Searching for "mobile learning"

Gamification: It’s Easier than You Think!

Gamification: It’s Easier than You Think!

https://desire2learn.adobeconnect.com/_a707373752/p3mhvdh5gfb/

BONUS: several cool infographics on gamification of education: http://elearninginfographics.com/tag/gamification-infographic/

this is a recording of a webinar, which took place yesterday, September 3, 2014. The presenter is Canadian. Sean Isles
https://www.google.com/?gws_rd=ssl#q=ontario+sociology+gamification+sean

Gamification versus game based education

Gamification is application of typical elements of game play to unconventional areas

Game based is learning that takes place withing a game simulated environment itself

D2L offers options for gamified education

Leveling / Gating: turn off/on content modules by weekly increments.

Bosses/Challenges – simple quiz at the end of each module (training quizzes, open to take unlimited times)

Celebration of successes – emails from intelligent agents, short funny video, etc.

Intelligent agent send an email not only to student, but to an office, where top scoring students can get a gift.

Game-based

simulator. used Unity to create the game

Shaun Iles: shaun.iles@mohawkcollege.ca and Brian Gould: brian.gould@mohawkcollege.ca

Leaderboard – Brightspace.com – Brightspace by D2L. needs to be purchased, but allows modify and customize with HTML and CSS

Badges: meaningless if the entire institution is not on board. google and mozilla badges platforms. D2L is about to roll out badges, only if the entire institution and the business recognize them. otherwise, the badges are dead upon exit from class.

make discussion interactive through upvote: http://www.reddit.com/r/upvote/

Scavenger hunt mentioned. Bluetooth info beacons used across campus to enable scavenger hunt. Across mobile devices.

Librarians and instructional designers mentioned.

His D2L home page has twitter widget and skype widget. He says the Skype widget enormously used. When will my proposal for Adobe Connect Widget will be addressed, am asking I for years?

Teaching Is Not a Business

Teaching Is Not a Business

http://mobile.nytimes.com/2014/08/17/opinion/sunday/teaching-is-not-a-business.html

Business does have something to teach educators, but it’s neither the saving power of competition nor flashy ideas like disruptive innovation.

While technology can be put to good use by talented teachers, they, and not the futurists, must take the lead. The process of teaching and learning is an intimate act that neither computers nor markets can hope to replicate. Small wonder, then, that the business model hasn’t worked in reforming the schools — there is simply no substitute for the personal element.

 

Backchannel: is it only K12 moving that direction?

backchannel — a digital conversation that runs concurrently with a face-to-face activity — provides students with an outlet to engage in conversation.

In a recent article by Edutopia:
The Backchannel: Giving Every Student a Voice in the Blended Mobile Classroom. (n.d.). Edutopia. Retrieved May 28, 2014, from http://www.edutopia.org/blog/backchannel-student-voice-blended-classroom-beth-holland

the author brings yet another argument in support of using the BYOD movement in K12 to promote usage of mobile devices and social media FOR the learning process, rather then seeking ways to shut them off.
It seems that Higher Ed is lagging behind in their paradigm shift toward Backchanneling.
What do you think must be done at SCSU to seek the usage of mobile devices and/or social media to involved students in the learning process?
Pollard, E. A. (2014). Tweeting on the Backchannel of the Jumbo-Sized Lecture Hall: Maximizing Collective Learning in a World History Survey. History Teacher, 47(3), 329-354.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d96310010%26site%3deds-live%26scope%3dsiteCamiel, L. D., Goldman-Levine, J. D., Kostka-Rokosz, M. D., & McCloskey, W. W. (2014). Twitter as an in-class backchannel tool in a large required pharmacy course. American Journal Of Pharmaceutical Education, (3),
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dedsgao%26AN%3dedsgcl.369220588%26site%3deds-live%26scope%3dsiteAagard, H., Bowen, K., & Olesova, L. (2010). Hotseat: Opening the Backchannel in Large Lectures. EDUCAUSE Quarterly, 33(3),
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Cronin, J. J. (2011). The Classroom as a Virtual Community: An Experience with Student Backchannel Discourse. Business Education Innovation Journal, 3(2), 56-65.
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Pohl, A., Gehlen-Baum, V., & Bry, F. (2012). Enhancing the Digital Backchannel Backstage on the Basis of a Formative User Study. International Journal Of Emerging Technologies In Learning, 7(1), 33.
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Jarrett, K., & Devine, M. A. (2010). How to use backchanneling in your classroom. Education Digest, (1), 41.
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Reid, A. (2011). Social media assemblages in digital humanities: From backchannel to buzz. doi:10.1108/S2044-9968(2011)0000003019
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10 technology hallmarks for every campus

10 technology hallmarks for every campus

http://www.ecampusnews.com/technologies/technology-hallmarks-campus-099

1. High-speed wireless broadband.

According to the Center for Digital Education’s recent “2013 Yearbook: Technology Innovation in Education,” over 80 percent of education institutions surveyed said that wireless broadband was their “top priority for IT investment.”

2. 24/7 IT support.

