Nov
2015
Digital Literacy for St. Cloud State University
http://www.zaption.com/tours/564d664c84624752616f7ca3
now engaging, interactive material for tablets and touch screens become even more engaging by adding now inteaction via mobile devices and moving the students off their desktops and laptops.
Gamification Mechanic Benefits Each gamification mechanic result in one or more benefits.
Gamification Personality Types
People are motivated to play games differently.
Explorers: Pride themselves in exploring all facets of a game or the context surrounding it.
Killers: Driven by player vs player competition. Always comparing themselves to others.
Socializer: Prefers to chat, play cooperatively, and share game experiences with others.
Achievers: Look to achieve all objectives available in a game. Desires to beat the game itself.
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Adaptive learning systems provide each student with a personalized learning experience, adapting the presentation of the content, and possibly the assessment to the individual ability of the student
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slide 11: Two primary design goals supported through Data Visualization:
–What story is the data telling you
–Identify patterns and exceptions
–Compare, contrast, choose
–Explain, make a point, decide
slide 15:
qTo communicate
qPresent more clearly or more forcefully than would be accomplished with text or tables
qReports, dashboards, infographics, etc.
qTo discover
qAllow us to see what would be difficult or impossible to see if not presented in a useful visualization
qRealm of research but moving into the mainstream
qCan same visualization serve both purposes?
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https://drive.google.com/file/d/0B4vcm8Bg5pkcWFlaQ1J3b3duc2M/view
5. Using small unmanned aerial vehicles today is similar to the “fair use” of media
http://www.dronesurvivalguide.org
Resources – Higher Ed Drone Policies
The Ohio State University
Iowa State University
Indiana University
University of Kansas
Penn State University
University of New Mexico
The Association of College and University Policy
Administrators (ACUPA, acupa.org)
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From: Zac Feit [mailto:zac@myschoolflow.com]
Sent: Monday, October 12, 2015 11:50 AM
To: Miltenoff, Plamen <pmiltenoff@stcloudstate.edu>
Subject: Hope to hear back
Plamen,
My name is Zachary Feit, and I am with Via Response. Awhile back we had spoken about our student response platform and you had expressed interest in taking a look at a better time. I was emailing to see if this was still something of interest.
Via Response provides a cloud-based student response platform that enables students to use any mobile devices instead of legacy clickers to interact with instructors during classes (including students participating from remote locations). Because we are cloud-based, Via Response is much easier to use for faculty because all questions, assessments, grade books and student data for all sections are stored in a single location that they can access from any browser. Via’s architecture also eliminates the FERPA compliance issues that are common with clicker devices that store student/grade data files on instructor computers or thumb drives.
I would be delighted to give you a 15 minute demo that goes over our system and its benefits to both teachers and student.
You can either email me back or call me at the number provided below. Thanks in advance and I look forward to hearing from you.
Regards,
Zachary Feit
Regional Account Director
Via Response (http://www.viaresponse.com)
407-477-4491
There is a phenomenon taking place in higher education today. It is nothing short of a revolution regarding the advances in technology and how institutions of higher learning along with nontraditional organizations are utilizing powerful new tools to change the delivery of higher education . These new tools include new mobile devices, enhanced and feature-rich learning management systems, data-feeding sensors, 3D printers, smart classrooms, smart buildings, and collaboration tools allowing students and faculty to collaborate just about anywhere face-to-face, virtually.
https://www.linkedin.com/pulse/sms-disrupter-social-media-michael-spencer
Email and Social media as we know it will die out. I’m not saying this year or in 5 years, but they will. I honestly think you are going to see Tablets in office spaces more and hybrid mobile devices take over at work.
The Interface of SMS is well, shiny and nice and not so annoying like a binary like Facebook feed, plain Jane like Twitter feed or hyper pseudo-useful like a LinkedIn one. Visual social channels like Pinterest and Instagram have more to offer, a better interface, UX and actual social utility.
By 2016, it’s estimate apps like these below have been used to send 2x as many messages as traditional text messaging form person to person.
