Searching for "teaching and learning"

digital literacy ala

Rethinking Digital Literacy
facilitated by Paul Signorelli  4-week eCourse Beginning Monday, May 1, 2017

http://www.alastore.ala.org/detail.aspx?ID=11469&zbrandid=4634&zidType=CH&zid=43393326&zsubscriberId=1026665847&zbdom=http://ala-publishing.informz.net

Learning outcomes

After participating in this course, you will be able to:

  • incorporate ever-evolving definitions of digital literacy into learning opportunities
  • draw upon a variety of digital resources to create digital-learning opportunities
  • seek additional resources that you can use in your continuing efforts to keep up with new developments in digital literacy in libraries and other learning organizations

What is digital literacy? Do you know how you can foster digital literacy through formal and informal learning opportunities for your library staff and users?

Supporting digital literacy still remains an important part of library staff members’ work, but sometimes we struggle to agree on a simple, meaningful definition of the term. In this four-week eCourse, training/learning specialist Paul Signorelli will begin by exploring a variety of definitions, focusing on work by a few leading proponents of the need to foster digital literacy among people of all ages and backgrounds. He will explore a variety of digital-literacy resources – including case studies of how we creatively approach digital-literacy learning opportunities for library staff and users, and will explore a variety of digital tools that will help to encourage further understanding of this topic.

Now, who is ready to build their digital-literacy skills and help their users become digitally literate as well?

eCourse Outline

Part 1: Digital Literacy: Initial Definitions and Explorations

Part 2: Digital Literacy: Crap Detection and Other Skills and Tools

  • Exploring Howard Rheingold’s approach to crap detection and other digital literacy/net literacy skills
  • Participation, collaboration, creativity, and experimentation as digital-literacy skills
  • Building our digital-literacy toolkit

Part 3: Digital Literacy in Learning

  • The varying digital literacy needs of our youngest students, of teens, and of adults
  • Exploring various online resources supporting our digital-literacy training-teaching-learning efforts
  • The myth of the digital native

Part 4: Fostering Digital Literacy: Creating Within a Digital Environment

  • Creating a framework to promote digital literacy
  • Designing workshops and other learning opportunities
  • Keeping up in an evolving digital literacy landscape

 

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

digital assessment literacy

Eyal, L. (2012). Digital Assessment Literacy — the Core Role of the Teacher in a Digital Environment. Journal Of Educational Technology & Society, 15(2), 37-49.

http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d76559253%26site%3dehost-live%26scope%3dsite

Common to all is a view of the level of literacy as a measure of the quality of human capital of a society or a particular area. Literacy develops in interaction with the environment (Vygotsky, 1987).

digital assessment literacy refers to the role of the teacher as an assessor in a technology-rich environment.

Learning Management Systems (LMS) benefits and limitations

Measurement allows quantitative description of a particular characterization of an individual, expressed in numbers.

the combination of assessment and measurement provides a thorough and accurate picture, based upon which practical conclusions can be drawn (Wagner, 1997). A test is a systematic process in which an aspect of student behavior is quantitatively evaluated (Suen & Parkes, 2002).

For several decades this system of assessment has been criticized for a variety of reasons, including the separation between the teaching-learning process and the evaluation process, the relatively low level of thinking required, and the quantitative reporting of results, which does not contribute to students’ progress. In the last decade, the central argument against the tests system is that their predictability is limited to the field and context in which the students are tested, and that they do not predict student problem solving ability, teamwork, good work habits and honesty.

teachers mistakenly believe that repeating lessons will improve students’ achievements.

To evaluate how well the goals were achieved, objective measurement methods are employed (Black, et al., 2004).

Eshet- Alkalai (2004) offered a detailed conceptual framework for the term ‘digital literacy’ that includes: photo-visual thinking; reproduction thinking; branching thinking; information thinking; and socio-emotional thinking.

Eshet-Alkalai, Y. (2004). Digital literacy: A conceptual framework for survival skills in the digital era. Journal of Educational Multimedia and Hypermedia, 13(1), 93–106.

Eshet-Alkalai, Y., & Chajut, E. (2009). Changes Over Time in Digital Literacy. Cyberpsychology & Behavior, 12(6), 713-715. doi:10.1089/cpb.2008.0264

two major patterns of change over time: (a) closing the gap between younger and older participants in the tasks that emphasize profi- ciency and technical control and (b) widening the gap between younger and older participants in tasks that emphasize creativity and critical thinking. Based on the comparison with the matched control groups, we suggest that experience with technology, and not age, accounts for the observed lifelong changes in digital literacy skills

Eshet-Alkalai, Y., & Soffer, O. (2012). Guest Editorial – Navigating in the Digital Era: Digital Literacy: Socio-Cultural and Educational Aspects. Journal Of Educational Technology & Society, 15(2), 1.

