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XR anatomy

The EDUCAUSE XR (Extended Reality) Community Group Listserv <XR@LISTSERV.EDUCAUSE.EDU>

Greetings to you all! Presently, I am undertaking a masters course in “Instruction Design and Technology” which has two components: Coursework and Research. For my research, I would like to pursue it in the field of Augmented Reality (AR) and Mobile Learning. I am thinking of an idea that could lead to collaboration among students and directly translate into enhanced learning for students while using an AR application. However, I am having a problem with coming up with an application because I don’t have any computing background. This, in turn, is affecting my ability to come up with a good research topic.

I teach gross anatomy and histology to many students of health sciences at Mbarara University, and this is where I feel I could make a contribution to learning anatomy using AR since almost all students own smartphones. I, therefore, kindly request you to let me know which of the freely-available AR app authoring tools could help me in this regard. In addition, I request for your suggestions regarding which research area(s) I should pursue in order to come up with a good research topic.

Hoping to hear from you soon.

Grace Muwanga Department of Anatomy Mbarara University Uganda (East Africa)

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matthew.macvey@journalism.cuny.edu

Dear Grace, a few augmented reality tools which I’ve found are relatively easy to get started with:

For iOS, iPhone, iPad: https://www.torch.app/ or https://www.adobe.com/products/aero.html

To create AR that will work on social platforms like Facebook and Snapchat (and will work on Android, iOS) try https://sparkar.facebook.com/ar-studio/ or https://lensstudio.snapchat.com/ . You’ll want to look at the tutorials for plane tracking or target tracking https://sparkar.facebook.com/ar-studio/learn/documentation/tracking-people-and-places/effects-in-surroundings/

https://lensstudio.snapchat.com/guides/general/tracking/tracking-modes/

One limitation with Spark and Snap is that file sizes need to be small.

If you’re interested in creating AR experiences that work directly in a web browser and are up for writing some markup code, look at A-Frame AR https://aframe.io/blog/webxr-ar-module/.

For finding and hosting 3D models you can look at Sketchfab and Google Poly. I think both have many examples of anatomy.

Best, Matt

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“Beth L. Ritter-Guth” <britter-guth@NORTHAMPTON.EDU>

I’ve been using Roar. They have a 99$ a year license.

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I have recently been experimenting with an AR development tool called Zappar, which I like because the end users do not have to download an app to view the AR content. Codes can be scanned either with the Zappar app or at web.zappar.com.

From a development standpoint, Zappar has an easy to use drag-and-drop interface called ZapWorks Designer that will help you build basic AR experiences quickly, but for a more complicated, more interactive use case such as learning anatomy, you will probably need ZapWorks Studio, which will have much more of a learning curve. The Hobby (non-commercial) license is free if you are interested in trying it out.

You can check out an AR anatomy mini-lesson with models of the human brain, liver, and heart using ZapWorks here: https://www.zappar.com/campaigns/secrets-human-body/. Even if you choose to go with a different development tool, this example might help nail down ideas for your own project.

Hope this helps,

Brighten

Brighten Jelke Academic Assistant for Virtual Technology Lake Forest College bjelke@lakeforest.edu Office: DO 233 | Phone: 847-735-5168

http://www.lakeforest.edu/academics/resources/innovationspaces/virtualspace.php

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more on XR in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=xr+education

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

Click here to remove from My Sched.

Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

>>Access Video Presentation<<

Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

Click here to remove from My Sched.

Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

Click here to remove from My Sched.

Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

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Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

>>Access Video Presentation<<

For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

>>Access Video Presentation<<

Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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digital literacy chem course

Summer 2020 course for high school teachers

Tuesday, June 22020, Dr. Bruce Jacobson

    1. How (where from) do you receive your news? Do you think you are able to distinguish real news from fake news?
      1. Last year, researchers at Oxford Universityfound that 70 countries had political disinformation campaigns over two years.
        https://blog.stcloudstate.edu/ims/2020/01/20/bots-and-disinformation/
      2. according to Pew Research Center, 68 percent of American adults get their news from social media—platforms where opinion is often presented as fact.
        results of the international test revealed that only 14 percent of U.S. students were able to reliably distinguish between fact and opinion.

    https://blog.stcloudstate.edu/ims/2020/01/16/fake-news-prevention/

    News and Media Literacy (and the lack of) is not very different from Information Literacy

An “information literate” student is able to “locate, evaluate, and effectively use information from diverse sources.” See more About Information Literacy

    1. Developing Your Research Topic/Question

    Research always starts with a question. But the success of your research also depends on how you formulate that question. If your topic is too broad or too narrow, you may have trouble finding information when you search. When developing your question/topic, consider the following:

    • Is my question one that is likely to have been researched and for which data have been published? Believe it or not, not every topic has been researched and/or published in the literature.
    • Be flexible. Consider broadening or narrowing the topic if you are getting a limited number or an overwhelming number of results when you search. In nursing it can be helpful to narrow by thinking about a specific population (gender, age, disease or condition, etc.), intervention, or outcome.
    • Discuss your topic with your professor and be willing to alter your topic according to the guidance you receive.

