online learning is most effective when the perceived pedagogical distance between the instructor and students in the course is minimized with increased interaction; Interaction occurs through learner-instructor communication, learner-learner collaboration, and learner-content engagement. All three levels of interaction have important implications for effective online learning
Moore, M. (1972). Learner autonomy: The second dimension of independent learning.Convergence, 5, 76-88.
Moore, M. (1973). Toward a theory of independent learning and teaching. Journal of Higher Education, 44, 661-679.
Moore, M. (1993). Theory of transactional distance. In D. Keegan (Ed.), Theoretical principles of distance education (pp.22-38).New York: Routledge.
Moore, M. G. (1989). Editorial: Three types of interaction. The American Journal of Distance Education, 3 (2), 1-6.
Moore, M. G. (2007). The theory of transactional distance. In M. G. Moore (Ed.), Handbook of distance education (2nd ed.), (pp.89-105). Mahwah, NJ: Lawrence Erlbaum Associates.
Moore, M. G., (2013). Handbook of distance education (3rd ed.). New York: Routledge
Community of Inquiry (CoI)
The Community of Inquiry theoretical framework focuses on the degree of presence in the online learning environment. Presence is vital to student success in online courses. There are three types of presence that must be maintained: 1. Social presence to increase learners’ sense of community in the online environment, 2. Cognitive presence to enable learners to construct meaning from the online experience, and 3. Teaching presence to increase learner perception of the instructor’s ability to provide structure and direction in the online environment
Garrison, D. R., & Akyol, Z. (2013). The community of inquiry theoretical framework. In M. Moore, Handbook of Distance Education (3 ed.) (pp. 104-119). New York: Routledge.
Garrison, D. R., Anderson, T., & Archer, W. (2000). Critical inquiry in a text-based
environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2/3), 87-105.
Garrison, D.R. and Arbaugh, J.B. (2007). Researching the Community of Inquiry framework:
Review, issues, and future directions. The Internet and Higher Education 10(3): 157–172 (2007).
Garrison, D. R., & Cleveland-Innes, M. (2005). Facilitating cognitive presence in online learning: Interaction is not enough. American Journal of Distance Education, 19, 133-148.
Course Design addresses elements of instructional design. For the purpose of this rubric, course design includes such elements as structure of the course, learning objectives, organization of content, and instructional strategies.
Interaction and Collaboration
Interaction denotes communication between and among learners and instructors, synchronously or asynchronously. Collaboration is a subset of interaction and refers specifically to those activities in which groups are working interdependently toward a shared result. This differs from group activities that can be completed by students working independently of one another and then combining the results, much as one would when assembling a jigsaw puzzle with parts of the puzzle worked out separately then assembled together. A learning community is defined here as the sense of belonging to a group, rather than each student perceiving himself/herself studying independently.
Assessment
Assessment focuses on instructional activities designed to measure progress toward learning outcomes, provide feedback to students and instructors, and/or enable grading or evaluation. This section addresses the quality and type of student assessments within the course.
Learner Support
Learner Support addresses the support resources made available to students taking the course. Such resources may be accessible within or external to the course environment. Learner support resources address a variety of student services.
A single U.S.-based technology company called Bitfury has been accounting for much of this mining activity, from a vast data center filled with computer servers which it opened on the outskirts of the capital Tbilisi. It has generated plenty of controversy too over claims that it received overly generous terms for its electricity bills. But scores of smaller data centers have now sprouted up, with many more people mining from home with processors bought online from China.
making an average of $800 a month mining a currency called Zcash, with the extra electricity load costing about $80.
Bitfury has also been talking to the authorities in nearby Ukraine about using blockchain technology to run future elections there.
When supporters log on to its website, they are given the choice of allowing their computer processors to be used to mine Monero, a newer virtual coin being marketed for its extreme anonymity.
Facebook groups now regularly advertise conferences and gatherings to share ideas, addressed by people who call themselves “blockchain evangelists.”
Like the original Klondike, Georgia’s digital gold rush has attracted some colorful characters hoping to make their fortune.
Take Andrew Thornhill, an energetic financial entrepreneur from Chicago and founder of a cryptocurrency startup called Spotcoin. He first came to Georgia a decade ago to provide Internet-banking advice. In 2011, he was briefly imprisoned for fraud, but he says his conviction does not restrict him from running a financial business either there or in Georgia.
Concerns that cryptocurrencies are being used as a money-laundering vehicle have been overdone, Thornhill says when we meet at Spotcoin’s Tbilisi headquarters. “Criminals are using dollars and euros every day, but we don’t blame the currencies,” he says. And blockchain technology has the potential to make financial transactions far more secure, he maintains.
Recent research and clinical psychologists now suggest that some adolescents are engaging in a newer form of self-aggression — digital self-harm. They’re anonymously posting mean and derogatory comments about themselves on social media.
According to a survey published late last year in the Journal of Adolescent Health, teens are bullying themselves online as a way to manage feelings of sadness and self-hatred and to gain attention from their friends.
“We were alarmed to learn that 6 percent of the youth who participated in our study engaged in some form of digital self-harm,” says Sameer Hinduja, co-author of the study and a professor of criminology at Florida Atlantic University. He is also the co-director of the Cyberbullying Research Center.
