May
2020
Digital Literacy for St. Cloud State University
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more on Labster in this iMS blog
https://blog.stcloudstate.edu/ims?s=labster
zSpace is a technology firm based in Sunnyvale, California that combine elements of virtual and augmented reality in a computer. zSpace allows people to interact with simulated objects in virtual environments as if they are real.[1][2][3]
zSpace is known for its progressive developments in human-computer interaction.
https://en.wikipedia.org/wiki/ZSpace_(company)
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https://www.labster.com/
Give your students the chance to learn science in an engaging and effective way with Labster’s virtual labs.
Labster offers students a true-to-life lab experience at a fraction of the cost of a real lab.
You can supplement your teaching with virtual labs to prepare your students for the wet lab, to help them understand difficult concepts, to engage them with your science course, and more.
n our virtual lab simulations, students work through real-life case stories, interact with lab equipment, perform experiments and learn with theory and quiz questions.
Thanks to engaging 3D animations, students can explore life science at the molecular level and look inside the machines they are operating. https://www.labster.com/why-choose-labster/
Integrates with D2L and the major LMS
an understanding of how to harness the emotional appeal of e-learning tools is a central issue for learning and instruction, since research shows that initial situ-ational interest can be a first step in promoting learning
several educational theories that describe the affective, emotional, and motivational factors that play a role in multimedia learning which are relevant for understanding the role of immersion in VR learning environments.
the cognitive-affective theory of learning with media (Moreno and
Mayer 2007),
and
the integrated cognitive affective model of learning with multimedia
(ICALM; Plass and Kaplan 2016)
control-value theory of achievement emotion CVTAE
https://psycnet.apa.org/record/2014-09239-007
Presence, intrinsic motivation, enjoyment, and control and active learning are the affective factors used in this study. defintions
The sample consisted of 104 students (39 females and 65 males; average age =23.8 years)
from a large European university.
immersive VR (Samsung Gear VR with Samsung Galaxy S6) and
the desktop VR version of a virtual laboratory simulation (on a standard computer). The
participants were randomly assigned to two groups: the first used the immersive VR
followed by the desktop VR version, and the second used the two platforms in the opposite
sequence.
The VR learning simulation used in this experiment was developed by the company Labster and designed to facilitate learning within the field of biology at a university level. The VR simulation was based on a realistic murder case in which the participants were required to investigate a crime scene, collect blood samples and perform DNA analysis in a high-tech laboratory in order to identify and implicate the murderer
we conclude that the emotional value of the immersive VR version of the learning simulation is significantly greater than the desktop VR version. This is a major empirical contribution of this study.
https://www.facebook.com/groups/onlinelearningcollective/permalink/599387467358622/
Hi everyone- my mom has been teaching Bio 101 with a lab for 39 years. I’m working with her to get ready for the fall semester online but Science isn’t my field. Any recommendations for online bio labs?
Stephanie Edelmann I’m still working on my lab, but here is an extensive list of online resources that was shared with faculty at our school.
https://docs.google.com/…/1Mv0EyCw2QeFIpW5P5qNR5EW…/edit
Rebecca Westphal Carolina has kits…. but they are mostly on back order and hard to get for fall (in US?). You could think of putting together your own kits for students to pick up. There are also many labs using “household” materials such as this spinach photosynthesis lab http://www2.nau.edu/…/photosynthesis/photosynthesis.html.
For introducing basic chemistry I really like the “Build an Atom” simulation on the PhET website, although it’s more of an activity than a “lab”. HHMI biointeractive has lots of free resources and data sets that you could build on, including lots for natural selection — try searching “rock pocket mouse natural selection” on the biointeractive website.
Rachel Scherer https://phet.colorado.edu/_m/ is one of my go to favorites. I have some instructors testing labster out this summer. I haven’t heard anything back so I am guessing it is working well for them. Also
Cheryl DeWyer Lindeman https://www.biointeractive.org
Cheryl DeWyer Lindeman https://www.shapeoflife.org/
Sondra LoRe https://qubeshub.org/community/groups/quant_bio_online
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more on emergency teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=emergency+teaching
IM 690 lab plan for Feb. 18, MC 205: Experience VR and AR
What is an “avatar” and why do we need to know how it works?
How does the book (and the movie) “Ready Player One” project the education of the future
Peter Rubin “Future Present” pictures XR beyond education. How would such changes in the society and our behavior influence education.
