Searching for "learning management"

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

gamification and online teaching

Study: Gamification Techniques Can Improve Online Teaching

https://campustechnology.com/articles/2021/04/12/study-gamification-techniques-can-improve-online-teaching.aspx

A new study out of MIT‘s Sloan School of Management explores the use of ideas and tools from the gaming community to improve online teaching and student learning outcomes.

four key elements for maximizing student engagement in online learning:

  • Narrative — a specific storyline or overarching theme. For instance, study co-author Brian Stevens, senior lecturer at the University of Tennessee‘s Haslam College of Business, created a video game theme for his statistics class, incorporating “Boss Battles,” “Speed Runs” and wacky characters to spice up his lectures.
  • Continuous flow of action in sight and sound, even before class starts. For example, Lo uses a countdown timer and upbeat music on his course page about 30 minutes before the start of a synchronous lecture, to build anticipation for class. He also switches tasks and/or scenes every 15 minutes to help maintain students’ attention and interest levels.
  • Opportunities for two-way communication. To help turn students from viewers into participants, Lo uses a combination of the “Raise Hand” function in Zoom, polls, breakout sessions, surveys and the chat window.
  • High production quality. Lo built a home studio with various input devices, professional lighting, a green screen and more to create richer, more engaging presentations for students.

The full study, “The World of EdCraft: Challenges and Opportunities in Synchronous Online Teaching,” is openly available online

serious gamers and gamification experts on that panel. More here on the initiative: https://tinyurl.com/IABOL2021

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

ethics computers brain

+++The Ethical Challenges of Connecting Our Brains to Computers from r/tech

https://www.scientificamerican.com/article/the-ethical-challenges-of-connecting-our-brains-to-computers/

Although brain-computer interfaces (BCIs) are the heart of neurotech, it is more broadly defined as technology able to collect, interpret, infer or modify information generated by any part of the nervous system.

There are different types of it—some is invasive, some isn’t. Invasive brain-computer interfaces involve placing microelectrodes or other kinds of neurotech materials directly onto the brain or even embedding them into the neural tissue. The idea is to directly sense or modulate neural activity.

Noninvasive neurotech is also used for pain management. Together with Boston Scientific, IBM researchers are applying machine learning, the internet of things, and neurotech to improve chronic pain therapy.

As new, emerging technology, neurotech challenges corporations, researchers and individuals to reaffirm our commitment to responsible innovation. It’s essential to enforce guardrails so that they lead to beneficial long-term outcomes—on company, national and international levels. We need to ensure that researchers and manufacturers of neurotech as well as policymakers and consumers approach it responsibly and ethically.

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

LMS market acceleration

LMS Market Acceleration: An initial view in North America

Chart of new LMS implementations per year in US and Canadian K-12 districts, dropping from peak in 2015 but accelerating in 2020.

  • UCLA is completing its LMS evaluation and migration plans, moving from Moodle to Canvas;
  • SUNY has released its RFP for a systemwide LMS;
  • CUNY is doing an LMS evaluation in preparation for its contract end date in 2021;
  • Tennessee Board of Regents (TBR) is in the final contract stage of its systemwide LMS decision – expect a separate blog post on this one later this fall;
  • NYU is moving from Sakai to D2L Brightspace; and
  • Texas A&M and several CalState campuses are moving to Canvas.

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

Coursetune on Future Trends

This week we’re diving into technology and its impact on higher education with the help of a terrific guest.  On Thursday, October 1st, from 2-3 pm EDT, we’ll be joined by Maria Anderson, math professor, futurist, entrepreneur, and previous Forum guest.
Maria is the principal consultant at Edge of Learning and the CEO and Cofounder of Coursetune, an edtech company that builds curriculum design, management, visualization, and collaboration software.

Previously, Maria has been the Director of Learning and Research for Instructure. For ten years she taught mathematics as well as chemistry and social media  full-time at Muskegon Community College.  She was also the Learning Futurist for the LIFT Institute.

