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surveillance in schools

https://www.edsurge.com/news/2019-10-22-high-tech-surveillance-comes-at-high-cost-to-students-is-it-worth-it

The phrase “school-to-prison pipeline” has long been used to describe how schools respond to disciplinary problems with excessively stringent policies that create prison-like environments and funnel children who don’t fall in line into the criminal justice system. Now, schools are investing in surveillance systems that will likely exacerbate existing disparities.

number of tech companies are capitalizing on the growing market for student surveillance measures as various districts and school leaders commit themselves to preventing acts of violence. Rekor Systems, for instance, recently announced the launch of OnGuard, a program that claims to “advance student safety” by implementing countless surveillance and “threat assessment” mechanisms in and around schools.

While none of these methods have been proven to be effective in deterring violence, similar systems have resulted in diverting resources away from enrichment opportunities, policing school communities to a point where students feel afraid to express themselves, and placing especially dangerous targets on students of color who are already disproportionately mislabeled and punished.ProPublica

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Principals value coaching

Principals value coaching, but the model still isn’t widespread

https://www.educationdive.com/news/principals-value-coaching-but-the-model-still-isnt-widespread/564442/

Not only does the coaching model benefit principals and teachers, it retains veteran educators who have spent most of their professional lives honing their teaching craft. Not all educators want to climb the administrative hierarchy, and the coaching model gives this group the opportunity to become teacher leaders who pass on their insight to the next generation.

recent evaluation also found when effective teachers act as coaches to multiple teachers, students gain in areas like math skills.

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disruption innovation

https://www.newyorker.com/magazine/2014/06/23/the-disruption-machine

Michael Porter, a professor at the Harvard Business School. The scholar who in some respects became his successor, Clayton M. Christensen, entered a doctoral program at the Harvard Business School in 1989 and joined the faculty in 1992. Christensen was interested in why companies fail. In his 1997 book, “The Innovator’s Dilemma,” he argued that, very often, it isn’t because their executives made bad decisions but because they made good good decisions, the same kind of good decisions that had made those companies successful for decades. (The “innovator’s dilemma” is that “doing the right thing is the wrong thing.”)

Christensen called “disruptive innovation”: the selling of a cheaper, poorer-quality product that initially reaches less profitable customers but eventually takes over and devours an entire industry.

Christensen has co-written books urging disruptive innovation in higher education (“The Innovative University”), public schools (“Disrupting Class”), and health care (“The Innovator’s Prescription”).

Startups are ruthless and leaderless and unrestrained, and they seem so tiny and powerless, until you realize, but only after it’s too late, that they’re devastatingly dangerous: Bang! Ka-boom! Think of it this way: the Times is a nation-state; BuzzFeed is stateless. Disruptive innovation is competitive strategy for an age seized by terror.

Replacing “progress” with “innovation” skirts the question of whether a novelty is an improvement: the world may not be getting better and better but our devices are getting newer and newer.

The word “innovate”—to make new—used to have chiefly negative connotations: it signified excessive novelty, without purpose or end.

Joseph Schumpeter, in his landmark study of business cycles, used the word to mean bringing new products to market, a usage that spread slowly, and only in the specialized literatures of economics and business.

Disruptive innovation can reliably be seen only after the fact.

Christensen has compared the theory of disruptive innovation to a theory of nature: the theory of evolution. But among the many differences between disruption and evolution is that the advocates of disruption have an affinity for circular arguments.

Like the bursting of the dot-com bubble, the meltdown didn’t dim the fervor for disruption; instead, it fuelled it, because these products of disruption contributed to the panic on which the theory of disruption thrives.

People aren’t disk drives. Public schools, colleges and universities, churches, museums, and many hospitals, all of which have been subjected to disruptive innovation, have revenues and expenses and infrastructures, but they aren’t industries in the same way that manufacturers of hard-disk drives or truck engines or drygoods are industries. Journalism isn’t an industry in that sense, either.

Historically, institutions like museums, hospitals, schools, and universities have been supported by patronage, donations made by individuals or funding from church or state. The press has generally supported itself by charging subscribers and selling advertising. (Underwriting by corporations and foundations is a funding source of more recent vintage.) Charging for admission, membership, subscriptions and, for some, earning profits are similarities these institutions have with businesses. Still, that doesn’t make them industries, which turn things into commodities and sell them for gain.

Christensen and Eyring’s recommendations for the disruption of the modern university include a “mix of face-to-face and online learning.” The publication of “The Innovative University,” in 2011, contributed to a frenzy for Massive Open Online Courses, or moocs, at colleges and universities across the country, including a collaboration between Harvard and M.I.T., which was announced in May of 2012. Shortly afterward, the University of Virginia’s panicked board of trustees attempted to fire the president, charging her with jeopardizing the institution’s future by failing to disruptively innovate with sufficient speed;

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more on Clayton Christensen in this IMS blog
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social media accessibility standards

https://www.edsurge.com/news/2019-08-28-colleges-face-investigations-over-whether-their-use-of-social-media-follows-accessibility-regulations

Nearly 200 colleges face federal civil rights investigations opened in 2019 about whether they are accessible and communicate effectively to people with disabilities.