A – Category
Andres Cardenal (IoT). The Internet of Things
Tim Brugger (Big Data): In part because the world around us is becoming “connected” through a growing number of IoT sensors, mobile devices, and the world’s affinity for the Internet, the sheer volume of information available is already staggering.
Daniel B. Kline (endless payment): While subscriptions have always been a factor on the enterprise side of the software business, they’re now moving into the consumer end of things. The leader has been Microsoft (NASDAQ:MSFT), which has managed to move a large part of its Office customer base into a subscription model.
Tim Green (budget smartphones): Zenfone 2 from Asus and the Moto G from Motorola.
According to the Team 5 meeting notes of 9/22/2015, presented to the library administration, under individual updates, e. Pedagogy, Active Learning/Interactivity/Focused Engagement, there are six points, including ‘flipped classroom,’ as proposed by Chris Inkster, but nothing about my proposal, which can be outlined as “changing the pedagogy of library instruction to fit the increased environment of mobile devices.” It makes the absence of my proposal even more bizarre considering that:
– during a meeting of Team 5 on Sept 23, I was questioned about my proposal and i delivered renewed explainations
– the webinar ONLINE GENERATION IS TRANSFORMING LIBRARIES: https://blog.stcloudstate.edu/ims/2015/09/22/online-generation-is-transforming-libraries/, as referred by Chris Inkster, is discussing exactly the need of pedagogical changes proposed by me.
Thus, since past proposals submitted by me were cut/ignored in a similar fashion as well as this one, I am formally entering it in a medium, which will bear the time stamp and the seal, so my proposal is not bastardized in the future and everyone can refer to the original idea, shall misunderstandings occur.
From: Miltenoff, Plamen
Sent: Monday, September 21, 2015 5:33 PM
To: Inkster, Christine D. <cinkster@stcloudstate.edu>; Gruwell, Cindy A. <cagruwell@stcloudstate.edu>; Gorman, Michael S. <msgorman@stcloudstate.edu>; Hubbs, Susan <shubbs@stcloudstate.edu>
Subject: Miller Center 218 – Remodel – TWO Questions
Good evening,
I will pick up from the correspondence below and share my thoughts thereafter.
The quintessential disparity (cart in front of the ox) is that from the emails below, it seems that the technology is driving didactic. If I need to prove that pedagogy drives technology, not vice versa, then there is a profound problem. I will assume that everyone agrees with pedagogy being in the center and technology is serving it. In that sense, this team and any other faculty unit trying to line up their curricular process to Henry’s vision, becomes preposterous; Henry is the one who has to be listening to the faculty and serve them.
Therefore, trying to adjust [long-term]future plans about pedagogy, by asking technology questions first, is in its best limiting. One needs to come up with a didactic frame and ask the responding questions how to furbish such frame with technology. If one assumes, as it is claimed, that this campus is moving to m-learning (mobile learning), BYOD, BYOx or any other fancy acronym, which de facto reflects the preponderance of mobile devices as main gateway to information used by students, then the pedagogy must be [re]designed for m-learning. In that sense, from a pedagogical point of view, I find perplexing focusing on MC 218 and subduing BYOD/x/mobile learning to the pedagogy, which will be exercised in a room ( MC 218). How is it mobile? Using mobile devices in room full with desktops does not make sense to me. Keep teaching a dynamic content such as library instruction in a confined room, also does not make sense to me.
Here is how I see the pedagogical reconsideration of library instruction must be considered.
In April 214, I proposed a plan, adopted from a Chicago librarian:
http://web.stcloudstate.edu/pmiltenoff/bi/
the plan reflects one of numerous possibilities to change the pedagogy of lecturing in a room (MC 218) to hands-on, real-life construct of knowledge by students on their own (constructivism). The pedagogical foundation is based on the use of personal mobile devices (BYOx), which renders the issue of MC 218 accessibility by wi fi as non-significant, since the hit on the wi fi network will be evenly distributed across the entire building.
