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illusory truth effect

When False Claims Are Repeated, We Start To Believe They Are True

When False Claims Are Repeated, We Start To Believe They Are True — Here’s How Behaving Like A Fact-Checker Can Help

September 12, 2019

This phenomenon, known as the “illusory truth effect”, is exploited by politicians and advertisers — and if you think you are immune to it, you’re probably wrong. In fact, earlier this year we reported on a study that found people are prone to the effect regardless of their particular cognitive profile.

study in Cognition has found that using our own knowledge to fact-check a false claim can prevent us from believing it is true when it is later repeated. But we might need a bit of a nudge to get there.

The researchers found that participants who had focussed on how interesting the statements were in the first part of the study showed the illusory truth effect

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more on Fake News in this IMS blog

Educause 2020 IT issues survey

https://www.surveygizmo.com/s3/5155654/IT-Issues-2020?sguid=60122224

what i find most important:
Future IT Workforce: Deploying a broad array of modern recruitment, retention, and employment practices to develop a resilient IT talent pipeline for the institution

Digital Integrations: Ensuring system interoperability, scalability, and extensibility, as well as data integrity, security, standards, and governance, across multiple applications and platforms

Engaged Learning: Incorporating technologies that enable students to create content and engage in active learning in course curricula

Student Retention and Completion: Developing the capabilities and systems to incorporate artificial intelligence into student services to provide personalized, timely support

Administrative Simplification: Applying user-centered design, process improvement, and system reengineering to reduce redundant or unnecessary efforts and improve end-user experiences

Improved Enrollment: Using technology, data, and analytics to develop an inclusive and financially sustainable enrollment strategy to serve more and new learners by personalizing recruitment, enrollment, and learning experiences

Workforce of the Future: Using technology to develop curriculum, content, and learning experiences that prepare students for the evolving workforce

Holistic Student Success: Applying technology and data, including artificial intelligence, to understand and address the numerous contributors to student success, from finances to health and wellness to academic performance and degree planning (my note: this is what Christine Waisner, Mark Gill and Plamen Miltenoff are trying to do with their VR research)

Improved Teaching: Strengthening engagement among faculty, technologists, and researchers to achieve the true and expanding potential of technology to improve teaching

Student-Centric Higher Education: Creating a student-services ecosystem to support the entire student life cycle, from prospecting to enrollment, learning, job placement, alumni engagement, and continuing education

influential tools for online learning

Online Learning’s ‘Greatest Hits’

Robert Ubell (Columnist)     Feb 20, 2019

https://www.edsurge.com/news/2019-02-20-online-learning-s-greatest-hits

dean of web-based distance learning

Learning Management Systems

Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.

Digital Authoring Systems

Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.

instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.

nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.

With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options

Adaptive Learning

As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.

MOOCs

Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.

Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”

In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.

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

Library 2.0 Emerging Technologies

third Library 2.019 mini-conference: “Emerging Technology,” which will be held online (and for free) on Wednesday, October 30th, from 12:00 – 3:00 pm US-Pacific Daylight Time (click for your own time zone).

Tomorrow’s technologies are shaping our world today, revolutionizing the way we live and learn. Virtual Reality, Augmented Reality, Artificial Intelligence, Machine Learning, Blockchain, Internet of Things, Drones, Personalization, the Quantified Self. Libraries can and should be the epicenter of exploring, building and promoting these emerging techs, assuring the better futures and opportunities they offer are accessible to everyone. Learn what libraries are doing right now with these cutting-edge technologies, what they’re planning next and how you can implement these ideas in your own organization.

This is a free event, being held live online and also recorded.
REGISTER HERE

library leadership

Library Leadership Your Way

https://www.alastore.ala.org/content/library-leadership-your-way

core issues

  • discovering why you want to lead;
  • research findings on the five most desirable traits in library leaders;
  • wrestling with the constraints of organizational culture;
  • a tour of practical leadership models such as Theory Z, Situational Leadership, Transformational Leadership, and emotional intelligence;
  • how to develop habits that will bolster your confidence through inevitable moments of doubt;
  • cultivating a “people first, mission always” mentality;
  • self-care for leaders; and
  • living out your unique leadership vision through goal setting, self-evaluation, and other key steps.

AI in education

https://www.edsurge.com/news/2019-01-23-how-much-artificial-intelligence-should-there-be-in-the-classroom

a two-day conference about artificial intelligence in education organized by a company called Squirrel AI.

he believes that having AI-driven tutors or instructors will help them each get the individual approach they need.

the Chinese government has declared a national goal of surpassing the U.S. in AI technology by the year 2030, so there is almost a Sputnik-like push for the tech going on right now in China.

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more on AI in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=Artificial+Intelligence+and+education

AI deep learning

Machine learning for sensors

June 3, 2019

https://phys.org/news/2019-06-machine-sensors.html

Researchers at the Fraunhofer Institute for Microelectronic Circuits and Systems IMS have developed AIfES, an artificial intelligence (AI) concept for microcontrollers and sensors that contains a completely configurable artificial neural network. AIfES is a platform-independent machine learning library which can be used to realize self-learning microelectronics requiring no connection to a cloud or to high-performance computers. The sensor-related AI system recognizes handwriting and gestures, enabling for example gesture control of input when the library is running on a wearable.

a machine learning library programmed in C that can run on microcontrollers, but also on other platforms such as PCs, Raspberry PI and Android.

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more about machine learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=machine+learning

DGBL in higher ed

Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

By George Lorenzo     Aug 4, 2016

https://www.edsurge.com/news/2016-08-04-digital-game-based-learning-in-higher-ed-moves-beyond-the-hype

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

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