Jun
2019
Contemplative Practices in Higher Education
Contemplative Practices in Higher Education
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more on contemplative practices in this IMS blog
https://blog.stcloudstate.edu/ims?s=contemplative
Digital Literacy for St. Cloud State University
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more on contemplative practices in this IMS blog
https://blog.stcloudstate.edu/ims?s=contemplative
Toolwire and Muzzy Lane, two digital game-based learning (DGBL) vendors that are making significant strides in higher education through their “serious game” products. The state of DGBL in higher ed is not nearly as prevalent and accepted as it is in K-12, but growing quickly.
Serious games feature evidenced-centered design, whereby data is collected, analyzed and adapted to the knowledge level of the player
Andy Phelps, director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and executive committee member of the Higher Education Video Game Alliance (HEVGA),adds that “game-based learning has the opportunity to really challenge our assumptions about linear modes of educational interaction.”
Muzzy Lane, s higher-education-oriented Practice Series games, in partnership with McGraw Hill, feature titles in Marketing, Spanish, Medical Office and Operations.
The Challenge of Creating Worthy GamesBoth Toolwire and Muzzy Lane DGBL products are not of the “Triple A” PlayStation 4 and Xbox One variety, meaning they do not have all the high-fidelity, digital-media bells and whistles that are inside the heavily advertised war games and sports games geared toward the more than $99 billion global video game consumer marketplace, according to gaming market intelligence company Newzoo.
the state of DGBL in higher education consists of very effective digital games of less-than-Triple A fidelity coming out of private companies like Toolwire and Muzzy Lane, as well as from a good number of college and university game design innovation centers similar to RIT’s MAGIC. These include the Games+Learning+Society (GLS) Center at the University of Wisconsin-Madison; the University of Southern California Interactive Media and Games Division, the Carnegie Mellon University Entertainment Technology Center and the New York University Game Center.
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more on DGBL in this IMS blog
https://blog.stcloudstate.edu/ims?s=dgbl
free webinar
Most colleges and universities are either not using virtual reality (VR) or are using it in more token ways. Yet, according to the Gartner Hype Cycle for Emerging Technologies 2018 report, these technologies are rapidly reaching a much more mature stage – holding more promise for higher education and student learning than ever before. For most institutions, however, this promise of VR in student learning is still unrealized.
That’s why we’ve designed a collection of webcasts and resources to help you explore how VR might fuel better learning outcomes. See below which of our webcasts and resources you and your team qualify for based on your membership status.
By Jeffrey R. Young Sep 8, 2017
In “The Convergence of K-12 and Higher Education: Policies and Programs in a Changing Era,” two education professors point out potential benefits of taking a more holistic view to American education
interview with Christopher Loss, one of the editors.
What role does technology play in some of the convergences that occur or are happening?
There’s a great essay in the collection by June Ahn, which deals with the idea of technology as a key mediating source and mechanism for the creation of various kinds of convergences between and among different sectors (my note: K12 and higher ed).
Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning With Technology http://circlcenter.org/wp-content/uploads/2017/07/CyberlearningCommunityReport2017.pdf (Oct, 2017)
Americans like to see themselves as among the best in the world in education. But lately, the education leaders have been looking abroad for ideas, I think. What can we learn from countries that do have closer links between K-12 and higher ed?
Plamen Miltenoff was selected to serve on the Editorial Review Board (ERB) for the International Journal of Innovative Teaching and Learning in Higher Education (IJITLHE).
“Your term as a board member starts January 2019 and you will be expected to review up to 4 articles a year for the next 2 years. IGI Global advises to have up to 5 reviewers per article, so if the journal were to receive numerous submissions, I may need some volunteers to review additional articles. If that situation were to take place and you would like to be contacted to review more articles, please let me know and I will make a note.”
November 27 – 29, 2018 Savannah, GA
https://www.academicimpressions.com/microcredentials-and-digital-badges-in-higher-education
During this session, you will learn how to ask the right questions and evaluate if badges are a good fit within your unique institutional context, including determining ROI on badging efforts. You’ll also learn how to assess the competencies behind digital badges.
This session will allow for greater understanding of Open Badges standards, the variety of technology software and platforms, and the portability of badges. We will also explore emerging trends in the digital badging space and discuss campus considerations.
During this hour, we will take a closer look at answering key financial questions surrounding badges:
Badging can be a catalyst for partnerships between higher education and industry. In this session, you will have the opportunity to learn more about strategies for collaborating with industry in the development of badges and how badges align with employer expectations.
Now that we have a better idea of the “why” and “what” of badges, how do we market their value to external and internal stakeholders? You’ll see examples of how other institutions are designing and marketing their badges.
Alongside your peers and our expert instructors, you will have the opportunity to brainstorm ideas, get feedback, ask questions, and get answers.
Most institutions are getting into the badging game, and we’ll talk about the far-reaching considerations in the world of badging. We’ll use this time to engage in forward-thinking and discuss the future of badging and what future trends in badging might be.
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more on microcredentialing in this IMS blog
https://blog.stcloudstate.edu/ims?s=microcredentialing
Google Expeditions can be a fairly inexpensive way to present content. Students who have smartphones (Android or iOS) can download the Google Cardboard app and Google Expeditions for free. VR glasses can improve the experience but are not required.
Ideas for using VR in class
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more on Google Expeditions in this IMS blog
https://blog.stcloudstate.edu/ims?s=google+expeditions
Digital transformation (DX) is having a profound impact across all industries, but what does it mean for higher education? Join members of the EDUCAUSE Digital Transformation Task Force as they describe their efforts to understand what DX means for higher education and why institutions should be planning for change now.
Join us in Savannah this November for our conference, Microcredentials and Digital Badges in Higher Education,
and learn the strategies and processes that other institutions have used to develop digital badge initiatives and programs. You’ll learn the different ways that badges can add value to the learner experience, key considerations for developing badges, and how to effectively connect learners to industry.
Your instructor panel for this event is an impressive lineup of experienced speakers, all from higher ed themselves, who have been immersed in this work and have likely seen and overcome the same challenges you have. Come ready to learn from the experts.
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more on microcredentialing in this IMS blog
https://blog.stcloudstate.edu/ims?s=microcredentialing
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more on the Horizon Reports
https://blog.stcloudstate.edu/ims?s=horizon+report