When people are forced to deal with a subject that they don’t understand, they often try to gain some sense of control by applying the same rules to it that they’ve seen to work in their area of expertise. This kind of simplistic thinking can be the rot of many mistakes.
Many conventional marketers make this sort of mistake when they try to measure the success of their social media marketing efforts. They use the number of fans or followers that their efforts have gained for the company as the primary yardstick by which to measure their success. They tell themselves that if viewership numbers matter in the television business and circulation numbers matter in newspapers, follower numbers should matter in social media.
In truth, though, it doesn’t matter how large a social footprint you have. You could have thousands of Facebook fans without it making a difference to your business. In social media, what matters is how much people feel compelled to talk about your business by tweeting about it, bringing your business up on Facebook and sharing your videos among their friends. Businesses that truly understand social media marketing use metrics that make sense for social media. They measure brand sentiment, the number of times their customers share their experience with the company’s customer service department and so on.
#2. Setting up too many social network accounts
At one point, IBM discovered that hundreds of their managers had an IBM-branded Twitter presence, each one with his own handle. People who wished to follow IBM on Twitter had no idea which one of these was the real IBM. Top management had to intervene and shut down all but a few accounts.
Managing one social media business account properly can be a huge responsibility by itself. Even large companies often have trouble adequately staffing and running a lone Facebook account. Many small businesses, though, make the mistake of jumping headfirst into every social media platform, major and minor – Google+, Pinterest, Vine, Ning, Tumblr and FourSquare, among others. They only think of how they are stretched too thin after they’ve set up pages everywhere and got a handful of fans. They are then forced to abandon many networks and lose face. The lesson to learn here is that no small business has the resources to run more than one or two social networking accounts.
#3. Making your social presence all about you
Just as no one likes to be around a person who just likes to talk about himself, no one likes hanging around the Facebook page of a brand that can’t get enough of itself.
Brands that have no idea how social networking works jump in thinking that it’s a traditional advertising platform. All they ever give their followers are advertisements and unimpressive discounts to buy stuff with. While it isn’t wrong to get in a little advertising, it won’t do to plan your Facebook content around advertising. Even conventional TV advertising doesn’t work without offering humor, good music and visuals and an interesting plot. If you are going to get your business on a social network, you should concentrate on finding out what kind of content your customer base is interested in and invest in high quality content creation to meet the need.
If nothing else, you should try to make your Facebook presence customer-centric by promptly responding to every comment.
#4. No communication
Businesses run efficiently through division of labor. They create separate departments with specialized knowledge of HR, customer service, marketing and so on. Creating a separate, self-contained department for social networking, though, doesn’t work. Every business needs to involve multiple departments in its social media marketing effort.
The marketing, PR and customer service departments need to be in the loop.
#5. You don’t have a plan
In many companies, the decision to jump on the social bandwagon is an emotional one, not one that’s the result of thinking and planning. This results in a social presence that is always run on improvisation and seat-of-the-pants creativity. An unplanned approach can result in lost opportunities. For instance, if your business doesn’t have an editorial calendar for your social media presence, you may simply neglect to say something important and relevant when the Super Bowl comes around, when the back-to-school shopping season starts and so on.
HootSuite is the most popular social media management tool for people and businesses to collaboratively execute campaigns across multiple social networks like Facebook and Twitter from one web-based dashboard. Hootsuite has become an essential tool for managing social media, tracking conversations and measuring campaign results via the web or mobile devices. Hootsuite offers a free, pro and enterprise solution for managing unlimited social profiles, enhanced analytics, advanced message scheduling, Google Analytics and Facebook insights integration. My note: HS is worth considering because of the add-ons for Firefox and Chrome and the Hootlet
Notes from a phone conversation with Robert Fougner
Enterprise Development Representative | HootSuite
778-300-1850 Ex 4545 email@example.com
Jeff Woods with SCSU Communications does NOT use HS, neither Tom Nelson with SCSU Athletics. Two options: HS Pro and HS Enterprise. HS Pro: $10/m. Allows two users and once per month statistical output. Up to 50 social media accounts (list under App Directory). 50 SM accounts can be used not only for dissemination of information or streamlining the reception and digestion of information, but also for analytics from other services (can include in itself even Google Analytics), as well as repository (e.g., articles, images etc.) on other cloud services (e.g. Dropbox, Evernote etc.). Adding any other user account costs additional $10/m and can keep going up, until the HS Enterprise option becomes more preferable.
HS has integration with most of the prominent SM tools
HS has social media coaches, who can help not only with the technicalities of using HS but with brainstorming ideas for creative application of HS
HS has HS University, which deals with classroom instructors.