I plan on asking Maria about how campuses are using new and emerging technology to improve online or blended learning this fall.  Which technologies have moved to the forefront in this pandemic semester?

And, as always, you will have the chance to ask your own questions. After all, the way the Forum works is that all attendees can ask our guests questions, engage and collaborate with other leaders in education technology, and also invite friends and colleagues to join.

To RSVP ahead of time, or to jump straight in at 2 pm EDT this Thursday, click here:

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my notes from the meeting:
CMS do not cut it anymore
class sections are obsolete in online environment

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

Emerging Trends and Impacts of the Internet of Things in Libraries

Emerging Trends and Impacts of the Internet of Things in Libraries

https://www.igi-global.com/gateway/book/244559

Chapters:

Holland, B. (2020). Emerging Technology and Today’s Libraries. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 1-33). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch001

The purpose of this chapter is to examine emerging technology and today’s libraries. New technology stands out first and foremost given that they will end up revolutionizing every industry in an age where digital transformation plays a major role. Major trends will define technological disruption. The next-gen of communication, core computing, and integration technologies will adopt new architectures. Major technological, economic, and environmental changes have generated interest in smart cities. Sensing technologies have made IoT possible, but also provide the data required for AI algorithms and models, often in real-time, to make intelligent business and operational decisions. Smart cities consume different types of electronic internet of things (IoT) sensors to collect data and then use these data to manage assets and resources efficiently. This includes data collected from citizens, devices, and assets that are processed and analyzed to monitor and manage, schools, libraries, hospitals, and other community services.

