Searching for "synchronous"

productivity and physical space

In 2019, does it matter where do we perform our work?
When I asked in 2009 to use e-conferencing tools (Skype, Adobe Connect back then) to allow better attendance at faculty meetings, there was a mountain of arguments why NOT to. Such attitude was clearly expressed during the slow and painful advent of “online” education, which still leans more to “correspondence course” mentality rather then synchronous and interactive modern education.

The worst part is that in 2019 the attitude still persists.

2019 Educause Horizon Report

2019 Horizon Report

Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report

https://library.educause.edu/-/media/files/library/2019/4/2019horizonreport.pdf

p. 8 Modularized and Disaggregated Degrees

Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019

p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise

A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice

p. 25 Mixed Reality

p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.

p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)

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more on the Horizon reports in this IMS blog
https://blog.stcloudstate.edu/ims?s=horizon+report

Bryan Alexander EdTech class

Follow Along With a Grad Seminar About Edtech: Part 1, Picking the Best Tech

By Bryan Alexander     Mar 12, 2019

https://www.edsurge.com/news/2019-03-12-follow-along-with-a-grad-seminar-about-edtech-part-1-picking-the-best-tech

a tech catalog for students to explore and choose from, partially based on Georgetown’s enterprise suite, including a learning management system (Canvas), blogging (WordPress or other), student-run web domains, web annotation (Hypothesis) https://web.hypothes.is/, collaborative writing (Google Suite), discussion boards (Discourse), and videoconferencing (Zoom).

Neil Selwyn’s excellent Education and Technology: Key Issues and Debates.

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How Can Digital Audio Enhance Teaching and Learning?

By Bryan Alexander     Mar 28, 2019

https://www.edsurge.com/news/2019-03-28-grad-seminar-on-edtech-part-2-how-can-digital-audio-enhance-teaching-and-learning

Before there were podcasts, there was pirate radio, rogue broadcasters flinging unusual sounds over borders and adding new music to cultures. And before that there was the “theater of the mind,” harnessing radio’s deep power to inspire listeners’ imaginations.

Then we advanced to podcasting’s second wave—the one we’re enjoying now—the one sparked by Serial’s massive success in 2014. When you consider audiobooks in the mix, it’s clear how varied and mainstream portable digital audio is today.

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https://www.edsurge.com/news/2019-04-18-video-assignments-are-the-new-term-paper-how-does-that-change-teaching-and-learning

Digital video has taken the world by storm. Netflix is busy changing television and movies. YouTube may be humanity’s largest collaborative cultural project, aggregating an astonishing amount of user-generated content. The Google-owned service is widely used that it may already soak up more than a third of all mobile traffic.

Unsurprisingly, we increasingly learn from digital video. The realm of informal learning is well represented on YouTube—from DIY instruction to guerrilla recordings of public speakers. Traditional colleges now rely on digital video, too, as campuses have established official channels and faculty regularly turn to YouTube for content. And new kinds of educational institutions have emerged, like the nonprofit Khan Academy,

We also explored the rise of teaching via live video. More colleges are using it for online learning, since it can make students and instructors more present to each other than most other media. We also saw videoconferencing’s usefulness in connecting students and faculty when separated by travel, illness or scheduling challenges.

Our readings—Zac Woolfitt’s “The effective use of video in higher education,” and Michelle Kosalka’s “Using Synchronous Tools to Build Community in the Asynchronous Online Classroom”—and discussion identified a range of limitations to video’s utility. Videoconferencing requires robust internet connection that not all students have access to, and even downloading video clips can be challenging on some connections. People are not always comfortable appearing on camera. And some content is not well suited to video, such as mostly audio conversations or still images.

Engagement in Online Schools

Does Presence Equal Progress? Tracking Engagement in Online Schools

By Steven Guttentag     Sep 25, 2016

https://www.edsurge.com/news/2016-09-25-does-presence-equal-progress-tracking-engagement-in-online-schools

Embracing online school requires a new mindset, as well as new criteria for measuring academic success—measures that take into account the nature of teaching and learning online, the types of students online schools serve, and the unique ways in which those students learn.

