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Educators in VR

Info on all presentations: https://account.altvr.com/channels/1182698623012438188

Charlie Fink: Setting the Table for the Next Decade in XR

Translating Training Requirements into Immersive Experience

Virtual Reality Technologies for Learning Designers

Virtual Reality Technologies for Learning Designers Margherita Berti

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Technology Acceptance and Learning Process Victoria Bolotina part 1

Technology Acceptance and Learning Process Victoria Bolotina part 2

Assessment of Learning Activities in VR Evelien Ydo part 2

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VR: So Much More Than a Field Trip Shannon Putman, Graduate Assistant/PhD Student, University of Louisville SPED special education https://account.altvr.com/events/1406092840622096803

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VR and Health Professionals Rob Theriault

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Transform Your History Lessons with AR and VR Michael Fricano II

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Transform Your History Lessons with AR and VR Michael Fricano II, Technology Integration Specialist https://www.arvreduhub.com/transform-history

Qlone App for 3D scanning

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2020 Educators in VR International Summit

The 2020 Educators in VR International Summit is February 17-22. It features over 170 speakers in 150+ events across multiple social and educational platforms including AltspaceVRENGAGErumiiMozilla Hubs, and Somnium Space.

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.

The majority of our events are on AltspaceVR. AltspaceVR is available for Samsung GearSteam Store for HTC ViveWindows Mixed Reality, and the Oculus Store for RiftGo and Quest users. Download and install the 2D version for use on your Windows desktop computer.

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 /

International Summit

Setting the Table for the Next Decade in XR 1PM, Tues, Feb 18 https://account.altvr.com/events/1406089727517393133

Finding a New Literacy for a New Reality 5PM, Tues, Feb 18

https://account.altvr.com/events/1406093036194103494 schedule for new literacy

Finding a New Literacy for a New Reality

Dr. Sarah Jones, Deputy Dean, De Montfort University

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.

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Inter-cognitive and Intra-cognitive Communication in Virtual Reality

Michael Vallance, Professor, Future University Hakodate

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.

Create Strategic Snapchat & Instagram AR Campaigns

Create Strategic Snapchat & Instagram AR Campaigns

Dominique Wu, CEO/Founder, Hummingbirdsday

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.

Mixed Reality in Classrooms Near You

Mixed Reality in Classrooms Near You

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.

Designing Educational Content in VR

Designing Educational Content in VR

Avinash Gyawali, VR Developer, Weaver Studio

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.

8:00 AM PST Research Virtual Reality Technologies for Learning Designers Margherita Berti ASVR

Virtual Reality Technologies for Learning Designers

Margherita Berti

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.

Wed 11:00 AM PST Special Event Gamifying the Biblioverse with Metaverse Amanda Fox VR Design / Biblioverse / Training & Embodiment ASVR

Gamifying the Biblioverse with Metaverse

Amanda Fox, Creative Director of STEAMPunks/MetaInk Publishing, MetaInk Publishing

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.

Wed 10:00 AM PST Research Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals Christian Jonathan Angel Rueda VR Design / Biblioverse / Training & Embodiment ASVR

Didactic Activity of the Use of VR and Virtual Worlds to Teach Design Fundamentals

Christian Jonathan Angel Rueda, research professor, Autonomous University of Queretaro (Universidad Autónoma de Querétaro)

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.

Thu 11:00 AM PST vCoaching Closing the Gap Between eLearning and XR Richard Van Tilborg XR eLearning / Laughter Medicine ASVR

Closing the Gap Between eLearning and XR

Richard Van Tilborg, founder, CoVince

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.