Makori, E. O. (2020). Blockchain Applications and Trends That Promote Information Management. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 34-51). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch002
Blockchain revolutionary paradigm is the new and emerging digital innovation that organizations have no choice but to embrace and implement in order to sustain and manage service delivery to the customers. From disruptive to sustaining perspective, blockchain practices have transformed the information management environment with innovative products and services. Blockchain-based applications and innovations provide information management professionals and practitioners with robust and secure opportunities to transform corporate affairs and social responsibilities of organizations through accountability, integrity, and transparency; information governance; data and information security; as well as digital internet of things.
Hahn, J. (2020). Student Engagement and Smart Spaces: Library Browsing and Internet of Things Technology. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 52-70). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch003
The purpose of this chapter is to provide evidence-based findings on student engagement within smart library spaces. The focus of smart libraries includes spaces that are enhanced with the internet of things (IoT) infrastructure and library collection maps accessed through a library-designed mobile application. The analysis herein explored IoT-based browsing within an undergraduate library collection. The open stacks and mobile infrastructure provided several years (2016-2019) of user-generated smart building data on browsing and selecting items in open stacks. The methods of analysis used in this chapter include transactional analysis and data visualization of IoT infrastructure logs. By analyzing server logs from the computing infrastructure that powers the IoT services, it is possible to infer in greater detail than heretofore possible the specifics of the way library collections are a target of undergraduate student engagement.
Treskon, M. (2020). Providing an Environment for Authentic Learning Experiences. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 71-86). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch004
The Loyola Notre Dame Library provides authentic learning environments for undergraduate students by serving as “client” for senior capstone projects. Through the creative application of IoT technologies such as Arduinos and Raspberry Pis in a library setting, the students gain valuable experience working through software design methodology and create software in response to a real-world challenge. Although these proof-of-concept projects could be implemented, the library is primarily interested in furthering the research, teaching, and learning missions of the two universities it supports. Whether the library gets a product that is worth implementing is not a requirement; it is a “bonus.”
Rashid, M., Nazeer, I., Gupta, S. K., & Khanam, Z. (2020). Internet of Things: Architecture, Challenges, and Future Directions. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 87-104). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch005
The internet of things (IoT) is a computing paradigm that has changed our daily livelihood and functioning. IoT focuses on the interconnection of all the sensor-based devices like smart meters, coffee machines, cell phones, etc., enabling these devices to exchange data with each other during human interactions. With easy connectivity among humans and devices, speed of data generation is getting multi-fold, increasing exponentially in volume, and is getting more complex in nature. In this chapter, the authors will outline the architecture of IoT for handling various issues and challenges in real-world problems and will cover various areas where usage of IoT is done in real applications. The authors believe that this chapter will act as a guide for researchers in IoT to create a technical revolution for future generations.
Martin, L. (2020). Cloud Computing, Smart Technology, and Library Automation. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 105-123). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch006
As technology continues to change, the landscape of the work of librarians and libraries continue to adapt and adopt innovations that support their services. Technology also continues to be an essential tool for dissemination, retrieving, storing, and accessing the resources and information. Cloud computing is an essential component employed to carry out these tasks. The concept of cloud computing has long been a tool utilized in libraries. Many libraries use OCLC to catalog and manage resources and share resources, WorldCat, and other library applications that are cloud-based services. Cloud computing services are used in the library automation process. Using cloud-based services can streamline library services, minimize cost, and the need to have designated space for servers, software, or other hardware to perform library operations. Cloud computing systems with the library consolidate, unify, and optimize library operations such as acquisitions, cataloging, circulation, discovery, and retrieval of information.
Owusu-Ansah, S. (2020). Developing a Digital Engagement Strategy for Ghanaian University Libraries: An Exploratory Study. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 124-139). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch007
This study represents a framework that digital libraries can leverage to increase usage and visibility. The adopted qualitative research aims to examine a digital engagement strategy for the libraries in the University of Ghana (UG). Data is collected from participants (digital librarians) who are key stakeholders of digital library service provision in the University of Ghana Library System (UGLS). The chapter reveals that digital library services included rare collections, e-journal, e-databases, e-books, microfilms, e-theses, e-newspapers, and e-past questions. Additionally, the research revealed that the digital library service patronage could be enhanced through outreach programmes, open access, exhibitions, social media, and conferences. Digital librarians recommend that to optimize digital library services, literacy programmes/instructions, social media platforms, IT equipment, software, and website must be deployed. In conclusion, a DES helps UGLS foster new relationships, connect with new audiences, and establish new or improved brand identity.
Nambobi, M., Ssemwogerere, R., & Ramadhan, B. K. (2020). Implementation of Autonomous Library Assistants Using RFID Technology. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 140-150). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch008
This is an interesting time to innovate around disruptive technologies like the internet of things (IoT), machine learning, blockchain. Autonomous assistants (IoT) are the electro-mechanical system that performs any prescribed task automatically with no human intervention through self-learning and adaptation to changing environments. This means that by acknowledging autonomy, the system has to perceive environments, actuate a movement, and perform tasks with a high degree of autonomy. This means the ability to make their own decisions in a given set of the environment. It is important to note that autonomous IoT using radio frequency identification (RFID) technology is used in educational sectors to boost the research the arena, improve customer service, ease book identification and traceability of items in the library. This chapter discusses the role, importance, the critical tools, applicability, and challenges of autonomous IoT in the library using RFID technology.
Priya, A., & Sahana, S. K. (2020). Processor Scheduling in High-Performance Computing (HPC) Environment. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 151-179). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch009
Processor scheduling is one of the thrust areas in the field of computer science. The future technologies use a huge amount of processing for execution of their tasks like huge games, programming software, and in the field of quantum computing. In real-time, many complex problems are solved by GPU programming. The primary concern of scheduling is to reduce the time complexity and manpower. Several traditional techniques exit for processor scheduling. The performance of traditional techniques is reduced when it comes to the huge processing of tasks. Most scheduling problems are NP-hard in nature. Many of the complex problems are recently solved by GPU programming. GPU scheduling is another complex issue as it runs thousands of threads in parallel and needs to be scheduled efficiently. For such large-scale scheduling problems, the performance of state-of-the-art algorithms is very poor. It is observed that evolutionary and genetic-based algorithms exhibit better performance for large-scale combinatorial and internet of things (IoT) problems.
Kirsch, B. (2020). Virtual Reality in Libraries. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 180-193). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch010
Librarians are beginning to offer virtual reality (VR) services in libraries. This chapter reviews how libraries are currently using virtual reality for both consumption and creation purposes. Virtual reality tools will be compared and contrasted, and recommendations will be given for purchasing and circulating headsets and VR equipment. Google Tour Creator and a smartphone or 360-degree camera can be used to create a virtual tour of the library and other virtual reality content. These new library services will be discussed along with practical advice and best practices for incorporating virtual reality into the library for instructional and entertainment purposes.
Heffernan, K. L., & Chartier, S. (2020). Augmented Reality Gamifies the Library: A Ride Through the Technological Frontier. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 194-210). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch011
Two librarians at a University in New Hampshire attempted to integrate gamification and mobile technologies into the exploration of, and orientation to, the library’s services and resources. From augmented reality to virtual escape rooms and finally an in-house app created by undergraduate, campus-based, game design students, the library team learned much about the triumphs and challenges that come with attempting to utilize new technologies to reach users in the 21st century. This chapter is a narrative describing years of various attempts, innovation, and iteration, which have led to the library team being on the verge of introducing an app that could revolutionize campus discovery and engagement.
Miltenoff, P. (2020). Video 360 and Augmented Reality: Visualization to Help Educators Enter the Era of eXtended Reality. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 211-225). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch012
The advent of all types of eXtended Reality (XR)—VR, AR, MR—raises serious questions, both technological and pedagogical. The setup of campus services around XR is only the prelude to the more complex and expensive project of creating learning content using XR. In 2018, the authors started a limited proof-of-concept augmented reality (AR) project for a library tour. Building on their previous research and experience creating a virtual reality (VR) library tour, they sought a scalable introduction of XR services and content for the campus community. The AR library tour aimed to start us toward a matrix for similar services for the entire campus. They also explored the attitudes of students, faculty, and staff toward this new technology and its incorporation in education, as well as its potential and limitations toward the creation of a “smart” library.