Teachers interact with students during synchronous learning sessions, and they connect one-on-one through calls, online chats, texts, and interactive whiteboard sessions.

Accountability measures must adapt to and reflect a self-paced, competency-based learning environment. A traditional one-size-fits-all rubric does not translate cleanly with respect to online schools.

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

The College Fear Factor

Equity Book Group & D2L Brightspace Course

A Professional Development Opportunity for All Faculty and Staff

What: Statewide opportunity to read, discuss, interact, share and learn with a book on a topic of interest and relevance for our work. This year the topic is improving communication with students and enhancing their sense of belonging.  Created by: Rebecca March and Cheryl Neudauer, Minneapolis College

The book is The College Fear Factor: How Students and Professors Misunderstand Each Other.  Rebecca Cox “spent five years talking to, and watching, community college students. She noted carefully the many ways they failed their classes. She listened closely to their reasons why.” – Jay Mathews, Washington Post blog

https://www.insidehighered.com/news/2009/11/18/college-fear-factor

  1. Three 90-minute virtual Adobe Connect meetings to discuss how the experiences and perspectives in this book relate to our students and communities.  Virtual meetings are scheduled for:
    • Thursday, February 21 – 12:00-1:30 pm 
    • Thursday, March 28 – 12:00-1:30 pm
    • Thursday, April 18 – 12:00-1:30 pm
  2. D2L Brightspace course to explore issues related to communicating with our students both outside of and within the classroom, orally and through our documents, policies, and electronic communications and how these impact their sense of belonging.  The “course” will use short, asynchronous, interactive activities to help us explore how we can better serve our students, connect across the system, and share resources.

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2nd meeting, March 28, 2019.

CHAPTER 2 THE STUDENT FEAR FACTOR  (pp. 20-41)
Engaging the Online Learner Activities and Resources for Creative Instruction:
http://eltandtech.pbworks.com/f/engaging+the+online+learner.pdf

motivation. goal has value

storytelling with data

Storytelling with Data: An Introduction to Data Visualization

Mar 04 – Mar 31, 2019

Delivery Mode : Asynchronous Workshop 
Levels : Beginner,Intermediate 
Eligible for Online Teaching Certificate elective : No

Data visualization is about presenting data visually so we can explore and identify patterns in the data, analyze and make sense of those patterns, and communicate our findings. In this course, you will explore those key aspects of data visualization, and then focus on the theories, concepts, and skills related to communicating data in effective, engaging, and accessible ways.

This will be a hands-on, project-based course in which you will apply key data visualization strategies to various data sets to tell specific data stories using Microsoft Excel or Google Sheets. Practice data sets will be provided, or you can utilize your own data sets.

Week 1: Introduction and Tool Setup
Week 2: Cognitive Load and Pre-Attentive Attributes
Week 3: Selecting the Appropriate Visualization Type
Week 4: Data Stories and Context


Learning Objectives:

Upon completion of this course, you will be able to create basic data visualizations that are effective, accessible, and engaging. In support of that primary objective, you will:

  • Describe the benefits of data visualization for your professional situation
  • Identify opportunities for using data visualization
  • Apply visual cues (pre-attentive attributes) appropriately
  • Select correct charts/graphs for your data story
  • Use appropriate accessibility strategies for data tables

Prerequisites

Basic knowledge of Microsoft Excel or Google Sheets is required to successfully complete this course. Resources will be included to help you with the basics should you need them, but time spent learning the tools is not included in the estimated time for completing this course.
What are the key takeaways from this course?

  • The ability to explain how data visualization is connected to data analytics
  • The ability to identify key data visualization theories
  • Creating effective and engaging data visualizations
  • Applying appropriate accessibility strategies to data visualizations

Who should take this course?