    1. Getting Ready for Research
      Library Resources vs. the Internet
      How (where from) do you receive information about your professional interests?
      Advantages/disadvantages of using Web Resources

    Evaluating Web Resources

    1. Google or similar; Yahoo, Bing
    2. Google Scholar
    3. Reddit, Digg, Quora
    4. Wikipedia
    5. Become a member of professional organizations and use their online information
    6. Use the SCSU library page to online databases

    1. Building Your List of Keywords
      1. Why Keyword Searching?
        Why not just type in a phrase or sentence like you do in Google or Yahoo!?

        1. Because most electronic databases store and retrieve information differently than Internet search engines.
        2. A databases searches fields within a collection of records. These fields include the information commonly found in a citation plus an abstract (if available) and subject headings. Search engines search web content which is typically the full text of sources.
      1. The bottom line: you get better results in a database by using effective keyword search strategies.
      2. To develop an effective search strategy, you need to:
    1. determine the key concepts in your topic and
    2. develop a good list of keyword synonyms.
      1. Why use synonyms?
        Because there is more than one way to express a concept or idea. You don’t know if the article you’re looking for uses the same expression for a key concept that you are using.
      2. Consider: Will an author use:
    1. Hypertension or High Blood Pressure?
    2. Teach or Instruct?
    • Therapy or Treatment?

    Don’t get “keyword lock!” Be willing to try a different term as a keyword. If you are having trouble thinking of synonyms, check a thesaurus, dictionary, or reference book for ideas.

    Keyword worksheet

  1. Library Resources
    How to find the SCSU Library Website
    SCSU online databases

    1. SCSU Library Web page

library

 

 

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Test your knowledge:

******* !! *************

  1. Basic Research Skills

  1. Identifying a Scholarly Source

 

 

 

  1. Boolean Operators

  1. Databases

  1. How do you evaluate a source of information to determine if it is appropriate for academic/scholarly use. There is no set “checklist” to complete but below are some criteria to consider when you are evaluating a source.
    1. ACCURACY
      1. Does the author cite reliable sources?
      2. How does the information compare with that in other works on the topic?
      3. Can you determine if the information has gone through peer-review?
      4. Are there factual, spelling, typographical, or grammatical errors?
    1. AUDIENCE
      1. Who do you think the authors are trying to reach?
      2. Is the language, vocabulary, style and tone appropriate for intended audience?
      3. What are the audience demographics? (age, educational level, etc.)
      4. Are the authors targeting a particular group or segment of society?
    1. AUTHORITY
      1. Who wrote the information found in the article or on the site?
      2. What are the author’s credentials/qualifications for this particular topic?
      3. Is the author affiliated with a particular organization or institution?
      4. What does that affiliation suggest about the author?
    1. CURRENCY
      1. Is the content current?
      2. Does the date of the information directly affect the accuracy or usefulness of the information?
    1. OBJECTIVITY/BIAS
      1. What is the author’s or website’s point of view?
      2. Is the point of view subtle or explicit?
      3. Is the information presented as fact or opinion?
      4. If opinion, is the opinion supported by credible data or informed argument?
      5. Is the information one-sided?
      6. Are alternate views represented?
      7. Does the point of view affect how you view the information?
    1. PURPOSE
      1. What is the author’s purpose or objective, to explain, provide new information or news, entertain, persuade or sell?
      2. Does the purpose affect how you view the information presented?
  1. Exporting bibliography records

Zotero. Zotero AddOn for Chrome and Firefox. Zotero for Microsoft Word. Zotero AddOn for Edublog.
Collecting references

  • through the Zotero AddOn for browsers
  • through “export RIS” file

RIS zotero

 

  1. InterLibrary Loan

  1. Copyright and Fair Use
    Author Rights and Publishing & Finding Author Instructions for Publishing in Scholarly Journals

    1. Plagiarism, academic honesty
  2. Writing Tips
  3. Dissemination of Research

Plamen Miltenoff, Ph.D., MLIS, Professor
320-308-3072
pmiltenoff@stcloudstate.edu
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs
http://web.stcloudstate.edu/pmiltenoff/faculty/

digital literacy chemistry course

Summer 2020 course for high school teachers

Tuesday, June 22020, Dr. Bruce Jacobson

    1. How (where from) do you receive your news? Do you think you are able to distinguish real news from fake news?
      1. Last year, researchers at Oxford Universityfound that 70 countries had political disinformation campaigns over two years.
        https://blog.stcloudstate.edu/ims/2020/01/20/bots-and-disinformation/
      2. according to Pew Research Center, 68 percent of American adults get their news from social media—platforms where opinion is often presented as fact.
        results of the international test revealed that only 14 percent of U.S. students were able to reliably distinguish between fact and opinion.

    https://blog.stcloudstate.edu/ims/2020/01/16/fake-news-prevention/

    News and Media Literacy (and the lack of) is not very different from Information Literacy

An “information literate” student is able to “locate, evaluate, and effectively use information from diverse sources.” See more About Information Literacy

    1. Developing Your Research Topic/Question

    Research always starts with a question. But the success of your research also depends on how you formulate that question. If your topic is too broad or too narrow, you may have trouble finding information when you search. When developing your question/topic, consider the following:

    • Is my question one that is likely to have been researched and for which data have been published? Believe it or not, not every topic has been researched and/or published in the literature.
    • Be flexible. Consider broadening or narrowing the topic if you are getting a limited number or an overwhelming number of results when you search. In nursing it can be helpful to narrow by thinking about a specific population (gender, age, disease or condition, etc.), intervention, or outcome.
    • Discuss your topic with your professor and be willing to alter your topic according to the guidance you receive.