VR for student orientation

my note: the LITA publication about the Emporia State University (see below) pursues the same goals of the project two SCSU librarians, Susan Hubbs, MLIS, and Plamen Miltenoff, Ph.D. MLIS, have developed:

This library orientation was an improved version of Plamen Miltenoff’s 2014-2016 research project with numerous national and international publications and presentations: https://web.stcloudstate.edu/pmiltenoff/bi/
E.g.:
Miltenoff, P. (2018). AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff. In J.-P. Van Arnhem, C. Elliott, & M. Rose (Eds.), Augmented and Virtual Reality in Libraries. Retrieved from https://rowman.com/ISBN/9781538102909
https://www.slideshare.net/aidemoreto/video-360-in-the-library
https://www.slideshare.net/aidemoreto/scsu-augmented-reality-library-tour-122152539
https://www.slideshare.net/aidemoreto/vr-library
https://www.slideshare.net/aidemoreto/intro-to-xr-in-libraries-137315988
https://www.slideshare.net/aidemoreto/xr-mission-possible
https://www.slideshare.net/aidemoreto/library-technology-conference-2018
and the upcoming LITA workshops:
http://www.ala.org/lita/virtual-reality-augmented-reality-mixed-reality-and-academic-library

Virtual Reality as a Tool for Student Orientation in Distance Education Programs

A Study of New Library and Information Science Students

ABSTRACT

Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student orientation in colleges and universities. This study investigates this effect using an experimental methodology and the population of new master of library science (MLS) students entering a library and information science (LIS) program. The results indicate that students who received a VR orientation expressed more optimistic views about the technology, saw greater improvement in scores on an assessment of knowledge about their program and chosen profession, and saw a small decrease in program anxiety compared to those who received the same information as standard text-and-links. The majority of students also indicated a willingness to use VR technology for learning for long periods of time (25 minutes or more). The researchers concluded that VR may be a useful tool for increasing student engagement, as described by Game Engagement Theory.