  • Instructional designers, faculty, and higher education administrators who need to present data in effective, engaging, and accessible ways will benefit from taking this course

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

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

WeChat and blog combining social media

Parallel running of two social media from different countries: WeChat and blog for international students

Our work with Chinese students from the Confucius Institute (CI) at St. Cloud State University (SCSU) shed light on an interesting development: in the last several years, the popular Chinese social media platform WeChat dominates the social life of Chinese people, Chinese students in particular.

WeChat, like WhatsApp in Europe, Vkontakte in Russia, Weibo in China, or before its 2014 Orkut in Brazil (https://blog.stcloudstate.edu/ims/2014/07/05/social-media-orkut-the-and-of-an-era/ seeks to create its own users’ momentum, and no differently from Facebook, expand that membership momentum from the host country to a global dominance (https://blog.stcloudstate.edu/ims/2017/08/06/psychology-of-social-networks/;  more citation comes here).

Based on the WeChat affinity of the Chinese students at the SCSU CI program, the program organizers faced difficulty applying other social media platforms, as part of the curricula of the host country. Namely, blog, as one of the widely used SM platform for creative writing (citation comes here), was contemplated as a SM platform for the Chinese students to journal their experience at the SCSU CI program. Since WeChat behaves rather like Facebook and Snapchat, the lack of opportunity to utilize widely available platform for rather lengthy narration (versus SMS/texting abilitis of Twitter and WeChat) convince the SCSU CI program organizers to seek the buy in by Chinese students into the blog initiative.

Pang (2018) builds a theory based on Ellison (2007) theory of “maintained social capital,” namely the ability of individuals to maintain values of social ties when geographically disconnected. Ping (2018) further narrows her research on Chinese students in Germany using Li and Chen (2014) findings about Ellison’s theory on students in a foreign environment and the necessity for these students to build a new circle of friends in the host country. According to Basilisco an Cha (2015), such environment was provided for Filipino students by using Facebook and Twitter.

Bibliography:

2012 – The Most Favourable Mobile Messaging Apps among II.pdf. (n.d.). Retrieved from https://s3.amazonaws.com/academia.edu.documents/37688928/IJSR_-_The_Most_Favourable_Mobile_Messaging_Apps_among_IIUM_Students.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1540148395&Signature=pZjdzuflg16cWzOIeSacfFIJAHE%3D&response-content-disposition=inline%3B%20filename%3DThe_Most_Favourable_Mobile_Messaging_App.pdf
Agur, C., Belair-Gagnon, V., & Frish, N. (2018). Mobile sourcing: A case study of journalistic norms and usage of chat apps. Mobile Meida and Communication, 6(1), 53–70. https://doi.org/DOI: 10.1177/2050157917725549
Borgerson, J. L. (2016). Scalable Sociality and 'How the World Changed Social Media': conversation with Daniel Miller. Consumption, Markets & Culture. http://dx.doi.org/10.1080/10253866.2015.1120980
Chen, Y. (2017). WeChat use among Chinese college students: Exploring gratifications and political engagement in China. Journal of International and Intercultural Communication, 10(1), 25–43. https://doi.org/10.1080/17513057.2016.1235222
de Seta, G. (n.d.-a). Old people’s emoticons and generational distinction: Chinese families on social media. Retrieved from https://www.academia.edu/27563550/Old_peoples_emoticons_and_generational_distinction_Chinese_families_on_social_media
de Seta, G. (n.d.-b). The infrastracturalization of Chinese digital platforms: A case study of WeChat. Retrieved from https://www.academia.edu/36409988/The_infrastracturalization_of_Chinese_digital_platforms_A_case_study_of_WeChat
Deng, S. (n.d.). A history and analysis of CALA's social media. Retrieved from https://www.academia.edu/26815484/A_history_and_analysis_of_CALAs_social_media
Gu, B., & Wang, X. B. (2015). The Communication Design of WeChat: Ideological as Well as Technical Aspects of Social Media. Communication Design Quarterly, 4(1). Retrieved from https://www.academia.edu/28318543/The_Communication_Design_of_WeChat_Ideological_as_Well_as_Technical_Aspects_of_Social_Media
Guo, L. (2017). WeChat as a Semipublic Alternative Sphere: Exploring the Use of WeChat Among Chinese Older Adults. International Journal of Communication, 21(11). Retrieved from https://www.academia.edu/33858373/WeChat_as_a_Semipublic_Alternative_Sphere_Exploring_the_Use_of_WeChat_Among_Chinese_Older_Adults
Mao – 2014 – Friends and Relaxation Key Factors of Undergradua.pdf. (n.d.). Retrieved from http://file.scirp.org/pdf/CE_2014051513263716.pdf
Mao, C. (2014). Friends and Relaxation: Key Factors of Undergraduate Students’ WeChat Using. Creative Education, 05(08), 636–640. https://doi.org/10.4236/ce.2014.58075
Marian, R. (1916). Wechat comparison with its western competitors. University of Edinburgh Business School. Retrieved from https://www.academia.edu/37368406/Wechat_comparison_with_its_western_competitors
Masi, V. D. (n.d.). The world of the Chinese apps and their influence on the new generation. Retrieved from https://www.academia.edu/36122804/The_world_of_the_Chinese_apps_and_their_influence_on_the_new_generation
Odini, L. (n.d.). Can WeChat become a world-beating app? Retrieved from https://www.academia.edu/6843324/Can_WeChat_become_a_world-beating_app
Pang – 2016 – Understanding key factors affecting young people’s.pdf. (n.d.). Retrieved from https://www.researchgate.net/profile/Hua_Pang3/publication/305361365_Understanding_key_factors_affecting_young_people’s_WeChat_usage_An_empirical_study_from_uses_and_gratifications_perspective/links/587f3f9508aed3826af5bafd/Understanding-key-factors-affecting-young-peoples-WeChat-usage-An-empirical-study-from-uses-and-gratifications-perspective.pdf
Pang, H. (2016). Understanding key factors affecting young people’s WeChat usage: an empirical study from uses and gratifications perspective. International Journal of Web Based Communities, 12(3), 262. https://doi.org/10.1504/IJWBC.2016.077757
Pang, H. (2018). Understanding the effects of WeChat on perceived social capital and psychological well-being among Chinese international college students in Germany. Aslib Journal of Information Management, 70(3), 288–304. https://doi.org/DOI 10.1108/AJIM-01-2018-0003
Proksell, M., & Seta, G. de. (n.d.). A cabinet of moments: Collecting and displaying visual content from WeChat. Membrana. Retrieved from https://www.academia.edu/37536436/A_cabinet_of_moments_Collecting_and_displaying_visual_content_from_WeChat
Ranjan, R. (2017, July 26). In China, social media is shaping the public discourse on Doklam stand-off A peek into the discussions on Weibo and WeChat. China Online. Retrieved from https://www.academia.edu/34293813/In_China_social_media_is_shaping_the_public_discourse_on_Doklam_stand-off_A_peek_into_the_discussions_on_Weibo_and_WeChat
Ruan, L. Y., Knockel, J., Ng, J., & Crete-Nishihata, M. (n.d.). One App, Two Systems: How WeChat uses one censorship policy in China and another internationally. Retrieved from https://www.academia.edu/32650543/One_App_Two_Systems_How_WeChat_uses_one_censorship_policy_in_China_and_another_internationally
Run Zhi Zhu – 2015 – The Influence of Social Media on Sleep Quality A .pdf. (n.d.). Retrieved from https://www.researchgate.net/profile/Xianglong_Xu/publication/281359220_The_Influence_of_Social_Media_on_Sleep_Quality_A_Study_of_Undergraduate_Students_in_Chongqing_China/links/55eff7cd08aef559dc44f450.pdf
Run Zhi Zhu, X. L. X. (2015). The Influence of Social Media on Sleep Quality: A Study of Undergraduate Students in Chongqing, China. Journal of Nursing & Care, 04(03). https://doi.org/10.4172/2167-1168.1000253
Seta, G. de. (n.d.). Biaoqing: The circulation of emoticons, emoji, stickers, and custom images on Chinese digital media platforms. First Monday. Retrieved from https://www.academia.edu/37326623/Biaoqing_The_circulation_of_emoticons_emoji_stickers_and_custom_images_on_Chinese_digital_media_platforms
Sun, S. (2017). Enhancing International Students' Engagement via Social Media – A Case Study of WeChat and Chinese Students at a UK University. In INTED Proceedings. Valencia, Spain. Retrieved from https://www.academia.edu/31992169/Enhancing_International_Students_Engagement_via_Social_Media_A_Case_Study_of_WeChat_and_Chinese_Students_at_a_UK_University
The Most Favourable Mobile Messaging Apps among IIUM Students. (2012), 3(12), 6.
Unpacking and describing interaction on Chinese WeChat: A methodological approach. (n.d.). Retrieved October 21, 2018, from https://www.academia.edu/37325358/Unpacking_and_describing_interaction_on_Chinese_WeChat_A_methodological_approach
Wang et al. – 2016 – Exploring the affordances of WeChat for facilitati.pdf. (n.d.). Retrieved from https://www.researchgate.net/profile/Yuping_Wang5/publication/304814233_Exploring_the_affordances_of_WeChat_for_facilitating_teaching_social_and_cognitive_presence_in_semi-synchronous_language_exchange/links/57b3896908aeac3177849c2e/Exploring-the-affordances-of-WeChat-for-facilitating-teaching-social-and-cognitive-presence-in-semi-synchronous-language-exchange.pdf
Wang, Y., Fang, W.-C., Han, J., & Chen, N.-S. (2016). Exploring the affordances of WeChat for facilitating teaching, social and cognitive presence in semi-synchronous language exchange. Australasian Journal of Educational Technology. https://doi.org/10.14742/ajet.2640
Wei, H., & Ke, L. (2014). “New Weapons” of Ideological and Political Education in Universities—WeChat. SHS Web of Conferences, 6, 04001. https://doi.org/10.1051/shsconf/20140604001