The example above is only one of many on curriculum that needs to be changed by adopting gaming and gamification techniques:
https://blog.stcloudstate.edu/ims/2015/03/19/recommendations-for-games-and-gaming-at-lrs/
the essence of library instruction needs to change from lecturing to facilitation and consultations of students’ own construct and discovery how the library works and can help them; it needs to be a F2F rehearsal of students-librarian virtual relationship, which later on can guide and help students individually then in groups.
In that sense, MC 218 can/should to be considered a hub for activities, which mostly take place across the library. MC 218 can be the center place, where in-depth exercises are performed. Exercises, which require either: 1. Stronger processing power, 2. Intensive typing, or 3. Larger screens. While it needs to be further surveyed, I believe that MC 218 needs to have prevalent presence of dock-type of stations (recharge, dongles to connect to large screens) and other peripherals which can allow students to connect their laptops, tablets and mobile devices, then desktops.
Thank you.
Plamen
http://acrlchoice.learningtimesevents.org/webinar-sep222015/
free, requires login with personal info
10 min of the presentation: “students are searching from devices”
this is why library instruction should slowly move from regular keyboarding exercises to utilization of mobile devices
James Hammons advocates for a mobile app geared toward accommodating students’ readiness to shift from large-screen search to smart phone search. The layout of the content being responsive to the screen size.
if the trend is to cater to students’ preference in using mobile devices, it is only logical to start gearing up to providing instruction and assistance using mobile devices.
Kathryn Silberger asserts (min 36 and forth) that the Library must let students know that it (the Library) is mobile friendly. How better to establish such feeling but by changing practices from big screen to hiding-behind-the-desktops students to gamified activities using mobile devices. Faculty have a “sticky influence” on student information habits.
#MNsummit2015
Main speaker
Engagement not completion
Design experience not product
Create change, not simply respond to it
He was a geography teacher : Dimitrina
Experience explore expand. Adventure based how to collaborate in ways we have not collaborated before pedagogical guidelines internet driven
Instructor – content – design
Today: first think is design, content, instructor. So how do we design learning environments is the most important one
Guide learners as designers. Constructivism. Design for meaning. Through the power of the story.
Geotetic design a learning environment learn geography using GIS
Situated movies (student-centered learning)
Grant Earthducation go to the most remote parts of the world to align their education with their culture, instead of what the government is downing as culture
Use of phone: whoever answers instructor’s question first, gets to pose the next question to the rest of the audience.
Design based research
Self-narrative, referencing the experience real world issues in real time
Geotetic not only how prepare teachers, but desing learning environmwer of the story.
we explore: https://www.we-explore.com/
9.5 design as a learner.
the U Media Lab.
The Changing Earth. App GoX (instagram on steroids. tell their story through the app). How is this different from Google Earth
Raptor Lab (rehabilitate a raptor).
adoering@umn.edi chasingseals.com @chasingseals
podcast pontification (audio version of blog self reflections)
WeVideo is the Google response to iMovie cloud
The U is on Google email and thus google drive and all other google tools
The Center for Digital Storytelling. short videos, 3-5 min incorporate photographs with the author narration, reflection
Assignment (verbal directions). process (write a 2 page script, every page is about a minute of video), gather images that support the story; edit the script (rewrite); record audio to the script (use an app on the phone instead of WeVideo), WeVideo can edit the audio recording; edit the story, edit the photos to match the story; YourTube and/or Google+
working with faculty: is the digital story a good fit for your course? two questions: does the course have many writing assignments? does everyone have to do the same type of assignment? do you want to offer choices? do you want your students to share their work outside of the class? to you want to explore opportunities for students to develop 21 century skills?