Buffer is a smart and easy way to schedule content across social media. Think of Buffer like a virtual queue you can use to fill with content and then stagger posting times throughout the day. This lets you keep to a consistent social media schedule all week long without worrying about micro-managing the delivery times. The Bufferapp also provides analytics about the engagement and reach of your posts. My notes: power user -$10/m, business – $50/m. Like HS, it can manage several accounts of Twitter, FB, and LinkedIn, Does NOT support G+
What’s the difference between Hootsuite and Bufferapp?
Hootsuite provides a more complete solution that allows you to schedule updates and monitor conversations, whereas Buffer isn’t a dashboard that shows you other people’s content. However, Bufferapp has superior scheduling flexibility over Hootsuite because you can designate very specific scheduling times and change patterns throughout the week. Hootsuite recently introduced an autoschedule feature that automatically designates a scheduling time based on a projected best time to post. This can be effective to use, but doesn’t have the same flexibility as Buffer since you don’t really know when a post will be scheduled till after doing so. What’s the right solution for you? Many people use both Hootsuite (to listen) and Bufferapp (to schedule), including me, and it really depends on your posting needs. In my opinion though, if Hootsuite we’re to introduce more scheduling options this could spell trouble for Buffer! But then again, Buffer could be working on some cool new dashboard that would rival Hootsuite’s offering, time will only tell.
SocialOomph is a neat web tool that provides a host of free and paid productivity enhancements for social media. You can do a lot with the site which includes functions for Facebook, Twitter, LinkedIn, Plurk and your blog. There are a ton of useful Twitter features like scheduling tweets, tracking keyword, viewing mentions and retweets, DM inbox cleanup, auto-follow and auto-DM features for new followers. Social Oomph will auto-follow any new follower of yours on Twitter if you like, which could save you a ton of time if you normally like to reciprocate follows. Social Oomph is so effective at increasing social media productivity that I use the site every day but haven’t had any reason to actually log in there since last year! My notes: Canadian company. started with Twitter, expanded to FB and LIn and keeps expanding (blogs). Here are the Pro/Free/ features: http://www.bloggingwizard.com/social-oomph-review/
for the paid option only-submit social updates via email, blog posts. TweetCockPIT for managing several accounts, unlimited Twitter accounts. FB, LinkedIn
$27.26 Monthly http://blinklist.com/reviews/socialoomph
Hootsuite Vs SocialOomph http://bluenotetechnologies.com/2013/04/25/hootsuite-vs-socialoomph/ – FOR SO
Hootsuite Vs SocialOomph http://sazbean.com/2009/12/10/review-hootsuite-vs-socialoomph/ – FOR HS
More + reviews and features for SO – http://www.itqlick.com/Products/6643: As a start-up organisation, if you want to keep your cost low and manage social media, SocialOomph can be your best choice as you can use it for free for a stipulated time – see also the pros and cons
Tweetdeck is a web and desktop solution to monitor and manage your Twitter feeds with powerful filters to focus on what matters. You can also schedule tweets and stay up to date with notification alerts for new tweets. Tweetdeck, who was purchased by Twitter, is available for Chrome browsers, as well as Windows and Mac desktops. Recently they closed down their mobile apps to re-shift focus on the web and desktop platforms. My notes: I abandonded TD for HS about an year ago, because of the same problem: no mobile app. Also, TweetDeck deals only with Twitter accounts, not other social media
Tweepi is a unique management tool for Twitter that lets you flush unfollowers, cleanup inactives, reciprocate following and follow interesting new tweeps! The pro version allows you to do bulk follow/unfollow actions of up to 200 users at a time making it a pretty powerful tool for Twitter management. My notes: $7.99 for up to 100 followers and 14.99 for up to 200. Twitter only, but unique features, which the other SMT don’t have
Social Flow is an interesting business solution to watch real-time conversation on social media in order to predict the best times for publishing content to capture peak attention from target audiences. Some major publishers use Social Flow which includes National Geographic, Mashable, The Economist and The Washington Post to name a few. Social Flow offers a full suite of services that looks to expand audience engagement and increase revenue per customer. In addition to its Cadence and Crescendo precision products, SocialFlow conducts an analysis of social signals to help identify where marketers should spend money on Promoted Tweets, Promoted Posts and Sponsored Stories, extending the reach and engagement for Twitter and Facebook paid strategies. My notes: This tool is too advanced and commercial for entry level social media group such as LRS
Sproutsocial is a powerful management and engagement platform for social business. Sprout Social offers a single stream inbox designed to help you never miss a message, and tools to seamlessly post, colloborate and schedule messages to Twitter, Facebook and LinkedIn. The platform also has monitoring tools and rich analytics to help you visualize important metrics. My notes: shareware app (one month), $59/m for the cheapest (up to 20 profiles)
By far the most expensive, but also the most promising-looking
SocialBro helps businesses learn how to better target and engage with their audience on Twitter. It provides tools to browse your community and identify key influencers, determine when the best time to tweet is, track engagement and analyze your competitors. Socialbro analyzes the timelines of your followers to generate a report showing you when the optimal time to tweet is that would reach the maximum amount of followers for more retweets and replies.
