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AI project for the classroom

Handon AI projects for the classroom

Elementary school level

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDK5_1120.pdf

Secondary teachers

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDSE_1120.pdf

Elective educators guides

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDEL_0820-red.pdf

Computer science educators guides

https://cdn.iste.org/www-root/Libraries/Documents%20%26%20Files/Artificial%20Intelligence/AIGDCS_0820-red.pdf

The Artificial Intelligence (AI) for K-12 initiative (AI4K12) is jointly sponsored by AAAI and CSTA.

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ISTE Standards and Computational Thinking Competencies can help frame the inclusion and development of AI-related projects in K–12 classrooms. The ISTE Standards for Students identify the skills and knowledge that K–12 students need to thrive, grow, and contribute in a global, interconnected, and constantly changing society. The Computational Thinking Competencies for Educators identify the skills educators need to successfully prepare students to become innovators and problem-solvers in a digital world.

COMPUTATIONAL THINKING COMPETENCIES

https://www.iste.org/standards/iste-standards-for-computational-thinking

the Nonsense Papers

The Mysterious Case of the Nonsense Papers

A peer-reviewed journal published hundreds of them. Why?

https://www.chronicle.com/article/why-did-a-peer-reviewed-journal-publish-hundreds-of-nonsense-papers

One clue is that the overwhelming majority of the papers were ostensibly written by authors who claim to be affiliated with Chinese institutions. Universities in China often reward researchers for publishing in notable journals listed on the Science Citation Index, in some cases paying them cash bonuses, though China’s science and education ministries have recently tried to crack down on the practice. It’s also long been a requirement that doctoral students at many Chinese universities publish a paper before they graduate.

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China’s Plagiarism Problem

https://www.forbes.com/2010/05/26/china-cheating-innovation-markets-economy-plagiarism.html

Plagiarism and the lack of academic integrity it engenders are intricately connected to the larger debate about intellectual property rights (IPR) in China and the government’s promoted idea of a harmonious society to support stability.

CEO TIM COOK AUGMENTED REALITY

A SHORT HISTORY OF EVERY TIME APPLE CEO TIM COOK PRAISED AUGMENTED REALITY

https://www.theverge.com/21077484/apple-tim-cook-ar-augmented-reality

While he once said it was hard to see the appeal of Google Glass, the AR wearable that proved unpopular with consumers, he’s held a consistently positive opinion on AR since at least 2016.

AR features are already available on the iPhone and iPad. And while hope is starting to fade that Apple will release a mixed reality device in 2022, the latest rumors suggest the company is still forging ahead with some kind of AR / VR headset to be released in the not-distant future.

3 types of instructional design

3 types of instructional design on the example of an egg cooking recipe
1. Manual.
“Add salt to the water, boil for 8 minutes, immerse in cold water,” that’s all—a simple sequence of steps.
Manual is the simplest, cheapest, and, unfortunately, the most common type of educational program. Yes, the automatic repetition of actions can lead to something, but any deviation will cause difficulties.
2. Manual with context.
Now imagine this recipe: “During cooking, the shell may crack, and the protein will leak out. To avoid this, add salt to the water. The salt will make the protein curdle.”
The context is added, it is explained why it is necessary to do things in that specific way. This is very important because it provides tools for working with real-life situations.
3. Abstraction.
In fact, this is a context twisted to the maximum. For example: “Salt will make the protein curdle. That is why in the old days, people bandaged purulent wounds with bandages soaked in saltwater.” Two completely different phenomena are taken, and a comparison is made based on a common abstract form.
This type is not always appropriate, but it can ignite the student with unexpected facts and comparisons.

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more on instructional design this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

Cross Reality (XR)

Ziker, C., Truman, B., & Dodds, H. (2021). Cross Reality (XR): Challenges and Opportunities Across the Spectrum. Innovative Learning Environments in STEM Higher Education, 55–77. https://doi.org/10.1007/978-3-030-58948-6_4
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/

For the purpose of this chapter, Cross Reality or XR refers to technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs). These are technologies that connect computer technology (such as informational overlays) to the physical world for the purposes of augmenting or extending experiences beyond the real. Especially relevant to the definition of XR is the fact that this term encompasses a wide range of options for delivering learning experiences, from minimal technology and episodic experiences to deep immersion and persistent platforms. The preponderance of different terms for slightly different technologies indicate that this is a growth area within the field. Here we provide a few definitions of these technologies.