 

Thu 12:00 PM PST Research Assessment of Learning Activities in VR Evelien Ydo Technology Acceptance / Learning Assessment / Vaping Prevention ASVR
Thu 6:00 PM PST Down to Basics Copyright and Plagiarism Protections in VR Jonathan Bailey ASVR

 

Thu 8:00 PM PST Diversity Cyberbullying in VR John Williams, Brennan Hatton, Lorelle VanFossen ASVR

2019 Study of Faculty and Information Technology

EDUCAUSE Center for Analysis and Research (ECAR)

https://library.educause.edu/resources/2019/12/2019-study-of-faculty-and-information-technology

bar chart illustrating faculty teaching environment preferences for specific course-related activities and assignments

Faculty satisfaction declines, but IT support is valued.

bar chart illustrating faculty ratings of connection and communications resources

Faculty continue to ban student-owned devices, but is there a middle ground for effective learning?

Bar graph illustrating faculty classroom policies on mobile devices

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more on educause and faculty in this IMS blog
https://blog.stcloudstate.edu/ims?s=educause+faculty

Pearson CEO retirement

https://www.edsurge.com/news/2019-12-18-pearson-ceo-john-fallon-to-retire-in-2020

Digital education assets were not spared, either. That same year, Pearson also sold PowerSchool, one the most widely used student information system in K-12 schools and districts today. (my note: about LMS, including PowerSchool, pls watch this animation: https://blog.stcloudstate.edu/ims/2019/12/22/bar-chart-race-lms/)

At the time, Fallon said PowerSchool was “an administrative system rather than a tool for learning, teaching or assessment,” and which did not jibe with Pearson’s transformation strategy.

The company offered a similar reason for selling its U.S. K-12 courseware assets, which Fallon described as “textbook-led” and one that “does not fit in with our digital transformation strategy.”

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

McMindfulness

McMindfulness: how capitalism hijacked the Buddhist teaching of mindfulness

https://www.cbc.ca/radio/tapestry/mcmindfulness-and-the-case-for-small-talk-1.5369984/mcmindfulness-how-capitalism-hijacked-the-buddhist-teaching-of-mindfulness-1.5369991

On McMindfulness

dthic

quote the former Buddhist monk Clark Strand here. This was in a review of your work. “None of us dreamed that mindfulness would become so popular or even lucrative, much less that it would be used as a way to keep millions of us sleeping soundly through some of the worst cultural excesses in human history, all while fooling us into thinking we were awake and quiet.”

corporate mindfulness programs are now quite popular. And as we all know, most employees these days are extremely stressed out. The Gallup poll that came out about four or five years ago said that corporations — and this is in the U.S. — are losing approximately 300 billion dollars a year from stress-related absences and seven out of ten employees report being disengaged from their work.

The remedy has now become mindfulness, where employees are then trained individually to learn how to cope and adjust to these toxic corporate conditions rather than launching kind of a diagnosis of the systemic causes of stress not only in corporations but in our society at large. That sort of dialogue, that sort of inquiry, is not happening.

An integrity bubble is where there is a small oasis within a corporation –  for example let’s take Google because that’s a great example of it.

You have a small group of engineers who are getting individual level benefits from corporate mindfulness training. They’re learning how to de-stress. Google engineers [are] working 60-70 hours a week – very stressful. So they’re getting individual level benefits while not questioning the digital distraction technologies [that] Google engineers are actually trying to work on. Those issues are not taken into account in a kind of mindful way.

So you become mindful, to become more productive, to produce technologies of mass distraction, which is quite an irony in many ways. A sad irony actually.

mindfulness could be revolutionized in a way that does not denigrate the therapeutic benefits of self-care, but it becomes interdependent with these causes and conditions of suffering which go beyond just individuals.

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

feedback w technology

How to Give Your Students Better Feedback With Technology ADVICE GUIDE

y Holly Fiock and Heather Garcia

https://www.chronicle.com/interactives/20191108-Advice-Feedback

students continue to report dissatisfaction with the feedback they get on assignments and tests — calling it vague, discouraging, and/or late.