Readings:
each group selected one article of this selection: https://blog.stcloudstate.edu/ims/2020/02/11/immersive-reality-and-instructional-design/
to discuss the approach of an Instructional Designer to XR
Announcements:
https://blog.stcloudstate.edu/ims/2020/02/07/educators-in-vr/
https://blog.stcloudstate.edu/ims/2020/01/30/realities360-conference/
Inter
Inter-cognitive and Intra-cognitive communication in VR: https://slides.com/michaelvallance/deck-25c189#/
@EducatorsVR
I’ll be talking about Didactic Activity of the Use of #VR and #VirtualWorlds to Teach Design Fundamentals. I will show the work of my students in @SansarOfficial Join the #EducatorsinVR International Summit the present day at 10:00 AM PST https://t.co/nLV6orr19i pic.twitter.com/yFQomkD7ER— Dr. Christian J. Angel Rueda (@eco_onis) February 19, 2020
https://www.youtube.com/channel/UCGHRSovY-KvlbJHkYnIC-aA
People with dementia
Free resources:
https://blog.stcloudstate.edu/ims?s=free+audio, free sound, free multimedia
Lab work:
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
Assignment: Use Google Cardboard to watch at least three of the following options
YouTube:
Elephants (think how it can be used for education)
https://youtu.be/2bpICIClAIg
Sharks (think how it can be used for education)
https://youtu.be/aQd41nbQM-U
Solar system
https://youtu.be/0ytyMKa8aps
Dementia
https://youtu.be/R-Rcbj_qR4g
Facebook
https://www.facebook.com/EgyptVR/photos/a.1185857428100641/1185856994767351/
From Peter Rubin’s Future Presence: here is a link https://blog.stcloudstate.edu/ims/2019/03/25/peter-rubin-future-presence/ if you want to learn more
Empathy, Chris Milk, https://youtu.be/iXHil1TPxvA
Clouds Over Sidra, https://youtu.be/mUosdCQsMkM
Assignment: In 10-15 min (mind your peers, since we have only headset), do your best to evaluate one educational app (e.g., Labster) and one leisure app (games).
Use the same questions to evaluate Lenovo DayDream:
– Does this particular technology fit in the instructional design (ID) frames and theories covered, e.g. PBL, CBL, Activity Theory, ADDIE Model, TIM etc. (https://blog.stcloudstate.edu/ims/2020/01/29/im-690-id-theory-and-practice/ ). Can you connect the current state, but also the potential of this technology with the any of these frameworks and theories, e.g., how would Google Tour Creator or any of these videos fits in the Analysis – Design – Development – Implementation – Evaluation process? Or, how do you envision your Google Tour Creator project or any of these videos to fit in the Entry – Adoption – Adaptation – Infusion – Transformation process?
– how does this particular technology fit in the instructional design (ID) frames and theories covered so far?
– what models and ideas from the videos you will see seem possible to be replicated by you?
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Plamen Miltenoff, Ph.D., MLIS
Professor
320-308-3072
pmiltenoff@stcloudstate.edu
http://web.stcloudstate.edu/pmiltenoff/faculty/
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs
Immersive technology allows students to explore the world firsthand on a molecular level.
Eli Zimmerman
t universities and medical schools, students are already using AR and VR
Originally, AR and VR lesson plans revolved around the virtual field trip.with the HTC Vive, for example, can take a detailed, 3D-rendered journey.
In May 2018, Google announced a partnership with Labster, a virtual lab simulator, to develop immersive high school and college biology and anatomy courses.
by Intel last year, Middle Township High School in New Jersey embraced the idea of using Oculus Rift headsets to examine virtual frogs. In California, a new bill introduced in the state legislature would swap out real animals in schools for virtual replacements to teach biology more humanely.
James Paterson, Aug. 28, 2018
Similar labs are planned for the University of Texas at San Antonio and McMaster University in Canada, according to a blog post from Google, which partnered with the ed-tech company Labster to create the virtual labs. In addition, virtual labs also are available at eight community colleges in California, offering IT and cybersecurity skills instruction.
About half of colleges have space dedicated to VR, with adoption expected to increase as technology costs go down, according to a recent survey by nonprofit consortium Internet2. The survey found that 18% of institutions have “fully deployed” VR and are increasingly making it available to online students, while half are testing or have not yet deployed the technology.
Colleges are using VR for a variety of purposes, from classroom instruction to admissions recruiting to career training.
In addition, because the use of VR is growing in K–12 education, students will expect to use it in college.
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more on virtual reality in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
By Sri Ravipati 05/16/17
https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx
VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.
Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education
Emory Craig, currently the director of e-learning at the College of New Rochelle,
six areas with promising developments for educators.
1) More Affordable Headsets
the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,
Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens
many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.
the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.
2) Hand Controllers That Will Bring Increased Interactivity
Google Daydream Samsung has also implemented its own hand controller for Gear VR
Microsoft new motion controllers at Microsoft Build
zSpace, with their stylus and AR glasses, continue to develop their immersive applications
3) Easy-to-Use Content Creation Platforms
Game engines like Unity and Unreal are often a starting point for creating simulations.
Labster, which creates virtual chemistry labs — will become important in specialized subjects
ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.
5) 360-Degree Cameras
6) Social VR Spaces
AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.
Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.
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more on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented