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IMS list of mobile apps (please contribute with yours) in education

 IMS list of mobile apps for education

(please enter your apps of preference)

If you need additional information, pls do not hesitate to contact us
If you have additional informatin and/or experience with any of these apps, pls do share on this blog entry.

http://www.teachthought.com/apps-2/10-apps-for-more-organized-project-based-learning/

App iOS Android Windows  Other
 OmniFocus  y
 GoodReader  y
 Any.DO To-do List & Task List y  y
 Penultimate  y
 Evernote  y  y
 Edmodo  y  y
 Teach  y
 Show Me  y
 Educreations Interactive Whiteboard  y
 Doodlecast Pro  y
 Pixntell  y  y
 ScreenChomp  y
Doceri  y

Please check also our old IMS blog postings:

https://blog.stcloudstate.edu/ims/2013/01/29/your-list-of-mobile-apps-for-ipad-andor-android-and-windows/
https://blog.stcloudstate.edu/ims/2013/10/22/7-important-traits-of-a-great-mobile-learning-app/

Fundamental Teacher Apps


https://blog.stcloudstate.edu/ims/2013/10/24/whiteboard-screencasting-apps-please-enter-your-choices-and-suggestions/

Benjamin Bloom birthday

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more on Bloom’s digital taxonomy in this IMS blog
https://blog.stcloudstate.edu/ims?s=bloom

Metaverse for XR COP

Discussion on low-end AR (Metaverse)

  1. What is AR (how is it different from VR or MR)
    https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/
    p. 225
    “augmented reality: Bringing artificial objects into the real world-these can be as simple as a ” heads-up display,” like a speedometer project it onto your car’s windshield, or as complex as seen to be virtual creature woke across your real world leaving room, casting a realistic shadow on the floor”
    https://blog.stcloudstate.edu/ims/2018/11/07/can-xr-help-students-learn/
    p. 12
    Augmented reality provides an “overlay” of some type over the real world through
    the use of a headset or even a smartphone.
    There is no necessary distinction between AR and VR; indeed, much research
    on the subject is based on a conception of a “virtuality continuum” from entirely
    real to entirely virtual, where AR lies somewhere between those ends of the
    spectrum. Paul Milgram and Fumio Kishino, “A Taxonomy of Mixed Reality Visual Displays,

Augmented Reality

 

 

https://blog.stcloudstate.edu/ims/2018/10/17/vr-ar-learning-materials/

Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.

  1. Low-end and hi-end AR
    1. Hi-end: Hololens, Google Glass, Apple Glass
      1. Unity-driven content
    2. Low-end: Metaverse
  2. What is Metaverse
        1. Metaverse studio
          https://studio.gometa.io/discover/me
        2. Metaverse app
          1. iOS: https://apps.apple.com/us/app/metaverse-experience-browser/id1159155137
          2. Android: https://play.google.com/store/apps/details?id=com.gometa.metaverse&hl=en&gl=US
        3. Gamifying Library orientation using Metaverse:
          https://mtvrs.io/GenerousJubilantEeve
          (the gateway to the Library orientation project)
          Metaverse experience through the user’s phone:

    1. Student projects using Metaverse
      https://im690group.weebly.com/
      https://mtvrs.io/PreviousImpracticalNandu
    2. Behind the scene, or how does it work
      https://studio.gometa.io/discover/me/a0cc4490-85fb-41d8-849b-bf52ac3ecb70
      YouTube materials:
      https://youtu.be/jLRR6fKtfwY
      https://youtu.be/MLeZo7X5rnA
      https://youtu.be/g9kY41OcR0Y
  3. Discussion
    1. Low-end vs hi-end AR
      1. advantages
      2. disadvantages
    2. gamify learning content with Metaverse
      https://youtu.be/2lUrs3mJSHg
    3. Discuss the following statement:
      low-end AR (Metaverse), like low-end VR (360 degrees) has strong potential to introduce students, faculty and staff to immersive teaching and learning
  4. Alternatives
    1. Merge Cube: https://blog.stcloudstate.edu/ims/2020/10/21/how-to-create-merge-cube/
    2. Aero, GamAR: https://blog.stcloudstate.edu/ims/2020/12/04/augmented-reality-tools/

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

Cataloging Virtual Reality programming

The ACRL Technical Interest Group invites you to join us virtually for two
presentations on
Date: Tuesday, June 23rd
Time: 12 PM (CDT)/1 PM (
Place: Zoom
The following will be 20 minute presentations with a 5 minute question
session:
Cataloging Virtual Reality programming: why and how
Joy DuBose, Assistant Professor, Special Collections Cataloger at Mississippi
State University Libraries
When video games really came to the forefront, there were arguments as to
whether these materials should be offered by libraries and whether or not they
should be cataloged. Now with the appearance of virtual reality (VR), which
has games and programming that are mostly in digital format, these arguments
are returning. Many libraries are questioning whether or not to add this
technology, and whether to catalog it.
While VR has taken off in many ways in the public arena, libraries are
somewhat slower to do so. The Mitchell Memorial Library at Mississippi State
University has embraced VR. Through the library students, faculty, and non-
university affiliates can experience VR on several different systems. However,
questions were soon raised on how exactly do we catalog VR programming? This
presentation examines the question of should these materials be cataloged, the
different questions that arose during the process, and the workflow that was
created to catalog these materials.
Register in advance for this webinar:
https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fus02web.zoom.us%2Fwebinar%2Fregister%2FWN_Tzb5Qu2zSS2dTa6aMyVUsA&data=02%7C01%7Cpmiltenoff%40stcloudstate.edu%7C36644dabd11c4efb586908d814787b5b%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637281854987010874&sdata=XLWh2I2pot%2FIUNTLUEKTw5q02gl6FPvxbenp5O1yOu8%3D&reserved=0
After registering, you will receive a confirmation email containing
information about joining the webinar.