As a result, colleges are rolling out social media accessibility standards and training communications staff members to take advantage of built-in accessibility tools in platforms including YouTube, Facebook and Twitter.

For example, last fall, a blind man filed 50 lawsuits against colleges whose websites he said didn’t work with his screen reader. And on August 21, in Payan v. Los Angeles Community College District, the Federal District Court for the Central District of California ruled that Los Angeles Community College failed to provide a blind student with “meaningful access to his course materials” via MyMathLab, software developed by Pearson, in a timely manner.

YouTube and Facebook have options to automatically generate captions on videos posted there, while Twitter users with access to its still-developing Media Studio can upload videos with captions. Users can provide alt-text, or descriptive language describing images, through Facebook, TwitterInstagram and Hootsuite.

California State University at Long Beach, for instance, advises posting main information first and hashtags last to make messages clear for people using screen readers. The University of Minnesota calls for indicating whether hyperlinks point to [AUDIO], [PIC], or [VIDEO]. This summer, leaders at the College of William & Mary held a training workshopfor the institution’s communications staff in response to an Office for Civil Rights investigation.

an online website accessibility center.

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more on SM in education
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rethinking gamification

Ruffino, P., & Fizek, S. (n.d.). Rethinking Gamification. Retrieved from https://www.academia.edu/7544496/Rethinking_Gamification

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more on gamification in this IMS blog
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Gamification can be approached in at least two ways. First, as a general process in which games and playful experiences are understood as essential components of society and culture.

Sebastian Deterding, Rilla
Khaled, Lennart Nacke and Dan Dixon have proposed a tentative history of
the term: “ ‘gamification’ as a term originated in the digital media industry.
The first documented use dates back to 2008, but gamification only entered
widespread adoption in the second half of 2010”

Jane McGonigal’s work, expounded in her contribution at the TED
Talk series in 2010, is also concerned with “selling” gamification to corporations.
In her book Reality is Broken. p.9  In her understanding, gamification is a concept that describes a new age where gamers can collectively use their problem-solving skills not only
to solve puzzles within a digital game but also to approach social and political
issues in the real world. Gaming, according to McGonigal’s vision,
could and should play a redeeming role. Game designers could become the
new social entrepreneurs, and citizens become gamers. From this perspective,
gamification thus becomes a technique for enabling greatly ambitious
change.

p. 10 Consumer loyalty, issues related to finance and governance, workers’ productivity, training and development – these are only some of the areas that are allegedly being positively revolu tionised by the emergence of gamification

As outlined by Ian Bogost in several contexts (2011a, 2011b), gamificatio has little to do with the design of games (or an allegedly salvific process), and much more with the exploitation of consumers. It frustrates the practice of game design and reduces playing to a stimulus-response experience

p. 11 Niklas Schrape proposes looking, through Foucault, at how gamification might work as a method to regulate individuals and their social lives. It also works as a pleasant regulator of behaviour because it offers positive feedback (rewards, leaderboards, etc.) rather than
negative penalties (fines, prison, etc.).

Ruffino looks at the work of Tim Ingold and his reading of Bergson and Heidegger and argues that participation, dwelling and co-existence could be seen as alternative ways of thinking about engagement: less as a transitive process that goes from games to their players and more as an in transitive status that needs to be narrated in order to be of any value

Foursquare alters the experience of moving about on the streets of a city and establishes a form of communication based on bodily proximity

p. 12 Joost Raessens examines how gamification could be seen in the context of a more general “ludic turn”, which affects society and culture at many different levels. This century, Raessens notes, has seen several different kinds of “turns”: We have seen the linguistic turn, the digital, followed by the material one and many others. To what extent could we say that we are now experiencing a playful turnp.

p. 14 the definition of gamification as the use of game elements in a non-game context.
Philippette suggests the very idea that games that can influencethe non-game context could be re-interpreted following Henriot’s theories on play (https://www.academia.edu/16293099/Gamification_Rethinking_playing_the_game_with_Jacques_Henriot

Counter-gamification is not a precise practice; it is not defined in guidebooks, workshops, or tutorials. It is instead a form of appropriation of playful elements by artists in order to promote radical and oppositional values.

p. 15 Fizek’s proposal is to expand the concept of play and fun and to introduce new forms of engagement in the practice of gamification

If the endgame approach were applied to gamification, Nicholson argues, we could see very different ways of designing and playing. The author explores these alternative modes of gamifying things through a text that offers both a theoretical understanding of gamification and exceptionally useful suggestions for designers.

p. 16 an eudaimonic view of gamification could bring a “good” way of living and
playing, one where joy and satisfaction are at the centre of a responsible practice. Gamification, according to Deterding, could become the name of a play practice that truly helps human beings in fulfilling their own lives and those of others

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More on Bogost in this IMS blog
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gamification online learning