Cowdbooster offers a set of no-nonsense social media analytics with suggestions and resources to boost your online engagement. The platform provides at-a-glance analytics, recommendations for engagement and timing, audience insights and content scheduling to optimize delivery.
Free version only allows for one Twitter account and one Facebook account : –
Upgrades allow for more accounts, but still only Twitter and Facebook (no other social media types) : —
No social media feed : —
Provides suggestions on when to post content based on when followers and friends are most active : +
Ricky here from Crowdbooster. I am a big fan of your entrepreneurial career. We are positioned a little bit differently from Hootsuite, and as far as doing the required daily management, you may still need to use Hootsuite. What we do well is making sense of the analytics, and giving you real-time feedback about how you can improve your content, timing, and engagement. We also do some of the listening for you so you don’t have to always stare at the firehose that Hootsuite brings to you, that way we can help give you some slack as far as knowing when influencers decide to follow you, etc. We work with bit.ly, not ow.ly just yet, but using bit.ly can help us look into your click data to suggest, for example, best places to curate your content. https://plus.google.com/+PaulAllen/posts/idKkZRdA5gX
Identify and engage with more prospects, qualify and quantify better leads, and build and maintain stronger relationships by linking social media actions to the marketing platforms you’re already using.
Not sure which social media tool you should choose? If you want an advanced platform with advanced features that can handle most of your accounts, you might want to opt for a paid membership to HootSuite or Crowdbooster. If you’d be fine with more basic features (which might be better for beginners with only a couple accounts to manage) GrabinBox might be a better fit for you.
14. Google Reader
My notes: App.Net and Plurk
Also, looking a the SMMTools, one can acquire a clear picture what is trending as social media tools (just by seeing what is allowed to be handled): Twitter, FB, LinkedIn.
The event requires no registration, and is virtual only, free, and open to the public. Platform access is required, so please install one of the above platforms to attend the International Summit. You may attend in 2D on a desktop or laptop computer with a headphone and microphone (USB gaming headphone recommended), or with a virtual device such as the Oculus Go, Quest, and Rift, Vive, and other mobile and tethered devices. Please note the specifications and requirements of each platform.
Charlie Fink, author, columnist for Forbes magazine, and Adjunct Faculty member of Chapman University, will be presenting “Setting the Table for the Next Decade in XR,” discussing the future of this innovative and immersive technology, at the 2020 Educators in VR International Summit. He will be speaking in AltspaceVR on Tuesday, February 18 at 1:00 PM EST /
This workshop with Dr. Sarah Jones will focus on developing a relevant and new literacy for virtual reality, including the core competencies and skills needed to develop and understand how to become an engaged user of the technology in a meaningful way. The workshop will develop into research for a forthcoming book on Uncovering a Literacy for VR due to be published in 2020.
Sarah is listed as one of the top 15 global influencers within virtual reality. After nearly a decade in television news, Sarah began working in universities focusing on future media, future technology and future education. Sarah holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies and delivers keynotes and speaks at conferences across the world on imagining future technology. Sarah is committed to diversifying the media and technology industries and regularly champions initiatives to support this agenda.
Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or more remotely located engineers need to communicate and collaborate on solving a problem. If a solar panel component is damaged, the repair often needs to be undertaken on-site thereby incurring additional expenses. This triage of communication is known as inter-cognitive communication and intra-cognitive communication: inter-cognitive communication where information transfer occurs between two cognitive entities with different cognitive capabilities (e.g., between a human and an artificially cognitive system); intra-cognitive communication where information transfer occurs between two cognitive entities with equivalent cognitive capabilities (e.g., between two humans) [Baranyi and Csapo, 2010]. Currently, non-VR solutions offer a comprehensive analysis of solar plant data. A regular PC with a monitor currently have advantages over 3D VR. For example, sensors can be monitored using dedicated software such as EPEVER or via a web browser; as exemplified by the comprehensive service provided by Elseta. But when multiple users are able to collaborate remotely within a three-dimensional virtual simulation, the opportunities for communication, training and academic education will be profound.