    1. Getting Ready for Research
      Library Resources vs. the Internet
      How (where from) do you receive information about your professional interests?
      Advantages/disadvantages of using Web Resources

    Evaluating Web Resources

    1. Google or similar; Yahoo, Bing
    2. Google Scholar
    3. Reddit, Digg, Quora
    4. Wikipedia
    5. Become a member of professional organizations and use their online information
    6. Use the SCSU library page to online databases

    1. Building Your List of Keywords
      1. Why Keyword Searching?
        Why not just type in a phrase or sentence like you do in Google or Yahoo!?

        1. Because most electronic databases store and retrieve information differently than Internet search engines.
        2. A databases searches fields within a collection of records. These fields include the information commonly found in a citation plus an abstract (if available) and subject headings. Search engines search web content which is typically the full text of sources.
      1. The bottom line: you get better results in a database by using effective keyword search strategies.
      2. To develop an effective search strategy, you need to:
    1. determine the key concepts in your topic and
    2. develop a good list of keyword synonyms.
      1. Why use synonyms?
        Because there is more than one way to express a concept or idea. You don’t know if the article you’re looking for uses the same expression for a key concept that you are using.
      2. Consider: Will an author use:
    1. Hypertension or High Blood Pressure?
    2. Teach or Instruct?
    • Therapy or Treatment?

    Don’t get “keyword lock!” Be willing to try a different term as a keyword. If you are having trouble thinking of synonyms, check a thesaurus, dictionary, or reference book for ideas.

    Keyword worksheet

  1. Library Resources
    How to find the SCSU Library Website
    SCSU online databases

    1. SCSU Library Web page

library

 

 

+++++!!!!!++++++++++

Test your knowledge:

******* !! *************

  1. Basic Research Skills

  1. Identifying a Scholarly Source

 

 

 

  1. Boolean Operators

  1. Databases

  1. How do you evaluate a source of information to determine if it is appropriate for academic/scholarly use. There is no set “checklist” to complete but below are some criteria to consider when you are evaluating a source.
    1. ACCURACY
      1. Does the author cite reliable sources?
      2. How does the information compare with that in other works on the topic?
      3. Can you determine if the information has gone through peer-review?
      4. Are there factual, spelling, typographical, or grammatical errors?
    1. AUDIENCE
      1. Who do you think the authors are trying to reach?
      2. Is the language, vocabulary, style and tone appropriate for intended audience?
      3. What are the audience demographics? (age, educational level, etc.)
      4. Are the authors targeting a particular group or segment of society?
    1. AUTHORITY
      1. Who wrote the information found in the article or on the site?
      2. What are the author’s credentials/qualifications for this particular topic?
      3. Is the author affiliated with a particular organization or institution?
      4. What does that affiliation suggest about the author?
    1. CURRENCY
      1. Is the content current?
      2. Does the date of the information directly affect the accuracy or usefulness of the information?
    1. OBJECTIVITY/BIAS
      1. What is the author’s or website’s point of view?
      2. Is the point of view subtle or explicit?
      3. Is the information presented as fact or opinion?
      4. If opinion, is the opinion supported by credible data or informed argument?
      5. Is the information one-sided?
      6. Are alternate views represented?
      7. Does the point of view affect how you view the information?
    1. PURPOSE
      1. What is the author’s purpose or objective, to explain, provide new information or news, entertain, persuade or sell?
      2. Does the purpose affect how you view the information presented?
  1. Exporting bibliography records

Zotero. Zotero AddOn for Chrome and Firefox. Zotero for Microsoft Word. Zotero AddOn for Edublog.
Collecting references

  • through the Zotero AddOn for browsers
  • through “export RIS” file

RIS zotero

 

  1. InterLibrary Loan

  1. Copyright and Fair Use
    Author Rights and Publishing & Finding Author Instructions for Publishing in Scholarly Journals

    1. Plagiarism, academic honesty
  2. Writing Tips
  3. Dissemination of Research

Plamen Miltenoff, Ph.D., MLIS, Professor
320-308-3072
pmiltenoff@stcloudstate.edu
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs
http://web.stcloudstate.edu/pmiltenoff/faculty/

bibliographical data analysis nVivo

Bibliographical data analysis with Zotero and nVivo

Bibliographic Analysis for Graduate Students, EDAD 518, Fri/Sat, May 15/16, 2020

This session will not be about qualitative research (QR) only, but rather about a modern 21st century approach toward the analysis of your literature review in Chapter 2.

However, the computational approach toward qualitative research is not much different than computational approach for your quantitative research; you need to be versed in each of them, thus familiarity with nVivo for qualitative research and with SPSS for quantitative research should be pursued by any doctoral student.

Qualitative Research

Here a short presentation on the basics:

https://blog.stcloudstate.edu/ims/2019/03/25/qualitative-analysis-basics/

Further, if you wish to expand your knowledge, on qualitative research (QR) in this IMS blog:

https://blog.stcloudstate.edu/ims?s=qualitative+research

Workshop on computational practices for QR:

https://blog.stcloudstate.edu/ims/2017/04/01/qualitative-method-research/

Here is a library instruction session for your course
https://blog.stcloudstate.edu/ims/2020/01/24/digital-literacy-edad-828/

Once you complete the overview of the resources above, please make sure you have Zotero working on your computer; we will be reviewing the Zotero features before we move to nVivo.

