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media literacy and fake news

Fight Fake News: Media Literacy for Students

Monday, October 15, 2018 @ 4:00 pm – 5:00 pm EDT

Fight Fake News

Presented by Tiffany Whitehead, School Librarian, Episcopal School of Baton Rouge, LA

Sponsored by Britannica Digital Learning

REGISTER HERE

JOIN THE LIVE SESSION

Teaching news literacy is more necessary and challenging than ever in a world where news is delivered at a constant pace from a broad range of sources. Since social media and filter bubbles can make it challenging to access unbiased, factual information, we must equip students to be critical as they access news sources for a variety of purposes. This live, interactive edWebinar will give an overview of the phenomenon of fake news going viral and tools educators can use to help students develop news literacy skills.

Tiffany Whitehead, School Librarian at Episcopal School of Baton Rouge in Louisiana, will share:

  • A strategy to develop fun, original lessons about media literacy
  • Fresh approaches that move students towards better news smarts
  • Three CCSS-aligned sample lesson plans for middle and high school classrooms
  • Teacher and librarian collaboration opportunities that support powerful student outcomes

Elementary through higher education level teachers, librarians, and school and district leaders will benefit from attending this session. There will be time to get your questions answered after Tiffany’s presentation.

Tiffany WhiteheadAbout the Presenter
Tiffany Whitehead, aka the Mighty Little Librarian, is an obsessive reader, social media user, and technology geek. She is the director of library at Episcopal School of Baton Rouge, Louisiana. Tiffany earned her undergraduate degree in elementary education and School Library Certification from Southeastern Louisiana University, and her graduate degree in educational technology leadership from Northwestern State University. She has served as the president for ISTE’s Librarians Network and was recognized as one of ISTE’s 2014 Emerging Leaders. Tiffany is National Board Certified in Library Media and was named one of the 2014 Library Journal Movers & Shakers. She was the 2016 recipient of the Louisiana Library Media Specialist Award. She frequently speaks at local, state, and national conferences, sharing her passion for libraries and educational technology.

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Webinar notes

Definitions:

Media Literacy,

News Literacy

Fake News

Echo Chamber

https://www.buzzfeednews.com/article/craigsilverman/viral-fake-election-news-outperformed-real-news-on-facebook

https://www.allsides.com/media-bias/media-bias-ratings

Fight The Fake: Fuel discussions with YouTube: https://britannicalearn.com/blog/fight-the-fake-youtube/

https://www.allsides.com/media-bias/media-bias-ratings

https://www.snopes.com/

https://www.britannica.com/insights

http://stxavier.libguides.com/news/factcheck

https://newseumed.org/curated-stack/media-literacy-resources

https://www.wnyc.org/story/breaking-news-consumers-handbook-pdf/

https://www.csuchico.edu/lins/handouts/eval_websites.pdf

Online CRAAP test: https://docs.google.com/forms/d/e/1FAIpQLSdkWvyWZc7CE5fnYjCZww0IJLYH0sqxPRkmL8eS71uY1JNh1g/viewform?c=0&w=1

http://factitious.augamestudio.com/#/

Curriculum sources

How to choose your news Damon Brown: https://ed.ted.com/lessons/how-to-choose-your-news-damon-brown

Common Sense Media: Digital citizenship curriculum.

Newseum ed:

http://www.choices.edu/ Brown U Filtering News and Information

above the news: https://www.youtube.com/channel/UC4K10PNjqgGLKA3lo5V8KdQ

06/2017 Homepage

https://www.amazon.com/Fact-Vs-Fiction-Teaching-Critical/dp/1564847047

https://newsela.com/

I’m now avoiding the term bias (too loaded and my kids automatically think “bad”). “Perspective” works better with my kids.

http://www.kappanonline.org/breakstone-need-new-approach-teaching-digital-literacy/

Filter Bubbles, Eli Pariser, TED talk https://www.ted.com/talks/eli_pariser_beware_online_filter

Credible Sources:

Circular Reporting

https://www.allsides.com/media-bias/media-bias-ratings

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more on fake news in this IMS blog
|https://blog.stcloudstate.edu/ims?s=fake+news

 

 

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

https://www.ets.org/Media/Products/perceptions.pdf

Students’ Perception of Gamification in Learning and Education.

https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6

College students’ perceptions of pleasure in learning – Designing gameful gamification in education

investigate behavioral and psychological metrics that could affect learner perceptions of technology

today’s learners spend extensive time and effort posting and commenting in social media and playing video games

Creating pleasurable learning experiences for learners can improve learner engagement.

uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)

How can we facilitate the gamefulness of gamification?

Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).

gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives

the design of seven game elements:

  • Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
  • Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
  • Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
  • Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
  • Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
  • Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
  • Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.

Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.

Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.

Self determination theory from Jeannie Maraya
Ryan and Deci (2000) concluded that extrinsic rewards might suppress learners’ intrinsic motivation. Exploiting the playfulness and gamefulness in gamification, therefore, becomes extremely important, as it would employ the most effective approaches to engage learners.
Sweetser and Wyeth (2005) developed GameFlow as an evaluation model to measure player enjoyment in games
Fu, Su, and Yu (2009) adapted this scale to EGameFlow in order to measure college students’ enjoyment of e-learning games. EGameFlow is a multidimensional scale that consists of self-evaluated emotions.

Gamification and Flow from Martin Sillaots
Eppmann, Bekk, and Klein (2018) developed gameful experience scale (GAMEX) to measure gameful experiences for gamification contexts. one of the limitations of GAMEX to be used in education is that its effects on learning outcome has not been studied
the Big Five Model, which has been proposed as trait theory by McCrae & Costa (1989) and is widely accepted in the field, to measure the linkages between the game mechanics in gamification and the influences of different personality traits.

The Big Five Personality Model from Devina Srivastava

Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.

The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.

Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.

 

Games and Online Interactive Content

Wednesday, 11/21/2018 – Wednesday, 12/12/2018

Looking for a beginner’s crash course in game making software and process? Games can be an excellent teaching resource, and game development is easier than ever. Whether you’re looking to develop your own teaching resources or run a game-making program for users, this course will give you the information you need to choose the most appropriate software development tool, structure your project, and accomplish your goals. Plain language, appropriate for absolute beginners, and practical illustrative examples will be used. Participants will receive practical basic exercises they can complete in open source software, as well as guides to advanced educational resources and available tutorials.

This is a blended format web course:

The course will be delivered as 4 separate live webinar lectures, one per week on Wednesday November 21 and then repeating Wednesdays, November 28, December 5 and December 12 at Noon Central time. You do not have to attend the live lectures in order to participate. The webinars will be recorded and distributed through the web course platform for asynchronous participation. The web course space will also contain the exercises and discussions for the course.

Learning Outcomes

  • Participants will be able to name five different software tools available to assist them or their users in creating games and interactive web content, as well as identify the required knowledge and skills to effectively use each program.
  • Participants will be able to effectively structure the development process of a game from brainstorming to launch.
  • Participants will be able to identify and articulate areas in which games can increase educational effectiveness and provide practical, desirable skills.

Who Should Attend

Library staff looking to develop educational games or run game making programs for users (including tween or teen users).

Instructors

Ruby Warren

Ruby Warren believes in the power of play, and that learning is a lot more effective when it’s interactive. She is the User Experience Librarian at the University of Manitoba Libraries, where she recently completed a research leave focused on educational game prototype development, and has been playing games from around the time she developed object permanence.

<Cost

  • LITA Member: $135
  • ALA Member: $195
  • Non-member: $260

Moodle and Webinar login info will be sent to registrants the week prior to the start date.

How to Register

Register here, courses are listed by date and you need to log in.