Michael Vallance Ed.D. is a researcher in the Department of Media Architecture, Future University Hakodate, Japan. He has been involved in educational technology design, implementation, research and consultancy for over twenty years, working closely with Higher Education Institutes, schools and media companies in UK, Singapore, Malaysia and Japan. His 3D virtual world design and tele-robotics research has been recognized and funded by the UK Prime Minister’s Initiative (PMI2) and the Japan Advanced Institute of Science and Technology (JAIST). He has been awarded by the United States Army for his research in collaborating the programming of robots in a 3D Virtual World.
Augmented Reality Lens is popular among young people thanks to Snapchat’s invention. Business is losing money without fully using of social media targeting young people (14-25). In my presentation, Dominique Wu will show how businesses can generate more leads through Spark AR (Facebook AR/Instagram AR) & Snapchat AR Lens, and how to create a strategic Snapchat & Instagram AR campaigns.
Domnique Wu is an XR social media strategist and expert in UX/UI design.She has her own YouTube and Apple Podcast show called “XReality: Digital Transformation,” covering the technology and techniques of incorporating XR and AR into social media, marketing, and integration into enterprise solutions.
Mark Christian, EVP, Strategy and Corporate Development, GIGXR
Mixed Reality devices like the HoloLens are transforming education now. Mark Christian will discuss how the technology is not about edge use cases or POCs, but real usable products that are at Universities transforming the way we teach and learn. Christian will talk about the products of GIGXR, the story of how they were developed and what the research is saying about their efficacy. It is time to move to adoption of XR technology in education. Learn how one team has made this a reality.
As CEO of forward-thinking virtual reality and software companies, Mark Christian employs asymmetric approaches to rapid, global market adoption, hiring, diversity and revenue. He prides himself on unconventional approaches to building technology companies.
Virtual Reality is an effective medium to impart education to the student only if it is done right.The way VR is considered gimmick or not is by the way the software application are designed/developed by the developers not the hardware limitation.I will be giving insight about the VR development for educational content specifically designed for students of lower secondary school.I will also provide insights about the development of game in unity3D game engine.
Game Developer and VR developer with over 3 years of experience in Game Development.Developer of Zombie Shooter, winner of various national awards in the gaming and entertainment category, Avinash Gyawali is the developer of EDVR, an immersive voice controlled VR experience specially designed for children of age 10-18 years.
Virtual Reality Technologies for Learning Designers
Virtual Reality (VR) is a computer-generated experience that simulates presence in real or imagined environments (Kerrebrock, Brengman, & Willems, 2017). VR promotes contextualized learning, authentic experiences, critical thinking, and problem-solving opportunities. Despite the great potential and popularity of this technology, the latest two installations of the Educause Horizon Report (2018, 2019) have argued that VR remains “elusive” in terms of mainstream adoption. The reasons are varied, including the expense and the lack of empirical evidence for its effectiveness in education. More importantly, examples of successful VR implementations for those instructors who lack technical skills are still scarce. Margherita Berti will discuss a range of easy-to-use educational VR tools and examples of VR-based activity examples and the learning theories and instructional design principles utilized for their development.
Margherita Berti is a doctoral candidate in Second Language Acquisition and Teaching (SLAT) and Educational Technology at the University of Arizona. Her research specialization resides at the intersection of virtual reality, the teaching of culture, and curriculum and content development for foreign language education.
There is a barrier between an author and readers of his/her books. The author’s journey ends, and the reader’s begins. But what if as an author/trainer, you could use gamification and augmented reality(AR) to interact and coach your readers as part of their learning journey? Attend this session with Amanda Fox to learn how the book Teachingland leverages augmented reality tools such as Metaverse to connect with readers beyond the text.
Amanda Fox, Creative Director of STEAMPunksEdu, and author of Teachingland: A Teacher’s Survival Guide to the Classroom Apolcalypse and Zom-Be A Design Thinker. Check her out on the Virtual Reality Podcast, or connect with her on twitter @AmandaFoxSTEM.
Christian Jonathan Angel Rueda specializaes in didactic activity of the use of virtual reality/virtual worlds to learn the fundamentals of design. He shares the development of a course including recreating in the three-dimensional environment using the fundamentals learned in class, a demonstration of all the works developed throughout the semester using the knowledge of design foundation to show them creatively, and a final project class scenario that connected with the scenes of the students who showed their work throughout the semester.
Christian Jonathan Angel Rueda is a research professor at the Autonomous University of Queretaro in Mexico. With a PhD in educational technology, Christian has published several papers on the intersection of education, pedagogy, and three-dimensional immersive digital environments. He is also an edtech, virtual reality, and social media consultant at Eco Onis.