Here materials on Zotero collected in the IMS blog:
https://blog.stcloudstate.edu/ims?s=zotero

Of those materials, you might want to cover at least:

https://youtu.be/ktLPpGeP9ic

Familiarity with Zotero is a prerequisite for successful work with nVivo, so please if you are already working with Zotero, try to expand your knowledge using the materials above.

nVivo

https://blog.stcloudstate.edu/ims/2017/01/11/nvivo-shareware/

Please use this link to install nVivo on your computer. Even if we were not in a quarantine and you would have been able to use the licensed nVivo software on campus, for convenience (working on your dissertation from home), most probably, you would have used the shareware. Shareware is fully functional on your computer for 14 days, so calculate the time you will be using it and mind the date of installation and your consequent work.

For the purpose of this workshop, please install nVivo on your computer early morning on Saturday, May 16, so we can work together on nVivo during the day and you can continue using the software for the next two weeks.

Please familiarize yourself with the two articles assigned in the EDAD 815 D2L course content “Practice Research Articles“ :

Brosky, D. (2011). Micropolitics in the School: Teacher Leaders’ Use of Political Skill and Influence Tactics. International Journal of Educational Leadership Preparation, 6(1). https://eric.ed.gov/?id=EJ972880

Tooms, A. K., Kretovics, M. A., & Smialek, C. A. (2007). Principals’ perceptions of politics. International Journal of Leadership in Education, 10(1), 89–100. https://doi.org/10.1080/13603120600950901

It is very important to be familiar with the articles when we start working with nVivo.

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How to use Zotero

https://blog.stcloudstate.edu/ims/2020/01/27/zotero-workshop/

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How to use nVivo for bibliographic analysis

The following guideline is based on this document:

Bibliographical data analysis using Nvivo

whereas the snapshots are replaced with snapshots from nVivol, version 12, which we will be using in our course and for our dissertations.

Concept of bibliographic data

Bibliographic Data is an organized collection of references to publish in literature that includes journals, magazine articles, newspaper articles, conference proceedings, reports, government and legal publications. The bibliographical data is important for writing the literature review of a research. This data is usually saved and organized in databases like Mendeley or Endnote. Nvivo provides the option to import bibliographical data from these databases directly. One can import End Note library or Mendeley library into Nvivo. Similar to interview transcripts, one can represent and analyze bibliographical data using Nvivo. To start with bibliographical data representation, this article previews the processing of literature review in Nvivo.

Importing bibliographical data

Bibliographic Data is imported using Mendeley, Endnote and other such databases or applications that are supported with Nvivo.  Bibliographical data here refers to material in the form of articles, journals or conference proceedings. Common factors among all of these data are the author’s name and year of publication. Therefore, Nvivo helps  to import and arrange these data with their titles as author’s name and year of publication. The process of importing bibliographical data is presented in the figures below.

import Zotero data in nVivo

 

 

 

 

select the appropriate data from external folder

select the appropriate data from external folder

step 1 create record in nVIvo

 

step 2 create record in nVIvo

step 3 create record in nVIvo

 

Coding strategies for literature review

Coding is a process of identifying important parts or patterns in the sources and organizing them in theme node. Sources in case of literature review include material in the form of PDF. That means literature review in Nvivo requires grouping of information from PDF files in the forms of theme nodes. Nodes directly do not create content for literature review, they present ideas simply to help in framing a literature review. Nodes can be created on the basis of theme of the study, results of the study, major findings of the study or any other important information of the study. After creating nodes, code the information of each of the articles into its respective codes.

Nvivo allows coding the articles for preparing a literature review. Articles have tremendous amount of text and information in the forms of graphs, more importantly, articles are in the format of PDF. Since Nvivo does not allow editing PDF files, apply manual coding in case of literature review.  There are two strategies of coding articles in Nvivo.

  1. Code the text of PDF files into a new Node.
  2. Code the text of PDF file into an existing Node. The procedure of manual coding in literature review is similar to interview transcripts.

Add Node to Cases

 

 

 

 

 

The Case Nodes of articles are created as per the author name or year of the publication.

For example: Create a case node with the name of that author and attach all articles in case of multiple articles of same Author in a row with different information. For instance in figure below, five articles of same author’s name, i.e., Mr. Toppings have been selected together to group in a case Node. Prepare case nodes like this then effortlessly search information based on different author’s opinion for writing empirical review in the literature.

Nvivo questions for literature review

Apart from the coding on themes, evidences, authors or opinions in different articles, run different queries based on the aim of the study. Nvivo contains different types of search tools that helps to find information in and across different articles. With the purpose of literature review, this article presents a brief overview of word frequency search, text search, and coding query in Nvivo.

Word frequency

Word frequency in Nvivo allows searching for different words in the articles. In case of literature review, use word frequency to search for a word. This will help to find what different author has stated about the word in the article. Run word frequency  on all types of sources and limit the number of words which are not useful to write the literature.

For example, run the command of word frequency with the limit of 100 most frequent words . This will help in assessing if any of these words remotely provide any new information for the literature (figure below).

Query Text Frequency

andword frequency search

and

word frequency query saved

Text search

Text search is more elaborative tool then word frequency search in Nvivo. It allows Nvivo to search for a particular phrase or expression in the articles. Also, Nvivo gives the opportunity to make a node out of text search if a particular word, phrase or expression is found useful for literature.