We have 24/7 support for emergencies and much of our staff, just like at a hospital, are on call. That’s not a perk for the campus, it’s a necessity.

3. The cloud.

The cloud can also: acquire and implement the latest software and application updates; streamline enrollment and admissions processes; and turn to subscriptions that are scalable and provide options, says Edudemic.

4. Digital textbooks.

Planning for digital textbooks means not only boosting mobile device capabilities on campus, but helping faculty learn to implement digital resources into their course.

5. 21st Century PD for faculty and admin.

From offering a MOOC on classroom management online solutions, to hosting a PD session on Twitter, campus admin should offer multiple options for PD delivery, just like how faculty should offer students multiple options for learning–there’s no better way to teach something than to model it first!

6. MOOCs.

[Read: “3 pros and 3 cons of MOOCs.”]

7. Online course management system.

From sending in-class emails to checking grades, course management systems, like Blackboard, offer faculty and students a fairly intuitive way to manage courses more efficiently.

8. Big Data…

Future-proofing universities are beginning to deploy storage solutions to help manage the unstructured data in physical, virtual and cloud environments. More modern storage solutions are also open source for a high learning curve but low cost.

9…security.

precautions can range from scanning existing databases on the university’s servers to determine where personal information is located and then, depending on the database, destroy the personal information or add more digital security; as well as put cybersecurity systems through a series of penetration tests to highlight security shortcomings.

[Read: “University data breach prompts ‘top-to-bottom’ IT review.”]

10. Social media done well.

of the major ways campuses use social media well is by serving up both “cake” and “broccoli,” or balancing the content that is important and good for the school (broccoli) and the content that is fun and delicious (cake). “If you share enough cake, your audience will consume the occasional broccoli,” she advises.

BYOD in high school: soon to come to college

High school policy is turning from banning mobile devices at school to acceptance of students’ mobile devices and integrating them into the learning process: BYOD (Bring Your Own Device)

How is higher ed addressing/integrating such evolution?

byod in high schools

#m #techworkshop #BYOD in schools http://thejournal.com/articles/2014/04/08/a-third-of-secondary-students-use-school-issued-mobile-devices.aspx

Google Glass (GG)

See our IMS blog entry:
https://blog.stcloudstate.edu/ims/2014/04/08/3-learning-tools-of-the-future/

and

https://blog.stcloudstate.edu/ims/2014/02/18/google-glass-at-lrs/

I start testing GG several days ago and I am still in the stage of Jeff Jarvis : http://www.businessinsider.com/jeff-jarvis-on-google-glass-2014-2

The questions is: how to make GG applicable for our daily tasks at work?

GG can be very useful for training students: by having a live, streaming G Hangout session with the supervisor. The latter can be in his/her office multitasking, while also monitoring the work of the student. E.g., shelving books for the Circulation supervisor.

A Surgeon Shows How Google Glass Makes Procedures Dramatically Easier. http://venturebeat.com/2014/03/13/this-stanford-surgeon-shows-us-the-future-of-medicine-augmented-reality-google-glass-exclusive/#ixzz2yJEZqSBR

my observations:
– GG is a glorified mobile devices, which, instead of being handheld is head-worn. the logic of navigating is the same, although still more cumbersome with GG.

– it certainly can have a niche as is, but it will take time (price, usability) until it becomes ubiquitous.

Technology Instruction week: Digital Initiatives

trends in technology for educators

Campus Technology, a leading periodical in the use of technology in education, lists for consideration the 2014 technology trends for education:
http://online.qmags.com/CPT0114?sessionID=C7111775BEF0C4C4395CA1903&cid=2335187&eid=18574#pg7&mode1
  1. Mobile Platforms and Bring Your Own Device (BYOD)
  2. Adaptive Learning (personalization of online learning)
  3. Big Data (predictive analysis)
  4. Flipped Classroom
  5. Badges and Gamification (assessment and evaluation)
  6. iPADs and Other Tablets (mobile devices)
  7. Learning Management Systems (on SCSU campus – D2L)
The Journal
http://online.qmags.com/TJL1213?sessionID=636697C7BEEE44D50F47CB83E&cid=2410461&eid=18560#pg15&mode1
has a similar list:
  1. BYOD (it is a trend going up)
  2. Social Media as a Teaching and Learning Tool ( trend going up))
  3. Digital Badges (split vote, some of the experts expect to see the us of badges and gamification as soon as in 2014, some think, it will take longer time to adopt)
  4. Open Educational Resources (split vote, while the future of OER is recognized, the initial investment needed, will take time)
  5. Desktop Computers (it is a trend going down; every market shows a decline in the purchase of desktop computers)
  6. iPADs: (trend going up)
  7. ePortfolios (trend going down)
  8. Learning Management Systems, on SCSU campus – D2L (split vote). LMS is useful for flipped classroom, hybrid and online education uses CMS, but gradual consolidation stifles competition
  9. Learning Analytics, Common Core (trend going up)
  10. Game-Based Learning (split vote), but the gaming industry is still not to the point to create engaging educational games
Regarding computer operating systems (OS):
  1. Windows (trend going down)
  2. Apple / Mac OS X (split vote)
  3. iOS (iPhone, iPAD etc) (trend going up)
  4. Android (trend going up)
The materials in these two articles are consistent with other reports as reflected in our IMS blog:
https://blog.stcloudstate.edu/ims/2014/01/10/mega-trends-in-technology/
IMS offers an extensive numbers of instructional sessions on social media, D2L and other educational technologies:
https://blog.stcloudstate.edu/ims/2014/01/12/technology-instruction-sessions-for-spring-2014-on-scsu-campus-available/
Please consider registering for any of the sessions and/or request sessions customized to you classes and needs: http://lrts.stcloudstate.edu/library/general/ims/default.asp
Please email us with any other suggestions, ideas and requests regarding instructional technology and instructional design at: ims@stcloudstate.edu
Follow us:
Twitter: @scsutechinstruc #techinstruct
Blog: https://blog.stcloudstate.edu/ims
Pinterest: http://www.pinterest.com/scsutechnology/scsu-technology-instruction/
Instagram: http://instagram.com/scsutechinstruct 

