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Digital Pop-up Library

Amy Hooper 29 July 2019 – 5:20am

http://www.techsoupforlibraries.org/blog/what-the-heck-is-a-digital-pop-up-library

Evanston, Illinois, Public Library is one of a dozen or so libraries across the country to offer the public access to digital pop-up libraries.

Digital pop-up libraries seem to be especially geared to cellphone and tablet users… Research shows that 77 percent of Americans now own a smartphone, over double the 35 percent that owned one in 2011. This growth is reflected in almost all age groups and demographics in the U.S. And on top of that, an increasing number of Americans, particularly the younger generation, are getting their news on mobile devices.

cutting out the administrative burden of library cards, accounts, and fines. A “low-maintenance, high-impact” approach, according to Baker and Taylor.

Hotspots expand the reach of the library service and remove the barriers associated with a physical building.

Fitting In with the Shifting Roles of Libraries

lib admin tech lending

Survey of Academic Library Leadership: Evaluation of Library Info Technology Lending Programs (ISBN No:978-1-57440-591-0 )

https://www.primaryresearch.com/AddCart.aspx?ReportID=566

survey of 116 directors, deans and other high level officials of academic libraries about how they feel about their library’s info technology lending programs.
data on the level of satisfaction with such programs, plans for library budget support
for these programs, and plans for new acquisitions of tablets, virtual reality
technology, laptops, digital cameras and other types of information
technology. In addition to looking at plans for the future, the report gives
detailed data on the level and nature of budgetary support for technology
lending programs over the past few years. Survey participants also comment on
which library constituencies use the programs the most.
  • Administrators over age 65 were much more likely than others to want to contract the program while those under age 50 were much less likely.
  • In general, the more sophisticated the degree offered by the college, the greater the likelihood that it had increased spending on its technology lending program over the past three years.
  • Art and architecture students were frequently cited as prime users of academic library technology lending programs.

Microsoft BrightBytes DataSense

Microsoft Takes a Bite Out of BrightBytes, Acquiring Its DataSense Platform and Team

Tony Wan     Feb 5, 2019

https://www.edsurge.com/news/2019-02-04-microsoft-takes-a-bite-out-of-brightbytes-acquires-its-datasense-platform-and-team

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.

Gen Z and the workforce

Gen Z is coming to your office. Get ready to adapt

Janet Adamy, Sept 6, 2018

https://www.wsj.com/graphics/genz-is-coming-to-your-office/

Early signs suggest Gen Z workers are more competitive and pragmatic, but also more anxious and reserved, than millennials, the generation of 72 million born from 1981 to 1996, according to executives, managers, generational consultants and multidecade studies of young people. Gen Zers are also the most racially diverse generation in American histor

With the generation of baby boomers retiring and unemployment at historic lows, Gen Z is filling immense gaps in the workforce. Employers, plagued by worker shortages, are trying to adapt.

LinkedIn Corp. and Intuit Inc. have eased requirements that certain hires hold bachelor’s degrees to reach young adults who couldn’t afford college. At campus recruiting events, EY is raffling off computer tablets because competition for top talent is intense.

Companies are reworking training so it replicates YouTube-style videos that appeal to Gen Z workers reared on smartphones.

“They learn new information much more quickly than their predecessors,”

A few years ago Mr. Stewart noticed that Gen Z hires behaved differently than their predecessors. When the company launched a project to support branch managers, millennials excitedly teamed up and worked together. Gen Z workers wanted individual recognition and extra pay.

diverse age group

 

Much of Gen Z’s socializing takes place via text messages and social media platforms—a shift that has eroded natural interactions and allowed bullying to play out in front of wider audiences.

The flip side of being digital natives is that Gen Z is even more adept with technology than millennials. Natasha Stough, Americas campus recruiting director at EY in Chicago, was wowed by a young hire who created a bot to answer questions on the company’s Facebook careers page.

To lure more Gen Z workers, EY rolled out video technology that allows job candidates to record answers to interview questions and submit them electronically.

LinkedIn, which used to recruit from about a dozen colleges, broadened its efforts to include hundreds of schools and computer coding boot camps to capture a diverse applicant pool that mirrors the changing population.

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more on Gen Z in this IMS blog
https://blog.stcloudstate.edu/ims?s=gen+z

Russian manipulation Instagram

Russia’s election manipulation a bigger win on Instagram than on Facebook, report finds

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

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

Students’ Perception of Gamification in Learning and Education.

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

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

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

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

Creating pleasurable learning experiences for learners can improve learner engagement.

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

How can we facilitate the gamefulness of gamification?