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more on games and libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=games+library

US and Finland Phenomenon

Maybe Instead of Finland, We Should Be More Like Massachusetts?

https://blogs.edweek.org/edweek/finding_common_ground/2016/12/maybe_instead_of_finland_we_should_be_more_like_massachusetts.html
Finland consistently ranks high in the PISA results for many reasons. (What is PISA? Click here to read a guest blog written by Andreas Schleicher who is the Director of PISA). They don’t push curriculum that isn’t age appropriate, their teachers are highly qualified and the field of education is respected as one of the top professions.
Additionally, Finland has a much more flexible education system than the US. The U.S. has constant carrot and stick programs as well as a great deal of accountability and mandates. Teachers, leaders and students in Finland feel as though they have a voice in their schooling.
The Massachusetts Department of Elementary and Secondary Education (MDOE) website provides the results from the recent PISA.
family involvement and wealth as the most important factors, many of the articles focusing on the strength of the Massachusetts education system also state that there is an achievement gap they have where their impoverished students are concerned.
the issue of over-testing students, and the pressures of standardized testing.
in the long run, we as a nation might want to pay attention to Massachusetts because their education system is consistently strong, and they treat education and their teachers with respect. Although Finland is a great country to visit and learn from, it seems as though we really don’t have to go that far to see educational greatness because we have it within our own country too.
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more on finland phenomenon in this IMS blog
https://blog.stcloudstate.edu/ims/2018/04/24/resources-on-finland-phenomenon/

remind app

More Popular Than Gmail, Facebook and Instagram: The Education App That Hit #1 on the iOS Chart

Tony Wan     Aug 17, 2018

According to both Apple and App Annie, a website that tracks the popularity of mobile apps by number of new downloads, Remind, a school communications platform, took the #1 spot on the chart of free iOS apps.

Remind’s app allows educators, parents and students to send and receive text and voice messages, as well as share attachments and links to digital educational resources. The company was founded in 2011 with a straightforward value proposition: to provide teachers with a safe and secure way to send homework or study reminders to students and their parents on mobile devices without using personal phone numbers.

Those features may seem simple by today’s standards. But it’s amassed a growing footprint, claiming users in more than 70 percent of U.S. public schools. Grey adds that Remind today has 27 million monthly active users (which breaks down to approximately 2 million teachers, 13 million students and 12 million parents). Across them, Remind says 17 billion messages have been sent since its launch.

Along with simplicity, Remind’s timing may have also helped the product find a receptive market. The company’s launch in 2011 coincided with the start of a period that saw smartphone adoption among U.S. adults steadily grow from 35 percent in 2011 to 77 percent in 2018, according to the Pew Research Center.

At its core, Remind remains very much a school communications tool, says Grey. But his grander vision is to evolve the app into what he calls an “educational platform” that allow users to share content from other providers. For instance, when Remind users compose a message, they can currently connect to their accounts on Google Classroom, Google Drive, Microsoft OneDrive, Quizlet and other tools to directly share documents, Powerpoint slides, flashcard sets and other kinds of files.

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

transforming liaison roles in research libraries

!*!*!*!*! — this article was pitched by Mark Vargas in the fall of 2013, back then dean of LRS and discussed at a faculty meeting at LRS in the same year—- !*!*!*!

New Roles for New Times: Transforming Liaison Roles in Research Libraries

https://conservancy.umn.edu/bitstream/handle/11299/169867/TransformingLiaisonRoles.pdf?sequence=1&isAllowed=y

(p. 4) Building strong relationships with faculty and other campus professionals, and establishing collaborative partnerships within and across institutions, are necessary building blocks to librarians’ success. In a traditional liaison model, librarians use their subject knowledge to select books and journals and teach guest lectures.