MR—Mixed reality refers to a blend of technologies used to influence the human perception of an experience. Motion sensors, body tracking, and eye tracking interplay with overlaid technology to give a rich and full version of reality displayed to the user. For example, technology could add sound or additional graphics to an experience in real time. Examples include the Magic Leap One and Microsoft HoloLens 2.0. MR and XR are often used interchangeably.

AR—Augmented reality refers to technology systems that overlay information onto the real world, but the technology might not allow for real-time feedback. As such, AR experiences can move or animate, but they might not interact with changes in depth of view or external light conditions. Currently, AR is considered the first generation of the newer and more interactive MR experiences.

VR—Virtual reality, as a technological product, traces its history to approximately 1960 and tends to encompass user experiences that are visually and auditorily different from the real world. Indeed, the real world is often blocked from interacting with the virtual one. Headsets, headphones, haptics, and haptic clothing might purposely cut off all input except that which is virtual. In general, VR is a widely recognizable term, often found in gaming and workplace training, where learners need to be transported to a different time and place. VR experiences in STEM often consist of virtual labs or short virtual field trips.

VW—Virtual worlds are frequently considered a subset of VR with the difference that VWs are inherently social and collaborative; VWs frequently contain multiple simultaneous users, while VRs are often solo experiences. Another discrimination between virtual reality and virtual worlds is the persistence of the virtual space. VR tends to be episodic, with the learner in the virtual experience for a few minutes and the reality created within the experience ends when the learner experience ends. VWs are persistent in that the worlds continue to exist on computer servers whether or not there are active avatars within the virtual space (Bell ). This discrimination between VR and VW, however, is dissolving. VR experiences can be created to exist for days, and some users have been known to wear headsets for extended periods of time. Additionally, more and more VR experiences are being designed to be for game play, socialization, or mental relaxation. The IEEE VR 2020 online conference and the Educators in VR International Summit 2020 offered participants opportunities to experience conference presentations in virtual rooms as avatars while interacting with presenters and conference attendees (see Sect. 2.5 for more information).

CVEs—Collaborative virtual environments are communication systems in which multiple interactants share the same three-dimensional digital space despite occupying remote physical locations (Yee and Bailenson ).

Embodiment—Embodiment is defined by Lindgren and Johnson-Glenberg () as the enactment of knowledge and concepts through the activity of our bodies within an MR (mixed reality) and physical environment

https://hyp.is/mBiunvx3EeudElMRwHm5dQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Human-Centered Design philosophy that involves putting human needs, capabilities, and behavior first (Jerald 2018: 15). XR provides the opportunity to experience just-in-time immersive, experiential learning that uses concrete yet exploratory experiences involving senses that result in lasting memories. Here we discuss opportunities for social applications with XR. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

XR learner activities are usually created for individual use, which may or may not need to be simultaneously experienced as a class together at the same time or place with the instructor. Activities can be designed into instruction with VR headsets, high-resolution screens, smartphones, or other solo technological devices for use inside and outside of the classroom. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Ready to go relationship between STEM courses and XR. In bullet points! 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Do we address the challenges in the grant proposal? 

some learners will be held back from full XR activity by visual, physical, and social abilities such as stroke, vertigo, epilepsy, or age-related reaction time. It should also be noted that the encompassing nature of VR headsets might create some discomfort or danger for any learners as they can no longer fully see and control their body and body space. 

what is the Metaverse

What Is the Metaverse? Is It Just Virtual Reality, or Something More?

https://www-howtogeek-com.cdn.ampproject.org/c/s/www.howtogeek.com/745807/what-is-the-metaverse-is-it-just-virtual-reality-or-something-more/amp/

Tech CEOs keep talking about “the metaverse.” Mark Zuckerberg insists that Facebook will be seen as a “metaverse company” instead of a social media company. Satya Nadella proclaims Microsoft is creating a “metaverse stack” for the enterprise.

Author Neil Stephenson coined the term “metaverse” in Snow Crash, a dystopian cyberpunk novel published in 1992.

In the novel, the metaverse is a sort of 3D virtual world. It’s not simply a virtual reality game but is a persistent, shared virtual world. Or rather, the metaverse is a whole universe of shared virtual spaces seemingly linked together—you could, essentially, teleport between them.

If you think this all sounds a bit like Ready Player One or a higher-tech version of Second Life, you’re right.

virtual reality (VR) and not augmented reality (AR) was necessary for that kind of vision

To Zuckerberg and other tech CEOs, the concept of “the metaverse” seems to have more in common with “Web 2.0.” It’s a bunch of new technologies: VR headsets! Presence! Persistent digital worlds

Microsoft’s vision of the metaverse seems to take the form of rambling, buzzword-heavy talk about “digital twins” and “converging the physical with the digital” with “mixed reality.” Microsoft’s Azure cloud can do it!