google communities for sharing
wewideo has a tutorial at Center for Digital Storytelling
students can use the digital story for their eportfolio
the entire exercise is entirely based on mobile devices
time frame: scaffolding options
3d printing products were the tangible result of the project and the digital storytelling just the format to present
Google Drive master folder for the phone images and video; iOS apps: MoviePro, FiLMc Pro, VoiceRecord Pro (including mp3); Android: WeVideo
Storyboard template
http://it.umn.edu/faculty-development-programs-digital-0
Poster sessions:
http://dha.design.umn.edu/faculty/BHokanson.html
iPAD video kit:
ISTE: http://conference.iste.org/2016/
Joe Lau critical thinking
apps: Popplet blog.popplet.com http://www.popplet.com/ (mindmapping)
into the book: http://reading.ecb.org/
Kahoot – the token system. Polleverywhere https://blog.stcloudstate.edu/ims/2015/05/21/polls-and-surveys-tools-for-education/
Symbaloo https://www.symbaloo.com/home/mix/13eOcK1fiV zotero, easybib, delicious, diigo depending on the grade
youth voices; http://youthvoices.net/ replace social media like teachertube is trying to replace youtube
quandary games in education. https://www.quandarygame.org/ sim city
citizen science alliance http://www.citizensciencealliance.org/
Toontastic https://itunes.apple.com/us/app/toontastic/id404693282?mt=8 now free storytelling
coding and programming: https://www.makewonder.com/robots/dashanddot scratch
Osmo : https://www.playosmo.com/en/ $79.99 + give a set for free Stride principle as a parental involvement
chainlink;
kickword; https://play.google.com/store/apps/details?id=com.makario.wordkick
red herring (four categories) https://play.google.com/store/apps/details?id=com.BlueOxTech.RedHerring&hl=en
http://www.mathplayground.com/logicgames.html
http://www.mathplayground.com/thinkingblocks.html
evaluation:
telestory https://itunes.apple.com/us/app/telestory/id915378506?mt=8
explain everything http://explaineverything.com/
http://pubs.lib.umn.edu/minnesota-elearning-summit/2015/program/23/
http://pubs.lib.umn.edu/cgi/viewcontent.cgi?article=1023&context=minnesota-elearning-summit
Jason Spartz, Saint Mary’s University of MinnesotaFollow
Lisa Truax, Saint Mary’s University of MinnesotaFollow
Karen Sorvaag, Saint Mary’s University of MinnesotaFollow
Brett Bodsgard, Saint Mary’s University of MinnesotaFollow
chemistry professor. 3D printing with different materials.
what else can be made (e.g. reaction vessel)
printing of atoms
crystalography dbase
Karen: pre-service teachers professor: how to use 3d printers and be comfortable with them. Steve Hoover. Thinkercad and Autodesk123D>
3D academy http://www.team3dacademy.com/index2.html. Pinterest board for3d Printing with resources
Lisa: graphic design. not intuitive. Rhinoceros (not free anymore). 123D strong learning curve. 3d printing will be incorporated in the curriculum. sculpture students and others don’t like fudging on the computer, but Adobe people love it. Some items takes up to 4 hours to print out. when working on the computer is difficult for some students to visualize the dimensionality.
collaborative learning opportunities.
no makerspace or fab lab. additional interest from the theater and business dept. 3d printing is connected to future work skills. new media ecology or media literacy set of skills.
the main presenter: build excitement and interest and gradually step back. how much material goes through and should we charge back. clean and maintenance involved; not too bad. better then a copier. plastic inexpensive. sizes with plastic – $25 and $50. how many project of a spool: depending on the size of the projects but considerable amount. two printers one art dept and one in the faculty dev area.
non profit visually impaired students. how 3d can make difference in special ed.
3d printing lab with access for everybody. ownership brings policy. where housed: neutral place.
only one printer is barely sufficient for faculty to figure out how to use it. purchasing two more if students and curricula to be involved.
https://www.google.com/search?q=tin+can&ie=utf-8&oe=utf-8
http://www.uwosh.edu/library/quizsmith
http://glickconsulting.com/resouce_brainegames
https://www.google.com/search?q=techers+skills&ie=utf-8&oe=utf-8
http://www.northeastern.edu/camd/gamedesign/people/sebastian-deterding/
https://www.duolingo.com/ Duolingo. App to learn languages using games
http://www.gamification.co/gabe-zichermann/
https://zebrazapps.com/ ZebraZapps