Mar
2020
Stylus types
Need discussions on precision drawing using electronic devices? Talk to us, we can help
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more on stylus use in this IMS blog
https://blog.stcloudstate.edu/ims?s=stylus
Digital Literacy for St. Cloud State University
Need discussions on precision drawing using electronic devices? Talk to us, we can help
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more on stylus use in this IMS blog
https://blog.stcloudstate.edu/ims?s=stylus
Tony Wan Feb 5, 2019
From launching new tablets to virtual-reality curriculum, Microsoft has added plenty to its educational offerings
DataSense, a data management platform developed by Brightbytes.
DataSense is a set of professional services that work with K-12 districts to collect data from different data systems, translate them into unified formats and aggregate that information into a unified dashboard for reporting purposes.
DataSense traces its origins to Authentica Solutions, an education data management company founded in 2013.
A month later, BrightBytes acquired Authentica. The deal was hailed as a “major milestone in the industry” and appeared to be a complement to BrightBytes’ flagship offering, Clarity, a suite of data analytics tools that help educators understand the impact of technology spending and usage on student outcomes.
Of the “Big Five” technology giants, Microsoft has become the most acqui-hungry as of late in the learning and training space. In recent years it purchased several consumer brand names whose services reach into education, including LinkedIn (which owns Lynda.com, now a part of the LinkedIn Learning suite), Minecraft (which has been adapted for use in the classroom) and Github (which released an education bundle).
Last year, Microsoft also acquired a couple of smaller education tools, including Flipgrid, a video-discussion platform popular among teachers, and Chalkup, whose services have been rolled into Microsoft Teams, its competitor to Slack.
please consider the following opportunities:
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more on digital assessment in this IMS blog
https://blog.stcloudstate.edu/ims?s=edpuzzle
Unlocking the Promise of Digital Assessment
By Stacey Newbern Dammann, EdD, and Josh DeSantis October 30, 2017
The proliferation of mobile devices and the adoption of learning applications in higher education simplifies formative assessment. Professors can, for example, quickly create a multi-modal performance that requires students to write, draw, read, and watch video within the same assessment. Other tools allow for automatic grade responses, question-embedded documents, and video-based discussion.
Integration of technology is aligned to sound formative assessment design. Formative assessment is most valuable when it addresses student understanding, progress toward competencies or standards, and indicates concepts that need further attention for mastery. Additionally, formative assessment provides the instructor with valuable information on gaps in their students’ learning which can imply instructional changes or additional coverage of key concepts. The use of tech tools can make the creation, administration, and grading of formative assessment more efficient and can enhance reliability of assessments when used consistently in the classroom. Selecting one that effectively addresses your assessment needs and enhances your teaching style is critical.
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more on digital assessment in this IMS blog
https://blog.stcloudstate.edu/ims/2017/03/15/fake-news-bib/
By Sri Ravipati 05/16/17
https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx
VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.
Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education
Emory Craig, currently the director of e-learning at the College of New Rochelle,
six areas with promising developments for educators.
1) More Affordable Headsets
the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,
Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens
many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.
the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.
2) Hand Controllers That Will Bring Increased Interactivity
Google Daydream Samsung has also implemented its own hand controller for Gear VR
Microsoft new motion controllers at Microsoft Build
zSpace, with their stylus and AR glasses, continue to develop their immersive applications
3) Easy-to-Use Content Creation Platforms
Game engines like Unity and Unreal are often a starting point for creating simulations.
Labster, which creates virtual chemistry labs — will become important in specialized subjects
ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.
5) 360-Degree Cameras
6) Social VR Spaces
AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.
Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.
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more on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented
What Does Recent Pedagogical Research Tell Us About eLearning Good Practice?
Many instructors indicate that they want their elearning teaching approaches to be evidence-based. Indeed, there are rich and varied sources of research being conducted on elearning good practices available in scholarly journals and government reports. However, few of us have time to keep up with these publications. In this session Christina Petersen will do some of that work for you. She summarize findings from recent government and university reports which review over 1,000 online learning studies. Additionally, she will summarize the findings from newly published articles from pedagogical journals with important information about good practices in online education. These practices address evidence-based methods for promoting student engagement in online courses, good practices for video production, and other topics related to online teaching. We will discuss the importance of all of these findings for your teaching.
Christina Petersen is an Education Program Specialist in the Center for Educational Innovation at the University of Minnesota where she partners with faculty and departments to help create and redesign courses and curriculum to promote maximal student learning. She facilitates a monthly Pedagogical Innovations Journal Club at the CEI. She has a PhD in Pharmacology and her teaching experience includes undergraduate courses in Pharmacology, and graduate courses in Higher Education pedagogy. Her teaching interests include integrating active learning into science courses, teaching in active learning classrooms, and evidence-based teaching practice. She is co-author of a soon-to-be-released book from Stylus, “A Guide to Teaching in Active Learning Classrooms”
View the eLearning Summit presentation
WebEx link for the webinar
Date: Thursday, December 1, 2016
Time: 2:00 p.m., Central Daylight Time (Chicago, GMT-05:00)
Session number: 805 333 130
Session Password: MNLC@2016
Teleconference information
To receive a call back, provide your phone number when you join the training session. Alternatively, you can call one of the following numbers and enter the access code:
Call-in toll-free number: 888-742-5095
(US) Call-in number: 619-377-3319
(US) Conference Code: 297 345 8873
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more on elearning in this IMS blog:
Quizzes are considered mostly an assessment tool. The reward is in the end of the game. The player cannot “lose life.”
Students who are used to the logic of a game, expect rewards throughout the game.
Therefore, instead of a final assessment quiz, the class can be phased out with several training quizzes. Each of the training quizzes can allow students to have several attempts (equals lifes). In addition, students can be stimulated format wise in playing the quizzes=gaming activity by some reward systems. E.g., for each training quiz being scored above B, students can collect badges/tockens, which they can redeem at the end of class. Content-wise, students can be stimulated in playing the quizzes=gaming activity by stepping on the next level and switching from text-based quizzes to quizzes including more multimedia: audio, video and interactivity
#techworkshop #pm great tool to combine with training D2L quizzes: http://quizlet.com
Here is a practical guide on games and quizzes with D2L
http://www.uww.edu/icit/instructional/teachingonline/games_quizzes.html
Those are the students we expect on campus: http://www.edweek.org/dd/articles/2012/06/13/03games.h05.html
Clickers, IPADs and stylus; http://www.as.ua.edu/ipad/drs-hong-min-park-emily-hencken-ritter-and-greg-vonnahme-ipads-in-political-science-pt-1/
Games and gamification
References
Frossard, F., Barajas, M., & Trifonova, A. (2012). A learner-centered game-design approach: Impacts on teachers’ creativity. Digital Education Review, (21), 13-22.
Fu-Hsing Tsai, Kuang-Chao Yu, & Hsien-Sheng Hsiao. (2012). Exploring the factors influencing learning effectiveness in digital game-based learning. Journal of Educational Technology & Society, 15(3), 240-250.