Searching for "history"

An ‘ordinary’ Nazi

An ‘ordinary’ Nazi

Historian Daniel Lee describes how the chance discovery of a cache of documents within a piece of furniture led him to uncover the life of Robert Griesinger, an ‘ordinary’ member of the SS.

https://www.historyextra.com/period/second-world-war/ordinary-nazi-life-ss-member-daniel-lee-podcast/

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

Economist Jeffrey Sachs and US post-election

https://www.spiegel.de/international/world/economist-jeffrey-sachs-on-the-u-s-after-the-election-a-18b6cc82-8db3-48e9-a55e-85a87c042b0d

Jeffrey Sachs was once a magnet for criticism over the market-based shock therapy he prescribed for Eastern Europe. Today, he is calling for the United States to move more in the direction of a social democracy, with Germany as a role model.

The man who was once the godfather of the birth of capitalism in Eastern Europe is now working to curb the influence of the free market in the United States. Sachs even endorsed self-proclaimed “socialist” Bernie Sanders for president.

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

most on the Cold War in this IMS blog
https://blog.stcloudstate.edu/ims?s=cold+war

Internet is utility not luxury

It’s 2020: Why Is The Internet Still Treated Like A Luxury, Not A Utility? from r/technology

It’s 2020: Why Is The Internet Still Treated Like A Luxury, Not A Utility?

https://gothamist.com/news/its-2020-why-is-the-internet-still-treated-like-a-luxury-not-a-utility

The city Board of Estimate first decided back in 1965 to slice up the city into cable-TV franchise fiefdoms, a setup that has survived largely intact in the internet era. Today, Altice (aka Optimum) has exclusive cable rights to the Bronx and southeast Brooklyn, while Charter (aka Spectrum, formerly Time Warner) has the rest of the city; Verizon FiOS is also available in a slowly expanding patchwork of areas overlying those two. As a result, most city residents have at most one other option if they’re unhappy with their current service, and many have none at all.

Americans weren’t always beholden to their local cable and phone companies for internet access, notes Christopher Mitchell, director of the Community Broadband Networks Initiative for the D.C.-based Institute for Local Self-Reliance. In the 1990s, thousands of internet service providers across the country offered dialup connections for relatively low prices, connecting via the copper wires of the phone system. The Telecommunications Act of 1996, he says, was initially designed to build on this by enabling multiple providers to use the new, faster networks that were then starting to be rolled out using higher-capacity coaxial and fiber-optic cable. It didn’t quite pan out.

“Both the Clinton and the Bush administrations dismantled that, under pressure from the big cable and telephone companies,” says Mitchell. “Most of those internet access providers went out of business, because they didn’t have access to the networks. If you have a policy that requires a company to pay $1,500 per home to get a subscriber, and it takes three to four years to earn that money back, you will not have much competition.”

The result has been a network of broadband services that are unaffordable or unavailable for a persistently high number of local households.

Torres noted that the city has spent nearly $300 million on renting otherwise-vacant hotels to house homeless New Yorkers during the pandemic, but hasn’t asked for the hotels to allow residents access to their broadband routers.

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

digital twin

https://medium.com/@segkrg/the-advantages-of-a-digital-twin-virtual-reality-campus-563b77c951cc

Consider these 10things that happen on a digital twin virtual reality campus that cannot happen in a real-world, physical campus:

  1. Expand a human organ and step inside it. (Here similar video with Mark Gill in the SCSU CAVE: https://youtu.be/EGbToEeoDlA?t=74)
  2. Step into a Star Trek-style transporter and beam up to a starship to learn astronomy on a space walk.
  3. Expand the dissectible pig to the size of a school bus and space-walk through the organs and cavities as you learn about anatomy.
  4. View a wooly mammoth skeleton and then step onto a time machine and go back in time 40,000 years to walk among a herd of wooly mammoths.
  5. Travel to the Great Wall of China, stand upon it and learn the history and engineering of this structure — all in the space of one class period.
  6. Select from the world’s greatest paintings and organize an exhibit in a museum — and let every student do this in their own way.
  7. Watch a video about dinosaurs and then watch as the dinosaurs walk out of the screen and into the middle of the classroom.
  8. Learn Spanish language and culture at the Pyramid of the Moon, rather than a four-walled classroom.
  9. Learn molecular biology by expanding molecules to the size of a basketball.
  10. Gain a greater understanding of history by stepping back in time to the Roman Colosseum and touring it as a class just as it stood 2500 years ago.

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

depersonalization of teaching

https://www.edsurge.com/news/2020-06-16-what-a-forgotten-instructional-fad-from-the-60s-reveals-about-teaching

Back in the 1960s, an experimental form of teaching made a big splash at colleges. It was called PSI, or the Personalized System of Instruction. https://en.wikipedia.org/wiki/Keller_Plan

http://www.nwlink.com/~donclark/hrd/history/psi.html

https://www.researchgate.net/publication/26468339_The_Personalized_System_of_Instruction_Review_and_Applications_to_Distance_Education

the case that colleges should do more to professionalize teaching, which might help reduce the number of fads that emerge. But he also acknowledges that there are risks. “If you start creating elaborate bureaucracies to measure and judge [teaching], might you actually depersonalize it? Might you take some of the charisma, idiosyncrasy and serendipity out of it?”

decline of the Roman Empire

The climate changed again and began to warm, inspiring the rise of the Roman Empire. The warming trend allowed Julius Caesar (100-44 BC) to conquer and civilize Europe.
The climate change resulted in a sharp trend to a colder climate, which inspired the barbarian invasions (migration) into the Roman Empire where they moved south as the north grew severely colder.
 
the geologists discovered “a gradual drying between about 100 and 700 A.D. , with sharp drops in rainfall at 100 A.D. and 400 A.D.
 
6 ways climate change and disease helped topple the Roman Empire

The volcano that caused famines in ancient Rome? It was in Alaska
https://arstechnica.com/science/2020/06/an-alaskan-volcano-may-have-hastened-the-fall-of-the-roman-republic/

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&data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&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

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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

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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

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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

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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

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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

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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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