How we can bridge the gap between eLearning and XR. Richard Van Tilborg discusses combining brain insights enabled with new technologies. Training and education cases realised with the CoVince platform: journeys which start on you mobile and continue in VR. The possibilities to earn from your creations and have a central distribution place for learning and data.
Richard Van Tilborg works with the CoVince platform, a VR platform offering training and educational programs for central distribution of learning and data. He is an author and speaker focusing on computers and education in virtual reality-based tasks for delivering feedback.
One day he may lead Club members in a lesson on building digital resumes that can be customized quickly and make job-seeking easier when applying online. Another day they may create a blog. On this particular day, they drew up a budget for an upcoming event using a spreadsheet. For kids who are often glued to their smartphones, these types of digital tasks, surprisingly, can be new experiences.
The vast majority of young Americans have access to a smartphone, and nearly half say they are online “almost constantly.”
But although smartphones can be powerful learning tools when applied productively, these reports of hyperconnectivity and technological proficiency mask a deeper paucity of digital skills. This often-overlooked phenomenon is limiting some young people’s ability—particularly those in rural and low-income communities—to succeed in school and the workplace, where digital skills are increasingly required to collaborate effectively and complete everyday tasks.
According to a survey by Pew Research Center, only 17 percent of Americans are “digitally ready”—that is, confident using digital tools for learning. Meanwhile, in a separate study, American millennials ranked last among a group of their international peers when it came to “problem-solving in technology-rich environments,” such as sending and saving digital information
teach his sophomore pupils the technology skills they need in the workplace, as well as soft skills like teamwork.
digital humanities is born f the encounter between traditional humanities and computational methods.
p. 5. From Humanism to Humanities
While the foundations of of humanistic inquiry and the liberal arts can be traced back in the west to the medieval trivium and quadrivium, the modern and human sciences are rooted in the Renaissance shift from a medieval, church dominated, theocratic world view to be human centered one period the gradual transformation of early humanism into the disciplines that make up the humanities today Was profoundly shaped by the editorial practices involved in the recovery of the corpus of works from classical antiquity
P. 6. The shift from humanism to the institution only sanctioned disciplinary practices and protocols that we associate with the humanities today is best described as a gradual process of subdivision and specialization.
P. 7. Text-based disciplines in studies (classics, literature, philosophy, the history of ideas) make up, from the very start, the core of both the humanities and the great books curricular instituted in the 1920s and 1930s.
P. 10. Transmedia modes of argumentation
In the 21st-century, we communicate in media significantly more varied, extensible, and multiplicative then linear text. From scalable databases to information visualizations, from video lectures to multi-user virtual platforms serious content and rigorous argumentation take shape across multiple platforms in media. The best digital humanities pedagogy and research projects train students both in “reading “and “writing “this emergent rhetoric and in understanding how the reshape and three model humanistic knowledge. This means developing critically informed literacy expensive enough to include graphic design visual narrative time based media, and the development of interfaces (Rather then the rote acceptance of them as off-the-shelf products).
P. 11. The visual becomes ever more fundamental to the digital humanities, in ways that compliment, enhance, and sometimes are in pension with the textual.
There is no either/or, no simple interchangeability between language and the visual, no strict sub ordination of the one to the other. Words are themselves visual but other kinds of visual constructs do different things. The question is how to use each to its best effect into device meaningful interpret wing links, to use Theodor Nelson’s ludic neologism.
P. 11. The suite of expressive forms now encompasses the use of sound, motion graphics, animation, screen capture, video, audio, and the appropriation and into remix sink of code it underlines game engines. This expanded range of communicative tools requires those who are engaged in digital humanities world to familiarize themselves with issues, discussions, and debates in design fields, especially communication and interaction design. Like their print predecessors, form at the convention center screen environments can become naturalized all too quickly, with the results that the thinking that informed they were designed goes unperceived.
For digital humanists, design is a creative practice harnessing cultural, social, economic, and technological constraints in order to bring systems and objects into the world. Design in dialogue with research is simply a picnic, but when used to pose in frame questions about knowledge, design becomes an intellectual method. Digital humanities is a production based in Denver in which theoretical issues get tested in the design of implementations and implementations or loci after your radical reflection and elaboration.
Did you thaw humanists have much to learn from communication and media design about how to juxtapose and integrate words and images create hire he is of reading, Forge pathways of understanding, deployed grades in templates to best effect, and develop navigational schemata that guide in produce meaningful interactions.
P. 15. The field of digital digital humanities me see the emergence of polymaths who can “ do it all” : Who can research, write, shoot, edit, code, model, design, network, and dialogue with users. But there is also ample room for specialization and, particularly, for collaboration.