For example: conduct a text search query to find a word “Scaffolding” in the articles. In this case Nvivo will provide all the words, phrases and expression slightly related to this word across all the articles (Figure 8 & 9). The difference between test search and word frequency lies in generating texts, sentences and phrases in the latter related to the queried word.

Query Text Search

Coding query

Apart from text search and word frequency search Nvivo also provides the option of coding query. Coding query helps in  literature review to know the intersection between two Nodes. As mentioned previously, nodes contains the information from the articles.  Furthermore it is also possible that two nodes contain similar set of information. Therefore, coding query helps to condense this information in the form of two way table which represents the intersection between selected nodes.

For example, in below figure, researcher have search the intersection between three nodes namely, academics, psychological and social on the basis of three attributes namely qantitative, qualitative and mixed research. This coding theory is performed to know which of the selected themes nodes have all types of attributes. Like, Coding Matrix in figure below shows that academic have all three types of attributes that is research (quantitative, qualitative and mixed). Where psychological has only two types of attributes research (quantitative and mixed).

In this way, Coding query helps researchers to generate intersection between two or more theme nodes. This also simplifies the pattern of qualitative data to write literature.

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Please do not hesitate to contact me with questions, suggestions before, during or after our workshop and about ANY questions and suggestions you may have about your Chapter 2 and, particularly about your literature review:

Plamen Miltenoff, Ph.D., MLIS

Professor | 320-308-3072 | pmiltenoff@stcloudstate.edu | http://web.stcloudstate.edu/pmiltenoff/faculty/ | schedule a meeting: https://doodle.com/digitalliteracy | Zoom, Google Hangouts, Skype, FaceTalk, Whatsapp, WeChat, Facebook Messenger are only some of the platforms I can desktopshare with you; if you have your preferable platform, I can meet you also at your preference.

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

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

iLRN 2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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At our physical iLRN conferences, the first day of the conference (Sunday) is typically devoted to one or more guided social tours of local attractions in which attendees have the opportunity to socialize and get to know one another while immersing themselves in the sights and sounds of the host city and/or region. As this year’s conference will take place entirely online, we are instead offering the opportunity for attendees to sign up for small-group “Guided Virtual Adventure” tours of 50 minutes in duration to various social and collaborative XR/immersive environments and platforms.
Proposals are being sought for prospective Guided Virtual Adventure tour offerings on Sunday, June 21, 2020. Tour destinations may be:
– a third-party XR/immersive platform with which you are familiar (e.g., Altspace, Mozilla Hubs, Minecraft, World of Warcraft, Somnium Space, OrbusVR, Second Life);
– a specific virtual environment that you, your institution/organization, or someone else has developed within a third-party platform;
– a platform that you or your institution/organization has developed and/or specific environments within that platform.
There are no fees involved in offering a Guided Virtual Adventure tour; however, preference will be given to proposals that involve environments/platforms that are freely and openly accessible, and that are associated with nonprofit organizations and educational institutions. Where possible, it is strongly recommended that multiple offerings of the tour are made available throughout the day so as to cater for different time zones in which the 8,000+ iLRN 2020 event attendees will be based.
Companies wishing to offer Guided Virtual Adventure tours involving their commercial products and services may submit proposals for consideration, but the iLRN 2020 Organizing Committee reserves the right to, at its discretion, place limits on the number of tours of platforms/environments of a certain type or that address a particular target audience/application vertical. In doing so, they will prioritize companies that have purchased a sponsorship or exhibition package.
*** IMPORTANT: The Guided Virtual Adventures are intended to be a social activity, and as such, platforms and environments to be toured must support interaction among multiple users. For other types of platform or environment, please consider offering a Workshop (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fworkshops%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=2rSCHtYBw3116hRmXFowDz8vEJ%2FPE8MjBjPjhuoU%2FKM%3D&amp;reserved=0) instead, and/or participating in the Immersive Learning Project Showcase & Competition (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fimmersive-learning-project-showcase%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=vldC9NaYxK6cYof9QoBxq9dTjO1Zv%2F9OIcUAdqdT0rs%3D&amp;reserved=0). ***
### Submitting a Proposal ###
Please use this form to propose a Guided Virtual Adventure: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fforms.gle%2FP4JTAkb29Lb9L18JA&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=P7uRpwfXWvrQWld%2FQV6JI%2FdnP9lYPxV%2BeRq73xsCozE%3D&amp;reserved=0
### Contact ###
Inquiries regarding the Guided Virtual Adventures may be directed to conference@immersivelrn.org.
### Important Dates ###
– Guided Virtual Adventure proposal submission deadline: May 18, 2020
– Notification of proposal review outcomes: May 21, 2020
– Presenter registration deadline: May 25, 2020
– Deadline for providing final participant instructions: June 1, 2020
– Guided Virtual Adventure Day: June 21, 2020
Other upcoming iLRN 2020 deadlines (see conference website for details):
–  Immersive Learning Project Showcase & Competition – expressions of interest to participate due May 14, 2020 (deadline extended, no further extensions will be announced)
– Practitioner Stream oral and poster presentations – 1-2 page proposals, not for publication in proceedings, due May 18, 2020 (will not be extended)
– Workshops, Panel Sessions, and Special Sessions –  2-3 page proposals for publication in proceedings as extended-abstract descriptions of the sessions, due May 18, 2020 (will not be extended)
– Free registration deadline for non-presenter educators and students – May 23, 2020
(Sent to blend-online@listserv.educause.edu)