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

Embedded Librarianship in Online Courses

Embedded Librarianship in Online Courses

Mimi O’Malley, October workshop w inquiries@libraryjuiceacademy.com
http://libraryjuiceacademy.com/
https://libraryjuiceacademy.com/news/?p=559
This class will start with simple ways librarians may embed their skills remotely starting with the LMS especially through the use of portal tabs, blocks, eReserves, knowledge bases, and student/faculty orientations. We’ll then move on to discussing how to bring the traditional face-to-face BI session (which librarians know so well) into the online class through the use of team teaching, guest lecturing, and conducting synchronous workshops. We’ll explore in the 3rd week how the librarian can become more influential in online course design and development. The session concludes with an examination of the ways librarians can evaluate whether or not their virtual efforts are impacting student access to library resources as well as possible learning outcomes.
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more on embedded librarianship in this iMS blog
https://blog.stcloudstate.edu/ims?s=embedded+librarian

Exemplary Course Program Rubric

Exemplary Course Program Rubric

http://www.blackboard.com/resources/catalyst-awards
if problems with the link above, try this one:
/bb_exemplary_course_rubric_apr2017.pdf

Course Design

Course Design addresses elements of instructional design. For the purpose of this rubric, course design includes such elements as structure of the course, learning objectives, organization of content, and instructional strategies.

Interaction and Collaboration

Interaction denotes communication between and among learners and instructors, synchronously or asynchronously. Collaboration is a subset of interaction and refers specifically to those activities in which groups are working interdependently toward a shared result. This differs from group activities that can be completed by students working independently of one another and then combining the results, much as one would when assembling a jigsaw puzzle with parts of the puzzle worked out separately then assembled together. A learning community is defined here as the sense of belonging to a group, rather than each student perceiving himself/herself studying independently.

Assessment

Assessment focuses on instructional activities designed to measure progress toward learning outcomes, provide feedback to students and instructors, and/or enable grading or evaluation. This section addresses the quality and type of student assessments within the course.

Learner Support

Learner Support addresses the support resources made available to students taking the course. Such resources may be accessible within or external to the course environment. Learner support resources address a variety of student services.

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

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

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