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students and technology

2015 Student and Faculty Technology Research Studies

https://library.educause.edu/resources/2015/8/2015-student-and-faculty-technology-research-studies

Report: https://library.educause.edu/~/media/files/library/2015/8/ers1510ss.pdf?la=en

Infographic: ECAR_2015

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Study of Students and Information Technology, 2014

https://library.educause.edu/resources/2014/10/2014-student-and-faculty-technology-research-studies

report: https://library.educause.edu/~/media/files/library/2014/10/ers1406.pdf

Infographic: ECAR_2014

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Higher Ed: EDUCAUSE Releases ECAR Study of Undergraduate Students and Information Technology 2013

http://www.infodocket.com/2013/09/16/higher-ed-educause-releases-ecar-study-of-undergraduate-students-and-information-technology-2013/

Direct to Full Text Report (49 pages; PDF)

students and technology 2013

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ECAR 2011

students and technology 2011

rethinking intelligence

Rethinking Intelligence: How Does Imagination Measure Up?

http://ww2.kqed.org/mindshift/2016/04/11/rethinking-intelligence-how-does-imagination-measure-up

Dr. Scott Barry Kaufman When he was young, Kaufman had central auditory processing disorder, which made it hard for him to process verbal information in real time. He was asked to repeat third grade because he was considered a “slow” learner.

Kaufman thinks the traditional IQ test does a good job of measuring general cognitive ability, but says it misses all the ways that ability interacts with engagement. An individual’s goals within the learning classroom and excitement about a topic affect how he or she pursues learning, none of which is captured on IQ tests. Worse, those tests are often used to filter people in or out of special programs.

FOUR PRACTICES TO CULTIVATE CHILDREN’S CREATIVITY

  1. allowing more solitary reflective time in kids’ schedules. Whether it’s the constant demands on attention at school or in after-school activities, there often isn’t enough time in a child’s day when she can switch off the executive functioning network and tap into the imagination network.
  2. “We support obsessive passion, but not harmonious passion,” Kaufman said. He defines harmonious passion as a core part of people’s identity that makes them feel good about themselves. Harmonious passion is characterized by flexible engagement, where a child can abandon the pursuit if it isn’t paying dividends.
  3. give young kids a diverse set of experiences in order to increase the chances of inspiration. “Lots of things add meaning to our lives,” he said.
  4. educators, parents, and policymakers need to reset their mindsets around student ability. “Kids who think differently are not appreciated in our school system at all

it’s even worth measuring imagination, but Kaufman believes that measurement is important so researchers can see how changing behavior affects creative achievement. But he hopes the measurements are never used as another sorting mechanism.

My note: Kaufman makes a new call for an old trend. The futility of testing is raging across the United States K12 system. Higher education is turned into the last several decades (similarly to the United States health care system) into a cash cow. When the goal is profit, then good education goes down the drain. Cultivating children’s creativity cannot happen, when the foremost goals to make more money, which inevitably entails spending less cash (not only on teacher’s salaries).

 

digital badges in education

Digital Badges in Education: Trends, Issues, and Cases.

https://www.routledge.com/products/9781138857605

In recent years, digital badging systems have become a credible means through which learners can establish portfolios and articulate knowledge and skills for both academic and professional settings. Digital Badges in Education provides the first comprehensive overview of this emerging tool. A digital badge is an online-based visual representation that uses detailed metadata to signify learners’ specific achievements and credentials in a variety of subjects across K-12 classrooms, higher education, and workplace learning. Focusing on learning design, assessment, and concrete cases in various contexts, this book explores the necessary components of badging systems, their functions and value, and the possible problems they face. These twenty-five chapters illustrate a range of successful applications of digital badges to address a broad spectrum of learning challenges and to help readers formulate solutions during the development of their digital badges learning projects.

digital badges

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Badges and Leaderboards: Professional Developments for Teachers in K12

digital badges

http://www.shakeuplearning.com/blog/more-ideas-for-badges-in-professional-learning/

Why should I bother earning badges?

http://www.connectededucators.org/cem-digital-badges-faq/

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Canvas Badges:

https://canvas.instructure.com/courses/904071

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Edmodo Badges:

http://www.helloliteracy.com/2012/09/technologically-speaking-currently.html

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issues to consider:

digital badges: issues to consider

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More on badges and gaming in education in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=badges&submit=Search

sleep

Sleep Deprived: We’re Recharging Our Phones, But Not Ourselves

Arianna Huffington, co-founder and editor in chief of The Huffington Post
NPR’s Scott Simon talked with her about her new book, The Sleep Revolution: Transforming Your Life, One Night at a Time.