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a wide range of technological, cognitive and social competences—collectively termed “Digital Literacy.” Users thus must become “digitally literate” in order to cope effectively with the complex sociological, cognitive and pedagogical challenges these technologies pose. These skills include, for example, the ability to operate computers and navigate the net effectively, to cope with large volumes of information, to evaluate the reliability of information, and to critically assess what seem to be natural (and not ideologically biased) technological tools. In a different way from the spirit of modern print, learners construct and consume knowledge in non-linear environments. They need to learn, collaborate and solve problems effectively in virtual (non face-to-face) learning environments, and to communicate effectively in technology-mediated social participation environments.

It is important to note: digital literacy, then, is not limited simply to computer and Internet operation and orientation. It also relates to a variety of epistemological and ethical issues arise due to the unique characteristics of digital technologies and that are often overlapped with trends related to the post-modern and post-structural era. These include questions regarding the authority of knowledge, intellectual property and ownership, copyright, authenticity and plagiarism. Furthermore, issues such as self-representation, virtual group dynamics, and on-line addiction also arise.

 

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

library user

The Library in the Life of the User. Engaging with People Where They Live and Learn

http://www.oclc.org/content/dam/research/publications/2015/oclcresearch-library-in-life-of-user.pdf
p. 18
Library staff
The roles of librarians change with changes in user needs and demands and the technology employed. A survey conducted for Research Libraries UK found skill gaps in nine key areas in which subject librarians could be supporting researchers’ needs. Even though many librarians may want to hire new staff with these skills, a survey found that the reality for most will be training existing staff.
Definitions of library services will change. We need to grow the ways users can engage with whatever they value from libraries, whether papyrus rolls, maker spaces or data management instruction.
p. 19
What is the Unique Selling Point (USP) of libraries vis-à-vis other information service providers?
p. 21
Librarians should measure the effectiveness of services based on the users’ perceptions of success. Librarians also should move beyond surveys of how library space is being used and should conduct structured observations and interviews with the people using the space. It is not enough to know that the various spaces, whether physical or virtual, are busy. Librarians need to understand when and how the spaces are being used.

p. 33 What is Enough? Satisficing Information Needs

Role theory explains that: “When people occupy social positions their behavior is determined mainly by what is expected of that position rather than by their own individual characteristics” (Abercrombie et al., 1994, p. 360).
Rational choice theory is based on the premise that complex social behavior can be understood in terms of elementary individual actions because individual action is the elementary unit of social life. Rational choice theory posits that individuals choose or prefer what is best to achieve their objectives or pursue their interests, acting in their self-interest (Green, 2002). Stated another way, “When faced with several courses of action, people usually do what they believe is likely to have the best overall outcome” (Scott, 2000).
When individuals satisfice, they compare the benefits of obtaining “more information” against the additional cost and effort of continuing to search (Schmid, 2004)
p. 38
This paper examines the theoretical concepts—role theory, rational choice, and satisficing—by attempting to explain the parameters within which users navigate the complex information-rich environment and determine what and how much information will meet their needs.
p. 39
The information-seeking and -searching research that explicitly addresses the topic of “what is good enough” is scant, though several studies make oblique references to the stopping stage, or to the shifting of directions for want of adequate information. Kraft and Lee (1979, p. 50) propose three stopping rules:
1. The satiation rule, “where the scan is terminated only when the user becomes satiated by finding all the desired number of relevant documents”;
2. The disgust rule, which “allows the scan to be terminated only when the user becomes disgusted by having to examine too many irrelevant documents”; and
3. The combination rule, “which allows the user to be seen as stopping the scan if he/she is satiated by finding the desired number of relevant documents or disgusted by having to examine too many irrelevant documents, whichever comes first.”
p. 42
Ellis characterizes six different types of information activities: starting, chaining, browsing, differentiating, monitoring and extracting. He emphasizes the information- seeking activities, rather than the nature of the problems or criteria used for determining when to stop the information search process. In a subsequent article, Ellis (1997) observes that even in the final stages of writing, individuals may continue the search for information in an attempt to answer unresolved questions or to look for new literature.
p. 43
Undergraduate and graduate students
Situations creating the need to look for information (meeting assignment requirements):
• Writing research reports; and
• Preparing presentations.
Criteria used for stopping the information search (fulfilling assignment requirements):
1. Quantitative criteria:
— Required number of citations was gathered;
— Required number of pages was reached;
— All the research questions were answered; and
— Time available for preparing.
2. Qualitative criteria:
— Accuracy of information;
— Same information repeated in several sources;
— Sufficient information was gathered; and
— Concept understood.
Criteria used for stopping the information search (fulfilling assignment requirements):
1. Quantitative criteria:
— Required number of citations was gathered;
— Required number of pages was reached;
— All the research questions were answered; and
— Time available for preparing.
2. Qualitative criteria:
— Accuracy of information;
— Same information repeated in several sources;
— Sufficient information was gathered; and
— Concept understood.
p. 44
Faculty
Situations creating the need to look for information (meeting teaching needs):
• Preparing lectures and presentations;
• Delivering lectures and presentations;
• Designing and conducting workshops;
• Meeting scholarly and research needs; and
• Writing journal articles, books and grant proposals.
Criteria used for stopping the information search (fulfilling teaching needs):
1. Quantitative criteria:
— Time available for: preparing lectures and presentations; delivering lectures
— And presentations; and designing and conducting workshops; and
— Fulfilling scholarly and research needs.
2. Qualitative criteria:
— Every possible synonym and every combination were searched;
— Representative sample of research was identified;
— Current or cutting-edge research was found;
— Same information was repeated;
— Exhaustive collection of information sources was discovered;
— Colleagues’ feedback was addressed;
— Journal reviewers’ comments were addressed; and
— Publisher’s requirements were met.
1. Quantitative criteria for stopping:
— Requirements are met;
— Time constraints are limited; and
— Coverage of material for publication is verified by colleagues or reviewers.
2. Qualitative criteria for stopping:
— Trustworthy information was located;
— A representative sample of sources was gathered;
— Current information was located;
— Cutting-edge material was located;
— Exhaustive search was performed; and
— Exhaustive collection of information sources was discovered.
p. 53