AUTHOR BIOGRAPHY

Brady Lund, Emporia State University

Brady Lund is a doctoral student at Emporia State University’s School of Library and Information Management, where he studies the intersection of information technology and information science, among other topics.

different kind of teaching this fall

https://www.facebook.com/groups/onlinelearningcollective/permalink/576092676354768/

Are Colleges Ready for a Different Kind of Teaching This Fall?

By Beth McMurtrie May 05, 2020

https://www.chronicle.com/article/Are-Colleges-Ready-for-a/248710

Skeptical students and their parents don’t seem willing to pay full price for an experience similar to what they lived through this semester. If virtual learning is mandatory this fall, one survey found, two-thirds of students will expect discounts on tuition and fees. Some may avoid enrolling altogether.

Education experts who have been following higher education’s transition to remote learning say that colleges need to act now if they want to be fully prepared for the fall.

Colleges should start by evaluating what went well, and poorly, this spring, so they can start identifying gaps in training, planning, and technology, he says. They should also assess their campus resources to begin preparing instructors for the fall. They may find that instructional designers, academic-technology experts, and faculty members familiar with online tools and teaching are less effective because they are spread thinly across campus, not centrally deployed.

Effective online teaching, Wade says, depends more on building engagement than on mastering complicated technology.

At the University of Central Florida, Thomas B. Cavanagh, vice provost for digital learning, estimates that more than 80 percent of its 1,600 faculty members had received some form of professional development for teaching online before the coronavirus hit, ranging from self-paced training on how to use the learning-management system to the university’s 10-week online-course-design program. Given the need to rapidly prepare hundreds of instructors, says Cavanagh, the university is in the process of developing a streamlined three-week course, “essentials of online teaching,” through which it expects to train around 200 instructors. About 350 instructors will also take a short course called “teaching through lecture capture — Zoom edition,” he says.

Faculty Learn New Teaching Methods

Survey: Emergency Move Online Forced More than Half of Faculty to Learn New Teaching Methods

Rhea Kelly 04/22/20

https://campustechnology.com/articles/2020/04/22/survey-emergency-move-online-forced-more-than-half-of-faculty-to-learn-new-teaching-methods.aspx

56 percent of faculty who moved courses online were using teaching methods they had never used before. That’s according to “Digital Learning Pulse Survey: Immediate Priorities,” a study conducted by Bay View Analytics

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Free and Discounted Ed Tech Tools for Online Learning During the Coronavirus Pandemic

Dian Schaffhauser  03/16/20

https://campustechnology.com/articles/2020/03/16/free-and-discounted-ed-tech-tools-for-online-learning-during-the-coronavirus-pandemic.aspx

here some examples from a long list of free services:

Addigy, a cloud-based Apple device management platform, has announced free 60-day access for colleges and universities. The program helps organizations deploy, manage, and track new and existing Apple devices from a single console; automate IT tasks and implement IT policies related to deploying software, updating security settings, running scripts, managing groups of users, and distributing and updating software; and troubleshoot problems for users remotely and in real-time. https://addigy.com/covid-19-addigy-60/?utm_content=covid-19-addigy-60

Arizona State University’s EdPlus is working with Complexly’s Crash Course on a series of entry-level course videos, starting with English composition. (Complexly and Crash Course are an initiative of the Green brothers, hosts of a popular vlog and best-selling fiction.) The new content in “Study Hall,” won’t offer credit or replace any degree programs, but rather will serve as a supplement for high school or college learners. Each subject will be the focus of about 15 videos 15 minutes long, covering major points in the topic. Those are being hosted on YouTube. https://www.youtube.com/playlist?list=PLNrrxHpJhC8mNXjrAL3Ey1Q6iI35cymzl

Babbel is offering three months of free language learning to U.S. students through mid-June 2020 in any of its languages: Spanish, French, German, Italian, Portuguese, Polish, Russian, Dutch, Turkish, Danish, Norwegian, Swedish, Indonesian, and English. https://welcome.babbel.com/en/student-discount/

Gale is offering educators and librarians free access to digital content and resources to enhance instruction and learning. Resources include: interdisciplinary, curriculum-aligned resources to support online learning; live and on-demand training materials; e-books on virtual learning; and more. https://www.gale.com/covid19support.