More about sleep, rest, mindfulness in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=mindfulness&submit=Search

FAA on drones

FAA panel says small drones could operate in populated areas

https://fcw.com/articles/2016/04/07/drones-cities-rockwell.aspx

By Mark Rockwell Apr 07, 2016

The final report the Micro UAS Aviation Rulemaking Committee submitted to the Federal Aviation Administration recommends dividing popular small-drone technology into four categories based on size and allowing some to be operated in populated areas.

more on drones in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=drones&submit=Search

stock photos

LITA listerv has an useful discussion on stock photos:

eturner@gcls.org:

free stock images under Creative Commons licenses we like to use:

https://www.pexels.com/
https://stocksnap.io/
https://unsplash.com/

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Junior Tidal <jtidal@CityTech.Cuny.Edu>

NYPL also has a public domain collection – http://www.nypl.org/research/collections/digital-collections/public-domain

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John Blyberg <john@blyberg.net>
https://github.com/heyalexej/awesome-images

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Lisa Bunker <Lisa.Bunker@pima.gov>

sample searches to see if they have good images for you.  http://www.thinkstockphotos.com/

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Mark Beatty <mbeatty@ala.org>
https://search.creativecommons.org/

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Corey Seeman <cseeman@umich.edu>

Flickr users have a large number of items that are available under Creative Commons:

https://www.flickr.com/creativecommons/

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For Social Media and Presentations: Free Image Sources

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yvonner@ranchomiragelibrary.org:

Dollar Photo for stock images. They are closing down as of April 15th. Does anyone use another vendor that comparable? We loved that fact that we could prepay for credits ($1 per image) rather than pay for a monthly subscription.

More on free images in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=free+image&submit=Search

Google Glass versus Microsoft HoloLens

Here’s one thing Google and Microsoft agree on (and they’re right)

http://www.businessinsider.com/google-and-microsoft-embrace-ar-over-vr-2016-4

Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.

according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.

More on augmented reality in this IMS blog

https://blog.stcloudstate.edu/ims/?s=augmented&submit=Search

game consoles in the library

game consoles in the library

from the LITA listserv:

Hi LITA,

Do any of you have game consoles in your libraries?

We currently offer PS3 and xBox but recognize there’s a whole new generation available.

Our issue is that xBox1 works best connected to the Internet.  This allows full game play but opens up some issues in a library environment.  Is anyone already offering these?  How do you deal with patrons logging into their personal accounts on the consoles and perhaps forgetting to log our therefore leaving them exposed?  These accounts store credit card info and game winnings.  What’s a library to do?

Thank you,
Madeleine Sturmer
IT Manager

Teton County Library
(307) 733-2164 x143
IT Dept  x192

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College Gamers Battle for Scholarships

By Dian Schaffhauser 04/04/16

https://campustechnology.com/articles/2016/04/04/college-gamers-battle-for-scholarships.aspx

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More about games and gamification in the library in this IMS blog:
https://blog.stcloudstate.edu/ims/?s=games&submit=Search

Immersive Education

Immersive Italy and 6th European Immersive Education Summit Host and Dates Announced

http://immersiveeducation.org/news/2016/02/03/immersive-italy-and-6th-european-immersive-education-summit-host-and-dates-announced

The Immersive Education Initiative today announced that Università degli Studi di Padova (the University of Padua) is the official host of the 6th European Immersive Education Summit (EiED 2016). The prestigious academic and technical conference will run in parallel with the inaugural IMMERSIVE ITALY “general public” conference from June 21 through June 23.

More on immersive practices in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=immersive&submit=Search

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