The use of technology in the classroom (both in face-to-face and online environments)

  • Rubrics: online scoring guides to evaluate students’ work.
  • Annotations: notes or comments added digitally to essays and other assignments.
  • Audio: a sound file of your voice giving feedback on students’ work.
  • Video: a recorded file of you offering feedback either as a “talking head,” a screencast, or a mix of both.
  • Peer review: online systems in which students review one another’s work.

Two main types of feedback — formative and summative — work together in that process but have different purposes. Formative feedback occurs during the learning process and is used to monitor progress. Summative feedback happens at the end of a lesson or a unit and is used to evaluate the achievement of the learning outcomes.

Good feedback should be: Frequent, Specific, Balanced, Timely

guide on inclusive teaching, frequent, low-stakes assessments are an inclusive teaching practice.

Time-Saving Approaches: rubrics and peer-reviews.

When to Use Audio or Video Tools for Feedback: personalize your feedback, convey nuance, demonstrate a process, avoid miscommunication

Faculty interest in classroom innovation is on the rise. Professors are trying all sorts of new techniques to improve the first few minutes of class, to make their teaching more engaging, to hold better class discussions. Buzzwords like active learningauthentic assessmenttechnology integration, and case-based learning are more and more a part of faculty discussions.

Don’t assume technology will solve every problem.

Avoid making long videos

Video and audio feedback doesn’t have to be perfect.

There is such a thing as too much information.

Have a plan.

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

tech in higher ed

https://www.edsurge.com/news/2019-01-02-teaching-with-technology-in-higher-ed-start-with-relationship-building

Pivoting one’s pedagogical focus to relationship-building thus demands a learning process about the self and the students, and there are practical steps an instructor can consider when embarking on this paradigm shift.

1. Provide opportunities for students to reflect.

2. Prepare to learn about yourself and your students.

3. Leverage partners.

4. Provide opportunities for yourself to reflect.

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more on ed technology in this IMS blog
https://blog.stcloudstate.edu/ims?s=educational+technology

Principals value coaching

Principals value coaching, but the model still isn’t widespread

https://www.educationdive.com/news/principals-value-coaching-but-the-model-still-isnt-widespread/564442/

Not only does the coaching model benefit principals and teachers, it retains veteran educators who have spent most of their professional lives honing their teaching craft. Not all educators want to climb the administrative hierarchy, and the coaching model gives this group the opportunity to become teacher leaders who pass on their insight to the next generation.

recent evaluation also found when effective teachers act as coaches to multiple teachers, students gain in areas like math skills.

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

digital practices framework

Imagine if we didn’t know how to use books – notes on a digital practices framework

 

the 20/60/20 model of change. The idea is that the top 20% of any group will be game for anything, they are your early adopters, always willing to try the next best thing. The bottom 20% of a group will hate everything and spend most of their time either subtly slowly things down or in open rebellion. The middle 60% are the people who have the potential to be won or lost depending on how good your plan is

The top stream is about all the sunshine and light about working with others on the internet. It’s advantages and pitfalls, ways in which to promote prosocial discourse. The middle stream is about pragmatics. The how’s of doing things, it starts out with simple guidelines and moves forward the technical realities of licensing, content production and tech using. The bottom stream is about the self. How to keep yourself safe, how to have a healthy relationship with the internet from a personal perspective.

Level 1 – Awareness

Level 2 – Learning

Level 3 Interacting and making

Level 4 – Teaching

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

Note taking in classes

https://www.kqed.org/mindshift/48902/digital-note-taking-strategies-that-deepen-student-thinking

Mueller and Oppenheimer’s (2014) “The Pen is Mightier than the Keyboard” as well as Carter, Greenberg and Walker’s (2016) “Effect of Computer Usage on Academic Performance.” claim that students in lecture-style courses perform worse on assessments when allowed to use devices for note taking.

However, none of these studies question the teaching methods used in the classes themselves or whether teachers are recognizing the power of digital devices for students to create, share, connect and discover information.