Through July 1, Google is allowing G Suite for Education customers to use the Hangouts Meet premium functionality for free. People can host virtual meetings with up to 250 people and live streams with up to 100,000 viewers. Additionally, they’ll be able to save recordings of their meetings to Google Drive. https://support.google.com/meet/answer/9760270?hl=en

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

Western Balkans Information & Media Literacy Conference

Western Balkans Information & Media Literacy Conference

organized by LIT Limerick Institute of Technology, Ireland; Bihac, Bosnia

Conference main themes and topics https://www.wbimlc.org/topics

Information Literacy in the modern world

  • From Information Literacy to Digital Scholarship

  • Fake News and Information Literacy

  • Information literacies (media literacy, Research Literacy, digital literacy, visual literacy, financial literacy, health literacy, cyber wellness, infographics, information behavior, trans-literacy, post-literacy)

  • Information Literacy and academic libraries

  • Information Literacy and adult education

  • Information Literacy and blended learning

  • Information Literacy and distance learning

  • Information Literacy and mobile devices

  • Information Literacy and Gamification

  • Information Literacy and public libraries

  • Information Literacy in Primary and Secondary Schools

  • Information Literacy and the Knowledge Economy

  • Information Literacy and Lifelong Learning

  • Information Literacy and the Information Society

  • Information Literacy and the Multimedia Society

  • Information Literacy and the Digital Society

  • Information Literacy in the modern world (e.g trends, emerging technologies and innovation, growth of digital resources, digital reference tools, reference services).

  • The future of Information Literacy

  • Workplace Information Literacy

Librarians as support to the lifelong learning process

  • Digital literacy, Digital Citizenship

  • Digital pedagogy and Information Literacy

  • Information Literacy Needs in the Electronic Resource Environment

  • Integrating Information Literacy into the curriculum

  • Putting Information Literacy theory into practice

  • Information Literacy training and instruction

  • Instructional design and performance for Information Literacy (e.g. teaching practice, session design, lesson plans)

  •  Information Literacy and online learning (e.g. self-paced IL modules, online courses, Library Guides)

  • Information Literacy and Virtual Learning Environments

  • Supporting users need through library 2.0 and beyond

  • Digital empowerment and reference work

  • Information Literacy across the disciplines

  • Information Literacy and digital preservation

  • Innovative IL approaches

  • Student engagement with Information Literacy

  • Action Literacy

  • Information Literacy, Copyright and Intellectual Property

  • Information Literacy and Academic Writing

Media and Information Literacy – theoretical approaches (standards, assessment, collaboration, etc.)

  • The Digital Competence Framework 2.0

  • Information Literacy theory (models, standards, indicators, Moscow Declaration etc.)

  • Information Literacy and Artificial intelligence

  • Information Literacy and information behavior

  • Information Literacy and reference services: cyber reference services, virtual reference services, mobile reference services

  • Information Literacy cultural and contextual approaches

  • Information Literacy and Threshold concepts

  • Information Literacy evaluation and assessment

  • Information Literacy in different cultures and countries including national studies

  • Information Literacy project management

  • Measuring in Information Literacy instruction assessment

New aspects of education/strategic planning, policy, and advocacy for Information Literacy in a digital age

  • Information Literacy and the Digital Divide

  • Policy and Planning for Information Literacy

  • Branding, promotion and marketing for Information Literacy

  • Cross –sectorial; and interdisciplinary collaboration and partnerships for Information Literacy

  • Leadership and Governance for Information Literacy

  • Strategic planning for IL

  • Strategies in e-learning to promote self-directed and sustainable learning in the area of Information Literacy skills.

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