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more on virtual tours in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+tour

CRITICAL PEDAGOGY IN AN AGE OF ONLINE LEARNING

CRITICAL PEDAGOGY IN AN AGE OF ONLINE LEARNING

http://libjournal.uncg.edu/ijcp/article/view/1055/892?fbclid=IwAR3SHDRFlxTbj7lMAuVJ_BsO3wLQaYEcEXEukUPQVXDDOqEnHg_XT9VJ1SE

Paulo Freire and Critical Pedagogy

Freire’s pedagogical concepts, such as problem posing, dialogue, praxis, conscientiazation and the politics of education, were devel-oped in a pre-Internet era. His work in popular education was deeply interpersonal and involved spending significant time in a community becoming familiar with the culture, linguistic patterns, and lifestyle of the people before ever embarking on teaching.

struggles to employ a critical pedagogy in the increasingly assessment-oriented, outcomes-based environment

While designed to make teaching in the online environment more efficient, these systems confront the critical pedagogue with challenges to create a teaching-learning environment that promotes critical reflection not only on the content of a course but on the very way in which content is delivered.

teaching in cyberspace requires a different teaching paradigm altogether

p. 170 Feenberg (2009) developed the Critical Theory of Technology (CTT),

p. 171 As outlined by CTT, technology creates a cyber culture that redefines human identity and the meaning and means of human interaction (Gomez, 2009). When viewed through this lens, online education is not simply another tool for the promotion of learning, but rather an all-encompassing environment managing and controlling access to information, structuring relationships, and redefining individual identities.

p. 171 While masquerading as efforts to enhance student learning, these industries are clearly profit-oriented. Knowledge has become a commodity, students have become consumers, faculty have become content providers, and schools operate as businesses

p. 172 Like Feenberg (2009), Freire would be concerned with the values and principles embedded in the technology of online learning, as well as the cyber culture it has created.

p. 173 Schools did not venture into online learning because they thought it was a better way to teach, but rather because they saw it as a way to reach unreached student populations with the promise of off-site educational offerings. Only later was attention given to developing online pedagogies.

Whereas education in the United States was originally viewed as a way to prepare students for effective citizenship, now it is seen as a way to develop loyal and capable employees of their corporate overlords

p. 174 A second area of concern is the banking nature of the LMSs. One of the underlying assumptions of an LMS like Blackboard™, Moodle™, or Brightspace™ is that the online platform is a repository of resources for teaching and learning.

Freire vehemently rejected this banking approach to education because it did not recognize or encourage the student’s creative, exploratory, and critical abilities. In the banking model the teacher is regarded as the holder and transmitter of knowledge, which is then imparted to the student. The banking model assumes the student is an empty vessel and does not value or recognize the student’s experiential and cultural knowledge

By contrast Freire argued for a problem-posing, constructivist approach that invites students to critically engage their world and one another. In the critical classroom, the student at times takes on the role of teacher and the teacher becomes a learner, inviting a sharing of power and mutual learning. While this approach can be carried out to an extent online, the LMS is set up to be the primary source of information in a course, and the teacher is assigned as the expert designer of the learning experience, thus limiting the constructivist nature and mutuality of the learning process.

p. 175 A third area of concern is the limited access to online learning to large sectors of society. While e-learning advocates tout the greater access to learning provided by online learning (Goral, 2013; Kashi & Conway, 2010), the digital divide is a reality impacting millions of students.

p. 176 A final area of concern is the disembodied nature of the online learning process. One of the major attractions of online learning to potential students is the freedom from having to be in a classroom in a particular time or place.

p. 177 Embodied learning means students must not only engage the cognitive dimension (thinking and reflection), but also partake in concrete action. This action in reflection, and reflection in action, referred to as praxis, involves acting on and in the world as one is seeking to learn about and transform the world.
To limit education to the transmission and reception of text-based knowledge without action undermines the entire learning process (Escobar et al., 1994).
Freire believed dialogue begins not with what the teacher professes to know, but with the student’s experience and knowledge.

p. 179 For Freire, the building of a learning community is essential to creating meaningful dialogue; this is also true for those who seek to teach effectively online. Palloff and Pratt (2007) contend that all online teaching must begin with building community and stress that a carefully constructed online learning community provides a space for students to test ideas, get feedback, and create a collaborative learning experience.
For Freire, learning was a social and democratic event where authoritarianism and control of the learning process are minimized.
“reading the world,” or conscientization, that is, understanding the larger political context in which experience occurs and knowledge is situated. In the current era of Facebook, Twitter, instant message, and other social media, in-depth discussion and analysis is often absent in favor of brief, often innocuous statements and personal opinions.
Through online academic databases, students have easy access to far more sources of information than previous generations. Furthermore, search engines like Google, Yahoo, and the like bring students in contact with remote sources, organizations, and individuals instantly.

p. 180 the challenge is not only the accessing of information, but also encouraging students to become discerning purveyors of information—to develop “critical digital literacy,” the capacity to effectively and critically navigate the databases and myriads of potential sources (Poore, 2011, p. 15)