“Liaisons cannot be experts themselves in each new capability, but knowing when to call in a colleague, or how to describe appropriate expert capabilities to faculty, will be key to the new liaison role.

six trends in the development of new roles for library liaisons
user engagement is a driving factor
what users do (research, teaching, and learning) rather than on what librarians do (collections, reference, library instruction).
In addition, an ALA-accredited master’s degree in library science is no longer strictly required.
In a networked world, local collections as ends in themselves make learning fragmentary and incomplete. (p. 5)
A multi-institutional approach is the only one that now makes sense.
Scholars already collaborate; libraries need to make it easier for them to do so.
but they also advise and collaborate on issues of copyright, scholarly communication, data management, knowledge management, and information literacy. The base level of knowledge that a liaison must possess is much broader than familiarity with a reference collection or facility with online searching; instead, they must constantly keep up with evolving pedagogies and research methods, rapidly developing tools, technologies, and ever-changing policies that facilitate and inform teaching, learning, and research in their assigned disciplines.
In many research libraries, programmatic efforts with information literacy have been too narrowly defined. It is not unusual for libraries to focus on freshman writing programs and a series of “one-shot” or invited guest lectures in individual courses. While many librarians have become excellent teachers, traditional one-shot, in-person instructional sessions can vary in quality depending on the training librarians have received in this arena; and they neither scale well nor do they necessarily address broader curricular goals. Librarians at many institutions are now focusing on collaborating with faculty to develop thoughtful assignments and provide online instructional materials that are built into key courses within a curriculum and provide scaffolding to help students develop library research skills over the course of their academic careers.
And many libraries stated that they lack instructional designers and/or educational technologists on their staff, limiting the development of interactive online learning modules and tutorials. (my note: or just ignore the desire by unites such as IMS to help).

(p. 7). This move away from supervision allows the librarians to focus on their liaison responsibilities rather than on the day-to-day operations of a library and its attendant personnel needs.

effectively support teaching, (1.) learning, and research; (2.) identify opportunities for further development of tools and services; (3.) and connect students, staff, and faculty to deeper expertise when needed.

At many institutions, therefore, the conversation has focused on how to supplement and support the liaison model with other staff.

At many institutions, therefore, the conversation has focused on how to supplement and support the liaison model with other staff.

the hybrid exists within the liaison structure, where liaisons also devote a portion of their time (e.g., 20% or more) to an additional area of expertise, for example digital humanities and scholarly communication, and may work with liaisons across all disciplinary areas. (my note: and at the SCSU library, the librarians firmly opposed the request for a second master’s degree)

functional specialists who do not have liaison assignments to specific academic departments but instead serve as “superliaisons” to other librarians and to the entire campus. Current specialist areas of expertise include copyright, geographic information systems (GIS), media production and integration, distributed education or e-learning, data management, emerging technologies, user experience, instructional design, and bioinformatics. (everything in italics is currently done by IMS faculty).

divided into five areas of functional specialization: information resources and collections management; information literacy, instruction, and curriculum development; discovery and access; archival and special collections; scholarly communication and the research enterprise.

E-Scholarship Collaborative, a Research Support Services Collaborative (p. 8).

p. 9. managing alerts and feeds, personal archiving, and using social networking for teaching and professional development

p. 10. new initiatives in humanistic research and teaching are changing the nature and frequency of partnerships between faculty and the Libraries. In particular, cross-disciplinary Humanities Laboratories (http://fhi.duke.edu/labs), supported by the John Hope Franklin Humanities Institute and the Andrew W. Mellon Foundation-funded Humanities Writ Large project, have allowed liaisons to partner with faculty to develop and curate new forms of scholarship.

consultations on a range of topics, such as how to use social media to effectively communicate academic research and how to mark up historical texts using the Text Encoding Initiative (TEI) guidelines

p. 10. http://www.rluk.ac.uk/news/rluk-report-the-role-of-research-libraries-in-the-creation-archiving-curation-and-preservation-of-tools-for-the-digital-humanities/
The RLUK report identified a wide skills gap in nine key areas where future involvement of liaisons is considered important now and expected to grow

p. 11. Media literacy, and facilitating the integration of media into courses, is an area in which research libraries can play a lead role at their institutions. (my note: yet still suppressed or outright denied to IMS to conducts such efforts)

