games, shape games, and slide games.
TinyTap is a free iPad app and Android app that enables you to create educational games for your students to play on their iPads or Android tablets. Through TinyTap you can create games in which students identify objects and respond by typing, tapping, or speaking. You can create games in which students complete sentences or even complete a diagram by dragging and dropping puzzle pieces.
Wherever I’ve demonstrated it in the last year, people have been intrigued by Metaverse. It’s a free service that essentially lets you create your own educational versions of Pokemon Go. This augmented reality platform has been used by teachers to create digital breakout games, augmented reality scavenger hunts, and virtual tours.
There was a time when Kahoot games could only be played in the classroom and only created on your laptop. That is no longer the case. Challenge mode lets you assign games to your students to play at home or anywhere else on their mobile devices.
You can even share those challenges through Remind. And the latest update to Kahoot enables you and your students to build quiz games on your mobile devices.
Flippity’s assortment of game templates.
https://www.researchgate.net/publication/308947931_IP-Please_design_and_development_of_an_educational_game_on_IT-security
Abstract:
Game‐based learning is a research field with rich discussions on the use of games in educational contexts. Many of the educational games that exist today focus on subjects such
as Language learning, Mathematics and History, and fewer on subjects in Computer Science
and IT‐security. Dissemination of information about IT‐security is important in today’s digital
society not at least in the industry. As an example many firewalls today are misconfigured
leading to decreased security at the same time as it is hard to motivate students or employees to read long detailed and tedious PDF‐files with security information. Might
things like firewall configuration instead be learnt by an educational game and how to design
a learning game that could be used in university courses on IT‐security?
++++++++++++++++++
more on gaming and gamification in this blog:
https://blog.stcloudstate.edu/ims?s=gaming
https://blog.stcloudstate.edu/ims?s=gamification
TCC 2016 cordially invites you to join a FREE special pre-conference webinar on competency-based education (CBE).
Unpack CBE
During this session, Diane Singer from Bandman University, and Susan Manning from the University of Wisconsin at Stout, discuss the meaning and processes behind CBE, with a specific eye to how the assessment and recognition of competencies benefit various stakeholders, including business and industry.
Date & time:
March 16, 2:00 PM Hawaii; 6:00 PM Mountain; 8:00 PM Eastern
March 17, 9:00 AM Tokyo & Seoul; 11:00 AM Sydney, Feb. 26
Other timezones:
http://bit.ly/tcc16precon2-unpackCBE
Full information:
http://2016.tcconlineconference.org/unpacking-cbe/
RSVP for this FREE session!
If you wish to participate, please RSVP. A reminder will be sent a few days prior along with instructions to sign-in.
http://bit.ly/tcc2016precon2-rsvp
The 21st Annual TCC Worldwide Online Conference: April 19-21, 2016
TCC, Technology, Colleges and Community, is a worldwide online conference attended by university and college personnel including faculty, academic support staff, counselors, student services personnel, students, and administrators.
More on competency-based learning in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=competency+based+learning&submit=Search
+++++++++++++++++
webinar archived recording:
http://2016.tcconlineconference.org/make-the-future/
Recorded on February 25, 2016
Dr. Cynthia Calongne
CTU Doctoral Program | ccalongne@ctuonline.edu
Twitter and Skype: @lyrlobo
http://blog.mindresearch.org/blog/game-based-learning-infographic-strong-math-practices
discussion in LinkedIn ISTE group here:
https://www.linkedin.com/groups/2811/2811-6102069938392944643
Also as a LinkedIn discussion: https://www.linkedin.com/groups/4249252/4249252-6101373957234049029
the main value of project-based learning is that it teaches students to ask the right questions. Traditional assignments predefine the information that the students will use. Project-based learning puts students into the position of having to determine what information they need by asking the right questions.