P. 16. Computational activities in digital humanities.
The foundational layer, computation, relies on principles that are, on the surface, at odds with humanistic methods.
P. 17. The second level involves processing in a way that conform to computational capacities, and this were explored in the first generation of digital scholarship and stylometrics, concordance development, and indexing.
Duration, analysis, editing, modeling.
Duration, analysis, editing, and modeling comprise fundamental activities at the core of digital humanities. Involving archives, collections, repositories, and other aggregations of materials, duration is the selection and organization of materials in an interpretive framework, argument, or exhibit.
P. 18. Analysis refers to the processing of text or data: statistical and quantitative methods of analysis have brought close readings of texts (stylometrics and genre analysis, correlation, comparisons of versions for alter attribution or usage patterns ) into dialogue with distant reading (The crunching cuff large quantities of information across the corpus of textual data or its metadata).
Edit think has been revived with the advent of digital media and the web and to continue to be an integral activity in textual as well as time based formats.
P. 18. Model link highlights the notion of content models- shapes of argument expressed in information structures in their design he digital project is always an expression of assumptions about knowledge: usually domain specific knowledge given an explicit form by the model in which it is designed.
P. 19. Each of these areas of activity- cure ration, analysis, editing, and modeling is supported by the basic building blocks of digital activity. But they also depend upon networks and infrastructure that are cultural and institutional as well as technical. Servers, software, and systems administration are key elements of any project design.
P. 30. Digital media are not more “evolved” have them print media nor are books obsolete; but the multiplicity of media in the very processes of mediation entry mediation in the formation of cultural knowledge and humanistic inquiry required close attention. Tug link between distant and clothes, macro and micro, and surface in depth becomes the norm. Here, we focus on the importance of visualization to the digital humanities before moving on to other, though often related, genre and methods such as Locative investigation, thick mapping, animated archives, database documentaries, platform studies, and emerging practices like cultural analytics, data mining and humanities gaming.
P. 35. Fluid texture out what he refers to the mutability of texts in the variants and versions Whether these are produced through Authorial changes, anything, transcription, translation, or print production
Cultural Analytics, aggregation, and data mining.
The field of cultural Analytics has emerged over the past few years, utilizing tools of high-end computational analysis and data visualization today sect large-scale coach data sets. Cultural Analytic does Not analyze cultural artifacts, but operates on the level of digital models of this materials in aggregate. Again, the point is not to pit “close” hermeneutic reading against “distant” data mapping, but rather to appreciate the synergistic possibilities and tensions that exist between a hyper localized, deep analysis and a microcosmic view
Data mining is a term that covers a host of picnics for analyzing digital material by “parameterizing” some feature of information and extract in it. This means that any element of a file or collection of files that can be given explicit specifications, or parameters, can be extracted from those files for analysis.
Understanding the rehtoric of graphics is another essential skill, therefore, in working at a skill where individual objects are lost in the mass of processed information and data. To date, much humanities data mining has merely involved counting. Much more sophisticated statistical methods and use of probability will be needed for humanists to absorb the lessons of the social sciences into their methods
P. 42. Visualization and data design
Currently, visualization in the humanities uses techniques drawn largely from the social sciences, Business applications, and the natural sciences, all of which require self-conscious criticality in their adoption. Such visual displays including graphs and charts, may present themselves is subjective or even unmediated views of reality, rather then is rhetorical constructs.
Warwick, C., Terras, M., & Nyhan, J. (2012). Digital humanities in practice . London: Facet Publishing in association with UCL Centre for Digital Humanities.
The American Academy of Pediatrics supports this idea of joint media engagement, basically engaging alongside your kids, as you suggest, whether with games, videos or social media. But isn’t there such a thing as too much screen time?
When people talk about addiction, I think it’s weird we want to blame the digital media because you can form unhealthy relationships with lots of things — food, sex, work, money.
We’re using screens as a babysitter.
There’s an interesting study that recently came out that looked at how parents and young children were interacting around devices. It showed that this joint media engagement is not happening.
I feel like part of the problem is that parents are getting essentially abstinence-only education, like in sex education. The research on that says, if all you hear is, “Just say no,” it has no positive effects.
Nobody actually thinks we’re going to have a world without [tech]. They’re aiming for that healthy relationship. A healthy relationship is you being able to have the autonomy to make good decisions.
It’s tempting right? I mean, you are paying something to do your work for you! Unfortunately, as it may be the easy way out, it could get you in trouble, and by trouble I mean, Instagram might end up deleting or banning your account – and that is probably the last thing you would want to happen.