Purdue Academic Course Transformation, or IMPACT (http://www.lib.purdue.edu/infolit/impact). The program’s purpose is to make foundational courses at Purdue more student-centered and participatory. Librarians are key members of interdepartmental teams that “work with Purdue instructors to redesign courses by applying evidence-based educational practices” and offer “learning solutions” that help students engage with and critically evaluate information. (my note: as offered by Keith and myself to Miguel, the vice provost for undergrads, who left; then offered to First Year Experience faculty, but ignored by Christine Metzo; then offered again to Glenn Davis, who bounced it back to Christine Metzo).

p. 15. The NCSU Libraries Fellows Program offers new librarians a two-year appointment during which they develop expertise in a functional area and contribute to an innovative initiative of strategic importance. NCSU Libraries typically have four to six fellows at a time, bringing in people with needed skills and working to find ongoing positions when they have a particularly good match. Purdue Libraries have experimented with offering two-year visiting assistant professor positions. And the University of Minnesota has hired a second CLIR fellow for a two-year digital humanities project; the first CLIR fellow now holds an ongoing position as a curator in Archives and Special Collections. The CLIR Fellowship is a postdoctoral program that hires recent PhD graduates (non-librarians), allowing them to explore alternative careers and allowing the libraries to benefit from their discipline-specific expertise.

blockchain and higher ed

Blockchain in brief: Six ways it can transform higher education

by Danielle Yardy

https://www.eab.com/blogs/it-forum-perspectives/2018/01/blockchain-higher-education-uses

1. Using a blockchain for automatic recognition and transfer of credits

The decline in first-time, first-year student enrollments is having a real financial impact on a number of institutions across the United States and focusing on transfer students (a pool of prospects twice as large) has become an important strategy for many. But credit articulation presents a real challenge for institutions bringing in students from community colleges. While setting standardized articulation requirements across the nation presents a high hurdle, blockchain-supported initiatives may hold great promise for university and city education systems looking to streamline educational mobility in their communities.

2. Blockchains for tracking intellectual property and rewarding use and re-use of that property

If researchers were able to publish openly and accurately assess the use of their resources, the access-prohibitive costs of academic book and journal publications could be circumvented, whether for research- or teaching-oriented outputs. Accurately tracking the sharing of knowledge without restrictions has transformative potential for open-education models.

3. Using verified sovereign identities for student identification within educational organizations

The data footprint of higher education institutions is enormous. With FERPA regulations as well as local and international requirements for the storage and distribution of Personally Identifiable Information (PII), maintaining this data in various institutional silos magnifies the risk associated with a data breach. Using sovereign identities to limit the proliferation of personal data promotes better data hygiene and data lifecycle management and could realize significant efficiency gains at the institutional level.

Best practices to become data-driven 

4. Using a blockchain as a lifelong learning passport

Educational institutions and private businesses partner with online course delivery giants to extend the reach of their educational services and priorities. Traditional educational routes are increasingly less normal and in this expanding world of providers, the need for verifiable credentials from a number of sources is growing. Producing a form of digitally “verifiable CVs” would limit credential fraud, and significantly reduce organizational workload in credential verification.

5. Using blockchains to permanently secure certificates

The open source solution Blockcerts already enables signed certificates to be posted to a blockchain and supports the verification of those certificates by third parties.

When an institution issues official transcripts, obtaining copies can be expensive and burdensome for graduates. But student-owned digital transcripts put the power of secure verification in the hands of learners, eliminating the need for lengthy and costly transcripts to further their professional or educational pursuits. An early mover, Central New Mexico Community College, debuted digital diplomas on the blockchain in December of 2017.