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

https://blog.stcloudstate.edu/ims?s=online+learning

Faculty Learn New Teaching Methods

Survey: Emergency Move Online Forced More than Half of Faculty to Learn New Teaching Methods

Rhea Kelly 04/22/20

https://campustechnology.com/articles/2020/04/22/survey-emergency-move-online-forced-more-than-half-of-faculty-to-learn-new-teaching-methods.aspx

56 percent of faculty who moved courses online were using teaching methods they had never used before. That’s according to “Digital Learning Pulse Survey: Immediate Priorities,” a study conducted by Bay View Analytics

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Free and Discounted Ed Tech Tools for Online Learning During the Coronavirus Pandemic

Dian Schaffhauser  03/16/20

https://campustechnology.com/articles/2020/03/16/free-and-discounted-ed-tech-tools-for-online-learning-during-the-coronavirus-pandemic.aspx

here some examples from a long list of free services:

Addigy, a cloud-based Apple device management platform, has announced free 60-day access for colleges and universities. The program helps organizations deploy, manage, and track new and existing Apple devices from a single console; automate IT tasks and implement IT policies related to deploying software, updating security settings, running scripts, managing groups of users, and distributing and updating software; and troubleshoot problems for users remotely and in real-time. https://addigy.com/covid-19-addigy-60/?utm_content=covid-19-addigy-60

Arizona State University’s EdPlus is working with Complexly’s Crash Course on a series of entry-level course videos, starting with English composition. (Complexly and Crash Course are an initiative of the Green brothers, hosts of a popular vlog and best-selling fiction.) The new content in “Study Hall,” won’t offer credit or replace any degree programs, but rather will serve as a supplement for high school or college learners. Each subject will be the focus of about 15 videos 15 minutes long, covering major points in the topic. Those are being hosted on YouTube. https://www.youtube.com/playlist?list=PLNrrxHpJhC8mNXjrAL3Ey1Q6iI35cymzl

Babbel is offering three months of free language learning to U.S. students through mid-June 2020 in any of its languages: Spanish, French, German, Italian, Portuguese, Polish, Russian, Dutch, Turkish, Danish, Norwegian, Swedish, Indonesian, and English. https://welcome.babbel.com/en/student-discount/

Gale is offering educators and librarians free access to digital content and resources to enhance instruction and learning. Resources include: interdisciplinary, curriculum-aligned resources to support online learning; live and on-demand training materials; e-books on virtual learning; and more. https://www.gale.com/covid19support.

Through July 1, Google is allowing G Suite for Education customers to use the Hangouts Meet premium functionality for free. People can host virtual meetings with up to 250 people and live streams with up to 100,000 viewers. Additionally, they’ll be able to save recordings of their meetings to Google Drive. https://support.google.com/meet/answer/9760270?hl=en

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

Algorithmic Test Proctoring

Our Bodies Encoded: Algorithmic Test Proctoring in Higher Education

SHEA SWAUGER ED-TECH

https://hybridpedagogy.org/our-bodies-encoded-algorithmic-test-proctoring-in-higher-education/

While in-person test proctoring has been used to combat test-based cheating, this can be difficult to translate to online courses. Ed-tech companies have sought to address this concern by offering to watch students take online tests, in real time, through their webcams.

Some of the more prominent companies offering these services include ProctorioRespondusProctorUHonorLockKryterion Global Testing Solutions, and Examity.

Algorithmic test proctoring’s settings have discriminatory consequences across multiple identities and serious privacy implications. 

While racist technology calibrated for white skin isn’t new (everything from photography to soap dispensers do this), we see it deployed through face detection and facial recognition used by algorithmic proctoring systems.

While some test proctoring companies develop their own facial recognition software, most purchase software developed by other companies, but these technologies generally function similarly and have shown a consistent inability to identify people with darker skin or even tell the difference between Chinese people. Facial recognition literally encodes the invisibility of Black people and the racist stereotype that all Asian people look the same.

As Os Keyes has demonstrated, facial recognition has a terrible history with gender. This means that a software asking students to verify their identity is compromising for students who identify as trans, non-binary, or express their gender in ways counter to cis/heteronormativity.

These features and settings create a system of asymmetric surveillance and lack of accountability, things which have always created a risk for abuse and sexual harassment. Technologies like these have a long history of being abused, largely by heterosexual men at the expense of women’s bodies, privacy, and dignity.

Their promotional messaging functions similarly to dog whistle politics which is commonly used in anti-immigration rhetoric. It’s also not a coincidence that these technologies are being used to exclude people not wanted by an institution; biometrics and facial recognition have been connected to anti-immigration policies, supported by both Republican and Democratic administrations, going back to the 1990’s.

Borrowing from Henry A. Giroux, Kevin Seeber describes the pedagogy of punishment and some of its consequences in regards to higher education’s approach to plagiarism in his book chapter “The Failed Pedagogy of Punishment: Moving Discussions of Plagiarism beyond Detection and Discipline.”

my note: I am repeating this for years
Sean Michael Morris and Jesse Stommel’s ongoing critique of Turnitin, a plagiarism detection software, outlines exactly how this logic operates in ed-tech and higher education: 1) don’t trust students, 2) surveil them, 3) ignore the complexity of writing and citation, and 4) monetize the data.