“Because teens’ online and offline worlds overlap, digital self-harm is a concern for some youth, making online self-harm an emerging area of research,” says, Susan Swearer, a professor of psychology at the University of Nebraska, Lincoln
Because the advent of social media has changed the way many teens form and experience relationships, normal adolescent feelings of insecurity, anxiety and loneliness can become magnified as they scroll through their peers’ social media reels. Hinduja says some teens cope with that distress by turning their angst on themselves online.
Thriving Minds: What’s Working, What’s Not, and What’s Next in Teaching with Technology
Michelle D. Miller, director, First Year Learning Initiative, professor of psychological sciences, Northern Arizona University
Educational technology has survived its early challenges—but is it thriving yet?
take a look at some outstanding examples of what evidence-based, engaging, technologically-enhanced teaching can look like in practice. We will then consider approaches, resources, and techniques that could help us push past some of the biggest challenges faced by our movement. These approaches include making students our allies in the fight against distraction and disengagement; explicitly considering cognitive principles when developing, incorporating and evaluating new technologies; and nurturing faculty and instructional designers as an important—perhaps the most important—source of truly useful, truly innovative ideas for teaching and learning with technology.
What Role does/should the 3T’s of Technique, Tools, and Time Play in Modern Educational Practices?
Dave Yearwood, professor, University of North Dakota
What use are discussions about tools without some understanding about the techniques needed to maximize a tool’s effectiveness in multiple settings? What teaching and learning opportunities can educators and students take advantage of when technological tools are leveraged with proven practices to gain knowledge and understanding about what is possible? Furthermore, what factors should be considered regarding the efficient use of time in task achievement and task completion of identified learning goals in face-to-face and online settings? Tools, Technique, and Time, the 3 triplets of ePedagogy cannot be looked at in isolation. An examination of the 3t’s will be conducted with the intent of revealing through examples how the triplets can be applied/used in a complimentary fashion to help faculty and students achieve their collective identified educational objectives—increased learning and understanding with targeted applications.
Educators as Designers and the Architecting of Learning
Remi Kalir, assistant professor of information and learning technologies, University of Colorado Denver
design and create learning environments, learning opportunities, and learning technologies.
Join ISTE CEO Richard Culatta and a panel of educators and students to understand what digital citizenship means today and how we can empower students to engage in our complex, connected world
#TGdigicit
ason Ohler’s online course in Digital Citizenship is available as a MOOC, and contains many terrific resources. In his book, Digital Community, Digital Citizen, he stressed the importance of building positive culture and involving students in policy making. I highly recommend his work and the course.
Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region | Тема: Инструменти и методи за актуални училищни занятия
Where | Къде: СУ „Димитър Матевски“ https://goo.gl/maps/rojNjE3dk4s and online ( виртуално) When | Кога: 2. май, 2018, 14 часа | May 2, 2018, 2PM local time (Bulgaria) Who | Кой: преподаватели и педагози | teachers and faculty How | Как: използвайте “обратна връзка” за споделяне на вашите идеи | use the following hashtag for backchanneling#BGtechEd
Intro | Представяне – 5мин. Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог) http://web.stcloudstate.edu/pmiltenoff/faculty/
Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
who is our audience | кого учим/обучаваме? https://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/ https://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
why technology application fails | защо се проваля използването на технологии в обучението?
Understanding Purpose | какъв е смисълът
Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
Bad First Impressions | лоши първи впечатления
Real-World Usability Challenges | ежедневни проблеми
The Right Data to Track Progress | кои данни определят успеха
Share your thoughts for the fails | Сподели твоите мисли за провала
Тема1. Сравняване на Kahoot, Edpuzzle и Apester – 1-1, 1/2 час продължителност Topic 1: A comparison of Kahoot, Apester and EdPuzzle
Дискусия, относно методиката на използване. Споделяне на опит кога и как го използват колегите от България и САЩ (други страни?).
Short demonstration and discussion regarding methodology of use. Sharing experience of use.
Споделяне на опит | ideas and experience exchange.
Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)
Създаване на акаунт | account creation and building of learning objects
Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)
Тема 2. Виртуална реалност в учебния процес – теория и практика- 1-1, 1/2 час продължителност Topic 2. Virtual reality in teaching and learning – theory and hands-on
When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/
Preliminary Information and Literature. Please do not hesitate to share in the comments section your ideas, suggestions and questions
предварителна информация и литература по дискусията. Не се колебайте да споделите мнения, препоръки и въпроси в “Comment” секцията:
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For more information and for backchanneling please use the following social media
за повече въпроси и информация, както и за споделяне на вашите идеи и мисли използвайте следните канали / социални медии:
Learn about iGen’s beliefs, preferences, and behaviors
Connect these behaviors to program needs, marketing challenges, technology and workforce implications, and other factors
The iGeneration—the part of Generation Z that is high school or college age—has been estimated at 42 million strong. Due to recent events and the influence of families and social networks, this segment is finding its voice and power much quicker than its predecessors, the Millennials.
Speakers
Jim Fong Chief Research Officer, University Professional and Continuing Education Association (UPCEA)
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more on Gen Z in this IMS blog https://blog.stcloudstate.edu/ims?s=gen+z