6. Using blockchains to verify multi-step accreditation

As different accreditors recognize different forms of credentials and a growing diversity of educational providers issue credentials, checking the ‘pedigree’ of a qualification can be laborious. Turning a certification verification process from a multi-stage research effort into a single-click process will automate many thousands of labor hours for organizations and institutions

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more on blockchain and higher ed in this IMS blog
https://blog.stcloudstate.edu/ims?s=blockchain+education

Measuring Learning Outcomes of New Library Initiatives

International Conference on Qualitative and Quantitative Methods in Libraries 2018 (QQML2018)

conf@qqml.net

Where: Cultural Centre Of Chania
ΠΝΕΥΜΑΤΙΚΟ ΚΕΝΤΡΟ ΧΑΝΙΩΝ

https://goo.gl/maps/8KcyxTurBAL2

also live broadcast at https://www.facebook.com/InforMediaServices/videos/1542057332571425/

When: May 24, 12:30AM-2:30PM (local time; 4:40AM-6:30AM, Chicago Central)

Programme QQML2018-23pgopv

Live broadcasts from some of the sessions:

Here is a link to Sebastian Bock’s presentation:
https://drive.google.com/file/d/1jSOyNXQuqgGTrhHIapq0uxAXQAvkC6Qb/view

Information literacy skills and college students from Jade Geary

Session 1:
http://qqml.org/wp-content/uploads/2017/09/SESSION-Miltenoff.pdf

Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: pmiltenoff@stcloudstate.edu Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?

Conference program

http://qqml.org/wp-content/uploads/2017/09/7.5.2018-programme_final.pdf

More information and bibliography:

https://www.academia.edu/Documents/in/Videogame_and_Virtual_World_Technologies_Serious_Games_applications_in_Education_and_Training

https://www.academia.edu/Documents/in/Measurement_and_evaluation_in_education

Social Media:
https://www.facebook.com/QQML-International-Conference-575508262589919/

 

 

 

Disruption in Higher Education

What to Expect in an Era of Disruption in Higher Education

Jim Black President & CEO of SEM Works https://www.linkedin.com/pulse/what-expect-era-disruption-higher-education-jim-black/

1. Determine what the customer craves and deliver it. In the case of college and university students, there are limits. Balancing student wants and desires with what they actually need to be successful students and engaged citizens can, in fact, be extremely challenging. “The customer is always right” philosophy practiced by many businesses simply does not fit with the mission of postsecondary institutions. Instead, the role of educators is to advance and apply knowledge, facilitate the exploration of ideas, foster cognitive dissonance, prepare students as lifelong learners and productive workers, and even, hold them accountable for their actions or inactions. Ideally, the college experience should be transformational—helping students become the best person they can be. With that said, failing to align teaching methods, curriculum, academic programs, and institutional services with the needs and expectations of students is a perilous path.

2. Create unexpected value. Incumbent institutions tend to focus on known problems (e.g., student attrition causation factors, poor service delivery, cumbersome processes, undersubscribed programs, insufficient class availability). True disruption seldom occurs in this space. Creating value where it did not exist before or was not expected spawns disruption. In the private sector, such intuitive value ideation is seen in Disney’s “Imagineering” the attractions in its theme parks, Apple’s invention of the iPhone, and Airbnb’s alternative to staying with the multitudes at expensive, disturbingly uniform hotel chains. This is what the authors of Blue Ocean Strategy characterize as swimming in the “blue ocean”, where there are few, if any, competitors (Kim, W. C. & Mauborgne, R., 2005). No disruptor is found in the “red ocean” crowded with similar competitors.

3. Avoid being average. If your school is one of the elite, well-known few, with highly selective admissions, it is not average. However, the vast majority of colleges and universities do not fit this profile. They have to find other ways to distinguish themselves. A capstone student experience, an innovative curriculum, guaranteed internship placement or study abroad, digital career portfolios, or a unique pricing model represent just a few examples. While it would be ideal to find something that makes your institution distinctive throughout the nation or the world, that is highly improbable. A more attainable goal is to position your institution uniquely among your direct competitors.

4. Identify the potential for expansion. As it relates to student enrollment growth, expansion opportunities are usually found within one or more of four domains: (1) thorough penetration of your existing primary market, where the institution and its academic programs have a strong presence, (2) the introduction of new programs into your primary market, (3) promotion of the institution and existing programs in a new market, and (4) diversification—new programs and new markets. Each domain has inherent risks and potential rewards. Risk levels are illustrated in Figure 1 and are described here.