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more on VR in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+libraries

Colleges’ Plans for Reopening

Here’s a List of Colleges’ Plans for Reopening in the Fall

APRIL 23, 2020
https://www.chronicle.com/article/Here-s-a-List-of-Colleges-/248626

Beloit College — shifting to a “module based semester” to allow flexibility to move toward either online or in-person classes

Boston University — leaning toward in-person classes

Brown University — leaning toward in-person classes

California State University at Fullerton — starting fall semester online

Centre College — block-scheduling courses in shorter segments to allow flexibility to shift toward either in-person or remote learning

Clemson University — exploring a range of scenarios, from in-person classes to entirely online

Cornell University — no decision expected until June

Montana State University — planning for the return of students in the fall, subject to guidance from a task force

Ohio State University — leaning toward in-person classes, with a final decision by late June

Purdue University — planning to start fall semester in person if testing and contact tracing allows

San Jose State University — planning to conduct classes mostly or entirely online

Southern New Hampshire University — planning to allow students to move into dorms, and is offering full tuition scholarships to incoming freshmen

Stanford University  expects to make a decision in May, but might delay fall quarter till winter

University of Arizona — planning to hold in-person classes

University of Central Florida — leaning toward in-person classes

University of Maine system — planning for in-person classes

University of Maryland system — planning to start in-person, but some larger classes may be online

University of Michigan — hoping to hold classes in-person

University of Missouri — planning for in-person classes

Washington State University — planning for in-person classes

Wayne State University — leaning toward starting fall classes online

West Virginia University — exploring a range of scenarios, from in-person to entirely online

William Jewell College — intends to open for fall semester

Gamifying PD

Gamifying PD is better for teacher engagement, participation

https://www.educationdive.com/news/gamifying-pd-is-better-for-teacher-engagement-participation/573191/

Allowing teachers to pursue their personal passions also creates a greater sense of job satisfaction, which may help with long-term retention.

Teachers also benefit from a variety of platforms through which they can pursue their advancement. Some teachers might prefer online options, such as webinars based on their interests and needs, while others could prefer working in small teacher-directed groups where they can collaborate with peers who have similar growth interests in person.

Professional development should also include a personal component that is relevant and effective. Data identifies teachers’ areas of weakness so administrators can work with them to set goals to make improvements.

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

textbooks transformation

https://www.wired.com/story/digital-textbooks-radical-transformation/

Pearson “digital first” strategy.
My note: see our postings
https://blog.stcloudstate.edu/ims/2018/07/09/pearson-selling-us-k12-business/
https://blog.stcloudstate.edu/ims/2019/04/19/change-in-the-k12-sector/
It also enables Pearson to staunch the bleeding caused by an explosion in the second-hand market. A company called Chegg launched the first major online textbook rental service in 2007; Amazon followed suit in 2012. Both advertise savings of up to 90 percent off the sticker price.

But more technology doesn’t always mean better results. Within K-12 learning environments, the digital divide means that students in low-income and rural households have less access to reliable internet and fewer connected deviceson which to complete the online portions of their homework. And while Pearson’s initiative applies only to textbooks in higher ed, the shift to digital has implications at the collegiate level as well.

Just as traditional software has a thriving open source community, textbooks have Open Educational Resources, complete textbooks that typically come free of charge digitally, or for a small fee—enough to cover the printing—in hard copy. And while it’s not an entirely new concept, OER has gained momentum in recent years, particularly as support has picked up at an institutional level, rather than on a course by course basis. According to a 2018 Babson College survey, faculty awareness of OER jumped from 34 percent to 46 percent since 2015.

One of OER’s leading proponents is OpenStax, a nonprofit based out of Rice University that offers a few dozen free textbooks, covering everything from AP Biology to Principles of Accounting. In the 2019–2020 academic year, 2.7 million students across 6,600 institutions used an OpenStax product instead of a for-profit equivalent.

The knock against OER is that, well, you get what you pay for. “One faculty member told me only half-jokingly, that OER is like a puppy that’s free. You get the free puppy, but then you have to do all the work,” says Cengage’s Hansen, who argues that traditional publishers provide critical supporting materials, like assessment questions, that OER often lacks, and can push more regular updates.

By virtue of being free, OER materials also heavily skew toward digital, with hardcover as a secondary option. (Or you can download the PDF and print it out yourself.) The same caveats about efficacy apply. But at least OER doesn’t lock you into one digital platform, the way the major publishers do. OpenStax alone counts around 50 ecosystem partners to provide homework and testing support.

Like and Subscribe

Or you could always split the difference.

That’s the territory Cengage wants to stake out. Late last summer, the educational publishing behemoth—it announced a planned merger with McGraw Hill in May; the combined company would surpass all but Pearson in market capitalization—rolled out Cengage Unlimited, a “Netflix for Textbooks” model that rolls all textbook rentals and digital platform access into a single rate: $120 for a semester, $180 for a full year, or $240 for two years. Almost a year in, the US-only program has a million subscribers.

My note: more about Cengage and McGraw Hill in this blog
https://blog.stcloudstate.edu/ims/2017/06/22/textbook-model/

this added Sept 13, 2019:

 

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

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