The online environment proves yet another benefit in that it allows for the possibility of creating public results, such as a blog or Wikipedia article. You can also create a class wiki to host the projects. Students are far more invested in work that will be seen by many others than they are in the traditional assignment that is seen by nobody other than the teacher.
Finally, project-based learning constitutes a kind of gamification of learning, and thus has the same benefits that are driving the gamification of education movement. Games allow for short-term failure on the way to a goal without long-term cost, multiple paths to success, and just-in-time information within context of a goal (Gee, 2003; Kiang, 2014).
https://thejournal.com/Articles/2016/01/05/Best-AppsGames-and-Sites-of-the-Last-Year.aspx
GameMaker: Studio
Grades: 5–12
Pricing: Free, paid
Concepts: Digital creation, programming and coding, game design
GameMaker: Studio is a robust game-making tool that appeals to both entry-level novices and game-development pros alike.
The Orchestra
Grades: 6–12
Pricing: $13.99
Concepts: Music theory, memorization, listening, part-whole relationships
The Orchestra is an interactive iPad app for exploring classical music, the orchestra and orchestral instruments.
WonderBox
Grades: 2–8
Pricing: Free
Concepts: Design, geography, curiosity, imagination, making new creations
As its name suggests, WonderBox is an app that piques kids’ natural curiosity through video, drawing, taking pictures, messaging with family and friends and engaging in multistep challenges.
A.D.A.M. Interactive Anatomy Online
Grades: 9–12
Pricing: Free to try, paid
Concepts: Anatomy, biology, memorization, part-whole relationships
A.D.A.M. Interactive Anatomy Online is a 3D visualization and curriculum-development tool all about the human body. Teachers can select and create assignments that allow students to manipulate 3D images of the human body.
Construct 2
Grades: 7–12
Pricing: Free, paid
Concepts: Digital creation, programming and coding, game design
Construct 2 is a Web-based 2D game-creation tool for students and teachers who want to get into game design without the need to know programming languages.
Fruity Fractions
Grades: 1–3
Pricing: $2.99
Concepts: Fractions, part-whole relationships
Set in a tropical jungle full of brightly colored fruit and animated birds, Fruity Fractions teaches fractions concepts to kids in first through third grades.
Four Inventive Games That Show Us the Future of Learning
http://ww2.kqed.org/mindshift/2015/11/26/four-inventive-games-that-show-us-the-future-of-learning
Designed by Chaim Gingold, a Ph.D. student at UC Santa Cruz, indie developer and designer of Spore’s creature creator, “Earth Primer” is a reinvention of the textbook. Unlike the all-too-familiar “interactive textbooks” that are little more than pictures and animations tacked on to traditional text, “Earth Primer” starts from the ground up. It’s elegantly presented and paced.
Patrick Smith, the designer behind “Metamorphabet,” is like the games equivalent of a toymaker.
Money and time are the two most common barriers to using games in the classroom. “Extrasolar” solves both while also striking pedagogical gold: authentic, self-motivated learning. It’s a free alternate reality game (ARG) that mimics the day-to-day life of a rover driver exploring an alien planet for a mysterious space agency. Rather than placing players in some fantastical world, they interact with what looks like a typical desktop interface, giving their rover commands, and waiting to receive photographs and data from the alien world as well as messages from their employer. Each bit of play requires only a few minutes of activity. The wait builds tension, and when matched with the relatively mundane interface and tasks, it doesn’t feel like a game — which is kind of the point. Best of all: It’s all based in real science and, like with any good ARG, has a healthy dose of mystery to give players a reason to return.
You don’t need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you’re ready.
Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.
Twine was originally created by Chris Klimas in 2009 and is now maintained by a whole bunch of people at several differentrepositories.
https://www.graphite.org/ – reviews and ratings for educational materials
Evidence Based Design. https://en.wikipedia.org/wiki/Evidence-based_design
For conscientiousness, researchers were looking for evidence of persistence, perfectionism, organization and carefulness.
more on games, gaming and gamification in this blog at