It may take a big chunk of your time each day, but if you want your account to grow, focus on being genuine, providing value and engaging with your audience in an authentic manner!
Ungerer, L. M. (2016). Digital Curation as a Core Competency in Current Learning and Literacy: A Higher Education Perspective. The International Review of Research in Open and Distributed Learning, 17(5). https://doi.org/10.19173/irrodl.v17i5.2566
Dunaway (2011) suggests that learning landscapes in a digital age are networked, social, and technological. Since people commonly create and share information by collecting, filtering, and customizing digital content, educators should provide students opportunities to master these skills (Mills, 2013). In enhancing critical thinking, we have to investigate pedagogical models that consider students’ digital realities (Mihailidis & Cohen, 2013). November (as cited in Sharma & Deschaine, 2016), however warns that although the Web fulfils a pivotal role in societal media, students often are not guided on how to critically deal with the information that they access on the Web. Sharma and Deschaine (2016) further point out the potential for personalizing teaching and incorporating authentic material when educators themselves digitally curate resources by means of Web 2.0 tools.
p. 24. Communities of practice. Lave and Wenger’s (as cited in Weller, 2011) concept of situated learning and Wenger’s (as cited in Weller, 2011) idea of communities of practice highlight the importance of apprenticeship and the social role in learning.
criteria to publish a paper
Originality: Does the paper contain new and significant information adequate to justify publication?
Relationship to Literature: Does the paper demonstrate an adequate understanding of the relevant literature in the field and cite an appropriate range of literature sources? Is any significant work ignored?
Methodology: Is the paper’s argument built on an appropriate base of theory, concepts, or other ideas? Has the research or equivalent intellectual work on which the paper is based been well designed? Are the methods employed appropriate?
Results: Are results presented clearly and analyzed appropriately? Do the conclusions adequately tie together the other elements of the paper?
Implications for research, practice and/or society: Does the paper identify clearly any implications for research, practice and/or society? Does the paper bridge the gap between theory and practice? How can the research be used in practice (economic and commercial impact), in teaching, to influence public policy, in research (contributing to the body of knowledge)? What is the impact upon society (influencing public attitudes, affecting quality of life)? Are these implications consistent with the findings and conclusions of the paper?
Quality of Communication: Does the paper clearly express its case, measured against the technical language of the field and the expected knowledge of the journal’s readership? Has attention been paid to the clarity of expression and readability, such as sentence structure, jargon use, acronyms, etc.
Stanton, K. V., & Liew, C. L. (2011). Open Access Theses in Institutional Repositories: An Exploratory Study of the Perceptions of Doctoral Students. Information Research: An International Electronic Journal, 16(4),
We examine doctoral students’ awareness of and attitudes to open access forms of publication. Levels of awareness of open access and the concept of institutional repositories, publishing behaviour and perceptions of benefits and risks of open access publishing were explored. Method: Qualitative and quantitative data were collected through interviews with eight doctoral students enrolled in a range of disciplines in a New Zealand university and a self-completion Web survey of 251 students. Analysis: Interview data were analysed thematically, then evaluated against a theoretical framework. The interview data were then used to inform the design of the survey tool. Survey responses were analysed as a single set, then by disciple using SurveyMonkey’s online toolkit and Excel. Results: While awareness of open access and repository archiving is still low, the majority of interview and survey respondents were found to be supportive of the concept of open access. The perceived benefits of enhanced exposure and potential for sharing outweigh the perceived risks. The majority of respondents were supportive of an existing mandatory thesis submission policy. Conclusions: Low levels of awareness of the university repository remains an issue, and could be addressed by further investigating the effectiveness of different communication channels for promotion.
the researchers use the qualitative approach: by interviewing participants and analyzing their responses thematically, they build the survey.
Then then administer the survey (the quantitative approach)
How do you intend to use a mixed method? Please share
Metaphors: A Problem Statement is like… metaphor — a novel or poetic linguistic expression where one or more words for a concept are used outside normal conventional meaning to express a similar concept. Aristotle l The DNA of the research l A snapshot of the research l The foundation of the research l The Heart of the research l A “taste” of the research l A blueprint for the study
digital object identifier (DOI) is a unique alphanumeric string assigned by a registration agency (the International DOI Foundation) to identify content and provide a persistent link to its location on the Internet. The publisher assigns a DOI when your article is published and made available electronically.
Why do we need it?
2010 Changes to APA for Electronic Materials Digital object identifier (DOI). DOI available. If a DOI is available you no longer include a URL. Example: Author, A. A. (date). Title of article. Title of Journal, volume(number), page numbers. doi: xx.xxxxxxx
Accodring to Sugimoto et al (2016), the Use of social media platforms for by researchers is high — ranging from 75 to 80% in large -scale surveys (Rowlands et al., 2011; Tenopir et al., 2013; Van Eperen & Marincola, 2011) .