Of course, as we learned with Windows 10’s “Mixed Reality” headsets, that term often just means Virtual Reality to Microsoft. However, it can also mean augmented reality: And, little surprise, Microsoft also has a headset to sell you: The HoloLens.

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

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

Internet of Thing Security Problem

The Internet of Things’ Persistent Security Problem

  • The threat of ransomware
  • IoT’s special vulnerabilities
  • Potential solutions

In what is currently a fragmented regulatory and standards landscape internationally, the EU has taken strongest interest in IoT, but from a competition perspective. The EU Commission is investigating competition questions related especially to the three dominant voice-assistants (Alexa, Google Assistant, Siri), a node for issues of data privacy and interoperability. Its recently released report hardly mentions security.

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more on IoT in this iMS blog
https://blog.stcloudstate.edu/ims?s=internet+of+things

AR/VR collaboration

Campfire announces summer Demo Days to allow companies to experience its AR and VR platform

https://www.auganix.org/campfire-announces-summer-demo-days-to-allow-companies-to-experience-its-ar-and-vr-platform/

Space is limited so enterprise guests can register here to request an invitation for the below events:

  • July 14, Brooklyn,  9AM – 7PM
  • August 11, Austin, 9AM – 7PM
  • September 8, San Francisco, CA  9AM – 7PM

Campfire brings a new approach to AR/VR collaboration with innovative devices and applications designed to visualize and collaborate with 3D models and data. The company states that the resulting experience helps to advance the visual experience, ease-of-use, and workflow integration for users. Features of the Campfire platform include:

  • The Campfire Headset, which has a 92° diagonal field-of-view in AR, and a new level of comfort in VR;
  • The Campfire Console acts like a holographic projector to bring the intuitiveness and robustness of traditional monitors to shared holographic experiences;
  • The Campfire Pack turns a phone into a hand held controller to reduce the learning curve of dedicated controllers and gestural interfaces;
  • The Campfire Scenes app enables users to create, share, and control scenes composed from 40+ types of CAD/3D files;
  • The Campfire Viewer app enables users to work within 3D scenes alone or during video calls using a Campfire Headset, tablet, or phone.

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

AI use in education

EDUCAUSE QuickPoll Results: Artificial Intelligence Use in Higher Education

D. Christopher Brooks” Friday, June 11, 2021

https://er.educause.edu/articles/2021/6/educause-quickpoll-results-artificial-intelligence-use-in-higher-education

AI is being used to monitor students and their work. The most prominent uses of AI in higher education are attached to applications designed to protect or preserve academic integrity through the use of plagiarism-detection software (60%) and proctoring applications (42%) (see figure 1).

The chatbots are coming! A sizable percentage (36%) of respondents reported that chatbots and digital assistants are in use at least somewhat on their campuses, with another 17% reporting that their institutions are in the planning, piloting, and initial stages of use (see figure 2). The use of chatbots in higher education by admissions, student affairs, career services, and other student success and support units is not entirely new, but the pandemic has likely contributed to an increase in their use as they help students get efficient, relevant, and correct answers to their questions without long waits.Footnote10 Chatbots may also liberate staff from repeatedly responding to the same questions and reduce errors by deploying updates immediately and universally.

AI is being used for student success tools such as identifying students who are at-risk academically (22%) and sending early academic warnings (16%); another 14% reported that their institutions are in the stage of planning, piloting, and initial usage of AI for these tasks.

Nearly three-quarters of respondents said that ineffective data management and integration (72%) and insufficient technical expertise (71%) present at least a moderate challenge to AI implementation. Financial concerns (67%) and immature data governance (66%) also pose challenges. Insufficient leadership support (56%) is a foundational challenge that is related to each of the previous listed challenges in this group.

Current use of AI

  • Chatbots for informational and technical support, HR benefits questions, parking questions, service desk questions, and student tutoring
  • Research applications, conducting systematic reviews and meta-analyses, and data science research (my italics)
  • Library services (my italics)
  • Recruitment of prospective students
  • Providing individual instructional material pathways, assessment feedback, and adaptive learning software
  • Proctoring and plagiarism detection
  • Student engagement support and nudging, monitoring well-being, and predicting likelihood of disengaging the institution
  • Detection of network attacks
  • Recommender systems

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more on AI in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence+education

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