Gunawan, F. (2018). GAMIFICATION ANALYSIS AND IMPLEMENTATION IN ONLINE LEARNING. ICIC Express Letters, 12(12), 1195–1204.
https://www.academia.edu/39858461/GAMIFICATION_ANALYSIS_AND_IMPLEMENTATION_IN_ONLINE_LEARNING?auto=download
Khan [14] has introduced the eight-dimensional elearning framework, a detailed self assessment instrument for institutions to evaluate the readiness and the opportunity of their e-learning classes to grow.
institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation. Institutional refers to the administrative and academic part of the system. Management refers to the quality control, budget, and scheduling. Technological refers to the infrastructure, hardware, and software. Pedagogical refers to analysis, organization and learning strategies. Ethical refers to ethical, legal, and social and political influences. Interface design refers to the user interface, accessibility, and design content. Resource support refers to career services, journals, and online forums. Finally, the evaluation refers to the assessment of learners and educators.
gamification – definition
Modern gamification term was first introduced by
Nick Pelling in 2002 [15]. Gamification is a concept that implements the game components
into the non-game contents such as education, marketing, administration, or even software
engineering [16]. These components include points, badges, leaderboards, and quests.
Each of them serves the purpose to increase the level of user engagement in the learning
process.
three components of engagement: cognitive, behavioral, and emotional [19].
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more on gamification and online learning in this IMS blog
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networked college

https://www.edsurge.com/news/2018-05-10-longtime-higher-ed-leader-and-former-u-s-congressman-argues-for-a-networked-college

Goldie Blumenstyk, called it the “embedded for-profit university” because there’s all these different for-profits operations within a nonprofit higher-ed institution.

One of the MOOC founders who said five years later, well MOOCs have failed as an educational experiment. And my comment to that was, they never were an educational experiment.

Anya Kamenetz called “DIY U” people cobbling together an education from various sources

And we are in a world of multiple new models. The work I’ve done in the last 20 years in online or technologically enhanced learning suggests that fewer than 10 percent of the people who are learners are able to self-direct—or really more like 4 percent.

 

lib admin tech lending

Survey of Academic Library Leadership: Evaluation of Library Info Technology Lending Programs (ISBN No:978-1-57440-591-0 )

https://www.primaryresearch.com/AddCart.aspx?ReportID=566

survey of 116 directors, deans and other high level officials of academic libraries about how they feel about their library’s info technology lending programs.
data on the level of satisfaction with such programs, plans for library budget support
for these programs, and plans for new acquisitions of tablets, virtual reality
technology, laptops, digital cameras and other types of information
technology. In addition to looking at plans for the future, the report gives
detailed data on the level and nature of budgetary support for technology
lending programs over the past few years. Survey participants also comment on
which library constituencies use the programs the most.
  • Administrators over age 65 were much more likely than others to want to contract the program while those under age 50 were much less likely.
  • In general, the more sophisticated the degree offered by the college, the greater the likelihood that it had increased spending on its technology lending program over the past three years.
  • Art and architecture students were frequently cited as prime users of academic library technology lending programs.

surveillance technology and education

https://www.edsurge.com/news/2019-06-10-is-school-surveillance-going-too-far-privacy-leaders-urge-a-slow-down

New York’s Lockport City School District, which is using public funds from a Smart Schools bond to help pay for a reported $3.8 million security system that uses facial recognition technology to identify individuals who don’t belong on campus

The Lockport case has drawn the attention of national media, ire of many parents and criticism from the New York Civil Liberties Union, among other privacy groups.

the Future of Privacy Forum (FPF), a nonprofit think tank based in Washington, D.C., published an animated video that illustrates the possible harm that surveillance technology can cause to children and the steps schools should take before making any decisions, such as identifying specific goals for the technology and establishing who will have access to the data and for how long.

A few days later, the nonprofit Center for Democracy and Technology, in partnership with New York University’s Brennan Center for Justice, released a brief examining the same topic.

My note: same considerations were relayed to the SCSU SOE dean in regard of the purchase of Premethean and its installation in SOE building without discussion with faculty, who work with technology. This information was also shared with the dean: https://blog.stcloudstate.edu/ims/2018/10/31/students-data-privacy/

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more on surveillance in education in this IMS blog
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game based learning

https://www.edsurge.com/news/2016-01-20-game-based-learning-has-practical-applications-for-nontraditional-learners

Muzzy Lane Software, a Newbury, Mass.-based game development platform.

The study, “The Potential for Game-based Learning to Improve Outcomes for Nontraditional Students,” is based on research funded by the Bill & Melinda Gates Foundation and includes insights from a survey of 1,700 students, 11 in-person focus groups and interviews with teachers and school leaders. Educators said games could be especially helpful in several areas: auto-assessing whether students can apply what they’ve learned, building employment competencies and improving study skills.

Definition: Muzzy Lane characterizes them as learners who meet two of the following criteria: – returning to school after pausing their education,
– balancing education with work and family responsibilities,
– lower-income,
– English as a second language learners, or
– the first members of their families to attend college.

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more about game based learning in this IMS blog
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