Primary market penetration possesses the lowest risk, requires the least investment of resources, and has the fastest return on investment. Depending on an institution’s primary market, this domain also may produce only modest new enrollments. Option two, mounting new programs in an institution’s existing primary market has risks associated with conducting the proper market research to determine student and industry demand as well as market saturation. Another common risk relates to the degree to which new program offerings are adequately promoted. An obvious upside to this domain is that the institution already has visibility in the market. Taking the current program array to a new marketrequires the time and resources to develop a presence where none has previously existed. Sending recruiters to a new territory once or twice a year is woefully insufficient. Creating such visibility requires a sustained physical presence with area recruiters or alumni volunteers, targeted advertising, networking with schools and other organizations in the region, and strategic partnerships. Finally, diversification carries with it the highest level of risk because it involves assuming all the risks of launching new programs in a market with no prior visibility. If executed effectively, however, this domain can generate an abundance of new students.
market expansion risk

5. Disruption always comes at a cost. It is true that your institution may create a disruption by leveraging existing technologies and human capital. Yet, no organization can avoid the cultural and real costs associated with unlearning old ways, creating new programs and business models, scaling innovations, or marketing a new approach. These costs must be weighed judiciously against potential benefits of such a paradigm shift. Once a decision is made to pull the trigger, the change process must be managed carefully with the upfront inclusion of key stakeholders.

6. Equate disruption with innovation, not extinction. The rise of educational disruptors can be unsettling. If disruption is simply perceived as a threat to the way of life in the academy or ignored, the results will be devastating for many higher education institutions. Conversely, if disruption pushes college leaders and enrollment managers out of their comfort zone and they reinvent their institutions, the educational experience of students will be greatly enhanced. In a time of creative destruction, the winners are those who exert extraordinary efforts to go beyond traditional norms, which is not always the early adopters of a new educational model or practice.

7. Successful disruptors pursue four disciplines simultaneously. The four disciplines translated into the higher education lexicon include low costs, relational connections with students, program innovations, and rapid time-to-market. Of these, student connections is the only discipline college and universities excel at consistently. To thrive in a future with a seemingly infinite number of nimble disruptive innovators, educators must compete in the other three disciplines as well.

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more about higher ed in this IMS blog
https://blog.stcloudstate.edu/ims?s=higher+ed

https://blog.stcloudstate.edu/ims/2018/07/14/disrupting-higher-education/

engage with Dungeons and Dragons

Use Dungeons & Dragons to engage all students!

By Christopher Bugaj 3/14/2018 Assistive and adaptive technologies Gaming
https://www.iste.org/explore/articleDetail?articleid=2156
Beyond scripted shows, Twitch streams like Critical Role and Girls, Guts, Glory along with podcasts like Godsfall help make learning the game more accessible to newbies. Creators, artists, and celebrities, such as Vin Diesel, Joe Manganiello, Deborah Ann Woll, Patton Oswalt, Wil Wheaton, Chris Hardwick, Matthew Lillard, Anderson Cooper and Stephen Colbert, publicly attest to how playing Dungeons & Dragons fosters creativity.
The ISTE Standards for Students provide a guide for the end game. The objective is to help individuals learn how to take ownership of their learning, make positive contributions to society, and analyze and use resources effectively while working together to build innovative new solutions to problems. What was once thought of as the R’s (reading, writing, and ‘rithmetic) have grown to include the C’s of creativity, communication, collaboration, cooperation, contribution, critical thinking, computation, compromise, and community. These new C’s aren’t meant to be accidental, ancillary byproducts of educational practices but, instead, are the focus and intention of the design of instructional experiences. According to the Every Student Succeeds Act and the National Educational Technology Plan, the charge and expectation is that these skills are meant for the masses. Dungeons & Dragons provides a platform for students of varying abilities to practice all of these skills in a safe, enjoyable environment.

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