Technological Solutionism

Cheating is not a technological problem, but a social and pedagogical problem.
Our habit of believing that technology will solve pedagogical problems is endemic to narratives produced by the ed-tech community and, as Audrey Watters writes, is tied to the Silicon Valley culture that often funds it. Scholars have been dismantling the narrative of technological solutionism and neutrality for some time now. In her book “Algorithms of Oppression,” Safiya Umoja Noble demonstrates how the algorithms that are responsible for Google Search amplify and “reinforce oppressive social relationships and enact new modes of racial profiling.”

Anna Lauren Hoffmann, who coined the term “data violence” to describe the impact harmful technological systems have on people and how these systems retain the appearance of objectivity despite the disproportionate harm they inflict on marginalized communities.

This system of measuring bodies and behaviors, associating certain bodies and behaviors with desirability and others with inferiority, engages in what Lennard J. Davis calls the Eugenic Gaze.

Higher education is deeply complicit in the eugenics movement. Nazism borrowed many of its ideas about racial purity from the American school of eugenics, and universities were instrumental in supporting eugenics research by publishing copious literature on it, establishing endowed professorships, institutes, and scholarly societies that spearheaded eugenic research and propaganda.

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

IM 690 lab ASVR

IM 690 Virtual Reality and Augmented Reality. short link: http://bit.ly/IM690lab

IM 690 lab plan for March 31, online:  Virtual Worlds

If at any point you are lost in the virtual worlds, please consider talking/chatting using our IM 690 zoom link:https://minnstate.zoom.us/j/964455431 or call 320 308 3072

Readings:
Currently, if you go to the SCSU online dbases
,if they are working at all, don’t be surprised when clicking on EBSCOhost Business Source Complete to see this msg:

library error msg

and if you execute a search:
“AltSpaceVR” + “education”, you will find only meager 1+ results.
Google Scholar, naturally, will yield much greater number.
So, search and find an article of your interest using Google Scholar. I used “immersive learning” + “education” for my search.
I chose to read this article:
https://journal.alt.ac.uk/index.php/rlt/article/view/2347/2657
since it addressed design principles when applying mixed reality in education.
What article did you find/choose/read/are ready to share your analysis with?

Tuesday, March 31, 5PM lab

  1. As usually, we will meet at this Zoom link: https://minnstate.zoom.us/j/964455431
    All of us will be online and we will meet in the Zoom room.
    Please come 10 min earlier, so we can check our equipment and make sure everything works. Since we will be exploring online virtual worlds, please be prepared for technical issues, especially with microphones.
  2. For this lab, please download and install on your computers the AltSpaceVR  (ASVR) software:
    https://www.microsoft.com/en-us/p/altspacevr/9nvr7mn2fchq?activetab=pivot:overviewtab
    Please consider the impediment that Microsoft has made the 2D mode for PC available only for Windows. If you are a Mac user and don’t have PC available at home, please contact me directly for help.
    In addition, pls have a link to the video tutorial;
    https://blog.stcloudstate.edu/ims/2020/03/13/im690-asvr-2d-tutorial/
    pls be informed about MediaSpace issues of the last two weeks, which can result in poor rendering of the video. If issues persist and you still need help downloading and installing the software, contact me directly for help.
    Please do your best to have ASVR installed on your computer before the lab starts on Tues, March 31, 5PM, so we can use our time during the lab for much more fun activities!
  3. Intro to ASVR.
    Please watch this 5 min video anytime you feel a bit lost in ASVR

    pls consider the issues with MediaSpace and be patient, if the video renders and/or does not play right away. The video is meant to help you learn how to navigate your avatar in ASVR.
    the first 15-20 min in the lab, we will “meet” in ASVR, figure out how to work on our ASVR avatar, how to use the computer keyboard to move, communicate and have basic dexterity. We must learn to “make friends” with Mark Gill (ASVR name: MarkGill47), Dr. Park (ASVR name: dhk3600) and Dr. Miltenoff (ASVR name: Plamen), as well as with your class peers, who will be sharing their ASVR contact info in the Zoom Chat session. Once we learn this skills, we are ready to explore ASVR.
    Mark Gill will “lead” us through several virtual worlds, which you will observe and assess from the point of view of an Instructional Designer and an educator (e.g. how these worlds can accommodate learning; what type of teaching do these virtual worlds offer, etc.)
    Eventually, Mark Gill will bring us to the SCSU COSE space, created by him, where he will leave us to discuss.
  4. Discussion in the COSE ASVR room
    We will start our discussion with you sharing your analysis of the article you found in Google Scholar for today’s class (see above Readings). How do your findings from the article match your impressions from the tour across virtual worlds in ASVR? How does learning happen?
  5. Other platforms for immersive learning
    Following the discussions around your articles, we also will briefly touch on other platforms for immersive learning:
    https://blog.stcloudstate.edu/ims/2020/03/17/vr-after-conferences-cancellations/
  6. Final projects
    the rest of the time in the lab will be allocated for work on your final projects.
    Dr. Park and Dr. Miltenoff will work individually with your groups to assist with ideas, questions regarding your projects,

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Plamen Miltenoff, Ph.D., MLIS
Professor
320-308-3072
pmiltenoff@stcloudstate.edu
http://web.stcloudstate.edu/pmiltenoff/faculty/
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs

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more on IM 690 labs in this IMS blog
https://blog.stcloudstate.edu/ims?s=im+690

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