Language and technology: easy, social and fun

I Can Haz Spanish Lessons: Cat Pictures Now Have A Purpose

http://www.npr.org/blogs/alltechconsidered/2013/11/26/247337248/i-can-haz-spanish-lessons-cat-pictures-now-have-a-purpose?utm_content=socialflow&utm_campaign=nprfacebook&utm_source=npr&utm_medium=facebook
Memrise:
is available for desktop:
http://www.memrise.com/home/

and mobile devices:
https://itunes.apple.com/app/id635966718?mt=8&&referrer=click%3Dc72a6e66-7cfc-45f1-8dc8-6d2836149cc3

realted:

The Language Shift
http://blogs.edweek.org/edweek/global_learning/2013/09/the_language_shift.html

also from the IMS blog entry
https://blog.stcloudstate.edu/ims/2013/12/03/integrating-web-2-0-across-the-curriculum/
please have the following sources for language, foreign language and ESL studies:
http://quizlet.com/
https://www.mystickies.com/
http://www.eslvideo.com/
http://www.fuzzmail.org/
http://www.voxswap.com/  The social network for learning languages
http://livemocha.com/

 

Finland Eyes Programming Classes for Elementary School Students

http://mashable.com/2013/11/16/finland-tech-education-schools/?utm_cid=mash-prod-email-topstories&utm_emailalert=daily&utm_source=newsletter&utm_medium=email&utm_campaign=daily

Finland Eyes Programming Classes for Elementary School Students

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Beyond Mindcraft: Games That Inspire Building and Exploration

http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-and-exploration/

1. Garry’s Mod 

garryscreenshotGarry’s Mod (GMod) is a sandbox game like Minecraft but instead of building and exploring, students use a fun physics engine that simulates things like gravity and mass. They also use a virtual toy box of assets from Valve Software’s popular games. The tool is a step up in complexity from the elegant simplicity of Minecraft, but with Garry’s Mod,students are exposed to physics concepts while having madcap fun.

2. Kerbal Space Program

kerbal_screenshotKerbal Space Program has a robust physics engine too, but it’s more focused than Garry’s Mod. Players purchase rocket parts, put them together, and then see if they can get a ship into orbit, to one of two moons, or even to another planet. These aren’t easy tasks, so play is focused on trial and error testing, and, like Minecraft, seeking help from the community is part of a successful strategy.

3. Sound Shapes 

soundshapes_screenshotSound Shapes is a visually stunning platform puzzle game set to a rich musical soundscape. Even better: students can create and share their own levels – like interactive sheet music — using sounds and objects unlocked by playing the platform game. It’s an accessible entry point into musical composition as well as game design, and provides an experience that builds on the creativity of Minecraft while offering something wholly unique for music lovers.

4. DIY

DIYFor creative kids who want to get their hands dirty, check out DIY, a site where students can find things to build, instructions for how to build them, and ways to share their creations with others. All projects are aligned to 50 skills that run the gamut from outdoors to indoors, and feature various challenges to complete and cool badges to earn and display.

5. STENYCIL

screen568x568Computer programming is a great next step for students who love to mod Minecraft or toy around with the redstone resource (which simulates basic logic and circuitry). One solid entry-level tool is Stencyl, a game creation program focused on codeless, cross-platform game making. By snapping blocks of code together, students can create games that can be published and played on a variety of platforms including mobile phones.

6. CODECADEMY

Screen Shot 2013-11-18 at 3.31.05 PMCodecademy is a web-based, self-paced site that teaches actual industry-standard languages like PHP, Javascript, Python, Ruby, HTML, and CSS. While students don’t create publishable games like they would in Stencyl, their learning is purpose-driven and contextualized, e.g. JavaScript for web development or Ruby for app development. And students do get to see their code’s output directly onscreen.

Minecraft has introduced a lot of youth to games as well as the critical thinking, problem solving, and creation skills necessary for self-motivated learning. The games and sites on this list have the potential to extend that learning, providing fresh outlets for self-expression in the digital world and beyond.

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