Digital Organization and Content Curation

Much like students understand the concept of binders, notebooks and notes in the physical world, they need a similar system in the digital one. Whether working with dividers and subjects in a tool like Notability or sections and pages in OneNote, students need to build vocabulary to support how they house their learning.

Tagging this way not only helps students stay organized, but it could also help them to examine trends across courses or even semesters.

As a doctoral student, I use OneNote. First, I create a new digital notebook each year. Inside that, I add sections for each term as well as my different courses. Finally, my notes get organized into individual pages within the sections. When I can recall the precise location where I put a particular set of notes, I navigate directly to that page. However, on the numerous occasions when an author, vocabulary term or concept seems familiar but I cannot recall the precise moment when I took notes, then the search function becomes critical.

Multimodal Notes

With most tools (Notability, OneNote, Evernote, etc.), students can not only capture typed and handwritten notes but also incorporate photos, audio and even video. These versatile capabilities allow students to customize their note taking process to meet their learning needs. Consider these possibilities:

  • Students may take notes on paper, add photos of those papers into a digital notebook, synthesize their thinking with audio or written notes, and then tag their digital notes for later retrieval.
  • Students might use audio syncing — a feature that records audio and then digitally syncs it with whatever the student writes or types — to capture the context of the class discussion or lecture. When reviewing their notes, students could click or tap on their notes and then jump directly to that point in the audio recording.
  • Teachers might provide students with their presentation slides or other note taking guides as PDF files. Now, students can focus on taking notes — using any modality — for synthesis, elaboration, reflection or analysis rather than in an attempt to capture content verbatim.

In 1949, neuropsychologist Donald Hebb famously wrote, “Neurons that fire together wire together.”

Concept Mapping

One of the powerful components of digital note taking is that the pages never end, and a full page isn’t an artificial barrier to limit thinking. Students can work on an infinitely expanding canvas to include as much information as they need. For example, concept mapping tools such as Coggle or Padlet allow students to create networks of ideas using text, links, images and even video without ever running out of room. (my note to John Eller – can we renew our 201-2013 discussion about pen vs computer concept mapping?)

Visible Thinking Routines

Visible Thinking routines, sets of questions designed by researchers at Harvard’s Project Zero, encourage thinking and support student inquiry.

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

Educause 2020 IT issues survey

https://www.surveygizmo.com/s3/5155654/IT-Issues-2020?sguid=60122224

what i find most important:
Future IT Workforce: Deploying a broad array of modern recruitment, retention, and employment practices to develop a resilient IT talent pipeline for the institution

Digital Integrations: Ensuring system interoperability, scalability, and extensibility, as well as data integrity, security, standards, and governance, across multiple applications and platforms

Engaged Learning: Incorporating technologies that enable students to create content and engage in active learning in course curricula

Student Retention and Completion: Developing the capabilities and systems to incorporate artificial intelligence into student services to provide personalized, timely support

Administrative Simplification: Applying user-centered design, process improvement, and system reengineering to reduce redundant or unnecessary efforts and improve end-user experiences

Improved Enrollment: Using technology, data, and analytics to develop an inclusive and financially sustainable enrollment strategy to serve more and new learners by personalizing recruitment, enrollment, and learning experiences

Workforce of the Future: Using technology to develop curriculum, content, and learning experiences that prepare students for the evolving workforce

Holistic Student Success: Applying technology and data, including artificial intelligence, to understand and address the numerous contributors to student success, from finances to health and wellness to academic performance and degree planning (my note: this is what Christine Waisner, Mark Gill and Plamen Miltenoff are trying to do with their VR research)

Improved Teaching: Strengthening engagement among faculty, technologists, and researchers to achieve the true and expanding potential of technology to improve teaching

Student-Centric Higher Education: Creating a student-services ecosystem to support the entire student life cycle, from prospecting to enrollment, learning, job placement, alumni engagement, and continuing education

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