There is one more reason, and, as much as you want to dwell on the fact that you are practitioners and research is not the most important part of your job, to a great degree, you may be judged also by the scientific output of your office and/or institution.
In that sense, both social media and altimetrics might suddenly become extremely important to understand and apply.
Shortly altmetrics (alternative metrics) measure the impact your scientific output has on the community. Your teachers and you present, publish and create work, which might not be presented and published, but may be widely reflected through, e.g. social media, and thus, having impact on the community.
How such impact is measured, if measured at all, can greatly influence the money flow to your institution
Thelwall, M., & Wilson, P. (2016). Mendeley readership altmetrics for medical articles: An analysis of 45 fields. Journal of the Association for Information Science and Technology, 67(8), 1962–1972. https://doi.org/10.1002/asi.23501
Todd Tetzlaff is using Mendeley and he might be the only one to benefit … 🙂
Here is some food for thought from the article above:
Doctoral students and junior researchers are the largest reader group in Mendeley ( Haustein & Larivière, 2014; Jeng et al., 2015; Zahedi, Costas, & Wouters, 2014a) .
Studies have also provided evidence of high rate s of blogging among certain subpopulations: for example, approximately one -third of German university staff (Pscheida et al., 2013) and one fifth of UK doctoral students use blogs (Carpenter et al., 2012) .
Social data sharing platforms provide an infrastructure to share various types of scholarly objects —including datasets, software code, figures, presentation slides and videos —and for users to interact with these objects (e.g., comment on, favorite, like , and reuse ). Platforms such as Figshare and SlideShare disseminate scholars’ various types of research outputs such as datasets, figures, infographics, documents, videos, posters , or presentation slides (Enis, 2013) and displays views, likes, and shares by other users (Mas -Bleda et al., 2014) .
Frequently mentioned social platforms in scholarly communication research include research -specific tools such as Mendeley, Zotero, CiteULike, BibSonomy, and Connotea (now defunct) as well as general tools such as Delicious and Digg (Hammond, Hannay, Lund, & Scott, 2005; Hull, Pettifer, & Kell, 2008; Priem & Hemminger, 2010; Reher & Haustein, 2010) .
“The focus group interviews were analysed based on the principles of interpretative phenomenology”
if you are not podcast fans, I understand. The link above is a pain in the behind to make work, if you are not familiar with using podcast.
Here is an easier way to find it:
1. open your cell phone and go find the podcast icon, which is pre-installed, but you might have not ever used it [yet].
2. In the app, use the search option and type “stuff you should know”
3. the podcast will pop up. scroll and find “How the scientific method works,” and/or search for it if you can.
Once you can play it on the phone, you have to find time to listen to it.
I listen to podcast when i have to do unpleasant chores such as: 1. walking to work 2. washing the dishes 3. flying long hours (very rarely). 4. Driving in the car.
There are bunch of other situations, when you may be strapped and instead of filling disgruntled and stressed, you can deliver the mental [junk] food for your brain.
Earbuds help me: 1. forget the unpleasant task, 2. Utilize time 3. Learn cool stuff
Here are podcasts, I am subscribed for, besides “stuff you should know”:
TED Radio Hour
TED Talks Education
NPR Fresh Air
and bunch others, which, if i don’t go a listen for an year, i go and erase and if i peruse through the top chart and something picks my interest, I try.
If I did not manage to convince to podcast, totally fine; do not feel obligated.
However, this podcast, you can listen to on your computer, if you don’t want to download on your phone.
It is one hour show by two geeks, who are trying to make funny (and they do) a dry matter such as quantitative vs qualitative, which you want to internalize:
1. Sometimes at minute 12, they talk about inductive versus deductive to introduce you to qualitative versus quantitative. It is good to listen to their musings, since your dissertation is going through inductive and deductive process, and understanding it, can help you control better your dissertation writing.
2. Scientific method. Hypothesis etc (around min 17).
While this is not a Ph.D., but Ed.D. and we do not delve into the philosophy of science and dissertation etc. the more you know about this process, the better control you have over your dissertation.
3. Methods and how you prove (Chapter 3) is discussed around min 35
4. dependent and independent variables and how do you do your research in general (min ~45)
Shortly, listen and please do share your thoughts below. You do not have to be kind to this source offering. Actually, be as critical as possible, so you can help me decide, if I should offer it to the next cohort and thank you in advance for your feedback.
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.
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.
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.
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.
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.