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

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

the design of seven game elements:

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

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

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

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

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

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

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

The Big Five Personality Model from Devina Srivastava

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

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

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

 

Gaming and Gamification for SPED 204

https://catalog.stcloudstate.edu/Catalog/ViewCatalog.aspx?pageid=viewcatalog&topicgroupid=1994&entitytype=CID&entitycode=SPED+204

SPED 204. Program Overview and E-Portfolio

Credits: 1
Department: Special Education
Description: Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.
  1. Gaming and Gamification.

    why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)

    from: https://cpb-us-e1.wpmucdn.com/blog.stcloudstate.edu/dist/d/10/files/2015/03/Gaming-and-Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
    play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
    Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”

    is it generational? Is it a fad? is it counter-pedagogical?

    what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?

    Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c 
    hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.

    What is gamification? Why gamification, if we have games?
    “Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences

    let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7

    hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:

    The Future is Now:

    Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360,  Vuze,
    create your own VR (video 360) orientation tours:

AI tracks students writings

Schools are using AI to track what students write on their computers

By Simone Stolzoff August 19, 2018
50 million k-12 students in the US
Under the Children’s Internet Protection Act (CIPA), any US school that receives federal funding is required to have an internet-safety policy. As school-issued tablets and Chromebook laptops become more commonplace, schools must install technological guardrails to keep their students safe. For some, this simply means blocking inappropriate websites. Others, however, have turned to software companies like GaggleSecurly, and GoGuardian to surface potentially worrisome communications to school administrators
In an age of mass school-shootings and increased student suicides, SMPs Safety Management Platforms can play a vital role in preventing harm before it happens. Each of these companies has case studies where an intercepted message helped save lives.
Over 50% of teachers say their schools are one-to-one (the industry term for assigning every student a device of their own), according to a 2017 survey from Freckle Education
But even in an age of student suicides and school shootings, when do security precautions start to infringe on students’ freedoms?
When the Gaggle algorithm surfaces a word or phrase that may be of concern—like a mention of drugs or signs of cyberbullying—the “incident” gets sent to human reviewers before being passed on to the school. Using AI, the software is able to process thousands of student tweets, posts, and status updates to look for signs of harm.
SMPs help normalize surveillance from a young age. In the wake of the Cambridge Analytica scandal at Facebook and other recent data breaches from companies like Equifax, we have the opportunity to teach kids the importance of protecting their online data
in an age of increased school violence, bullying, and depression, schools have an obligation to protect their students. But the protection of kids’ personal information is also a matter of their safety

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

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

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

VR AR MR apps for education

4 Augmented and Virtual Reality Projects That Point to the Future of Education

By Justin Hendrix     Jan 3, 2018

https://www.edsurge.com/news/2018-01-03-4-augmented-and-virtual-reality-projects-that-point-to-the-future-of-education

At NYC Media Lab recent Exploring Future Reality conference, long-time educators including Agnieszka Roginska of New York University and Columbia University’s Steven Feiner pointed to emerging media as a way to improve multi-modal learning for students and train computer systems to understand the world around us.

the Lab has completed dozens of rapid prototyping projectsexhibited hundreds of demos from the corporate, university and entrepreneurship communities; helped new startups make their mark; and hosted three major events, all to explore emerging media technologies and their evolving impact.

Kiwi

Mobile AR

https://medium.com/@nycmedialab/14-virtual-and-augmented-reality-projects-emerging-from-nyc-media-lab-this-spring-af65ccb6bdd8

Kiwi enhances learning experiences by encouraging active participation with AR and social media. A student can use their smartphone or tablet to scan physical textbooks and unlock learning assistance tools, like highlighting, note creation and sharing, videos and AR guides—all features that encourage peer-to-peer learning. (my note, as reported at the discussion at the QQLM conference in Crete about Zois Koukopoulos, Dimitrios Koukopoulos Augmented Reality Dissemination and Exploitation Services for Libraries: https://blog.stcloudstate.edu/ims/2018/05/21/measuring-learning-outcomes-of-new-library-initiatives/

Street Smarts VR

Training and simulations for police  https://streetsmartsvr.com/

Street Smarts VR is a startup that is working to provide solutions for a major issue facing America’s communities: conflicts between police officers and citizens.

NYC Media Lab recently collaborated with Bloomberg and the augmented reality startup Lampix on a fellowship program to envision the future of learning in the workplace. Lampix technology looks like it sounds: a lamp-like hardware that projects AR capabilities, turning any flat surface into one that can visualize data and present collaborative workflows.

Calling Thunder: The Unsung History of Manhattan

Calling Thunder: The Unsung History of Manhattan, a project that came out of a recent fellowship program with A+E Networks, re-imagines a time before industrialization, when the City we know now was lush with forests, freshwater ponds, and wildlife.

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more on VR and education
https://blog.stcloudstate.edu/ims?s=virtual+reality+education
more on AR in education
https://blog.stcloudstate.edu/ims?s=augmented+reality+education

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