“Screenagers” and Live Chat Reference: Living Up to the Promise

p. 81

Sense-Making and Synchronicity: Information-Seeking Behaviors of Millennials and Baby Boomers

p. 84 Millennials specific generational features pertinent to libraries and information-seeking include the following:

Immediacy. Collaboration. Experiential learning. Visual orientation. Results orientation.  Confidence.
Rushkoff (1996) described the non-linearity of the thinking patterns of those he terms “children of chaos,” coining the term “screenagers” to describe those who grew up surrounded by television and computers (p. 3).
p. 85
Rational choice theory describes a purposive action whereby individuals judge the costs and benefits of achieving a desired goal (Allingham 1999; Cook and Levi 1990; Coleman and Fararo 1992). Humans, as rational actors, are capable of recognizing and desiring a certain outcome, and of taking action to achieve it. This suggests that information seekers rationally evaluate the benefits of information’s usefulness and credibility, versus the costs in time and effort to find and access it.
Role theory offers a person-in-context framework within the information-seeking situation which situates behaviors in the context of a social system (Mead 1934; Marks 1996). Abercrombie, et al. (1994, p. 360) state, “When people occupy social positions their behavior is determined mainly by what is expected of that position rather than by their own individual characteristics.” Thus the roles of information-seekers in the academic environment influence the expectations for performance and outcomes. For example, faculty would be expected to look for information differently than undergraduate students. Faculty members are considered researchers and experts in their disciplines, while undergraduate students are novices and protégés, roles that place them differently within the organizational structure of the academy (Blumer, 2004; Biddle, 1979; Mead, 1934; Marks, 1996; Marks, 1977).

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

NMC Horizon Report 2017 Library

NMC Horizon Report > 2017 Library Edition

http://www.nmc.org/publication/nmc-horizon-report-2017-library-edition/

PDF file 2017-nmc-horizon-report-library-EN-20ml00b

p. 26 Improving Digital Literacy

As social networking platforms proliferate and more interactions take place digitally, there are more opportunities for propagation of misinformation, copyright infringement, and privacy breaches.
https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-3/
https://blog.stcloudstate.edu/ims/2017/03/28/fake-news-resources/

p. 34 Embracing the need for radical change

40% of faculty report that their students ” rarely” interact with campus librarians.

Empathy as the Leader’s Path to Change | Leading From the Library, By on October 27, 2016, http://lj.libraryjournal.com/2016/10/opinion/leading-from-the-library/empathy-as-the-leaders-path-to-change-leading-from-the-library/

Empathy as a critical quality for leaders was popularized in Daniel Goleman’s work about emotional intelligence. It is also a core component of Karol Wasylyshyn’s formula for achieving remarkable leadership. Elizabeth Borges, a women’s leadership program organizer and leadership consultant, recommends a particular practice, cognitive empathy.

Leadership in disruptive times, , First Published September 27, 2016, http://journals.sagepub.com/doi/full/10.1177/0340035216658911

What is library leadership?  a library leader is defined as the individual who articulates a vision for the organization/task and is able to inspire support and action to achieve the vision. A manager, on the other hand, is the individual tasked with organizing and carrying out the day-to-day operational activities to achieve the vision.Work places are organized in hierarchical and in team structures. Managers are appointed to administer business units or organizations whereas leaders may emerge from all levels of the hierarchical structures. Within a volatile climate the need for strong leadership is essential.  

Leaders are developed and educated within the working environment where they act and co-work with their partners and colleagues. Effective leadership complies with the mission and goals of the organization. Several assets distinguish qualitative leadership:

Mentoring. Motivation. Personal development and skills. Inspiration and collaboration. Engagement. Success and failure. Risk taking. Attributes of leaders.

Leaders require having creative minds in shaping strategies and solving problems. They are mentors for the staff, work hard and inspire them to do more with less and to start small and grow big. Staff need to be motivated to work at their optimum performance level. Leadership entails awareness of the responsibilities inherent to the roles of a leader. However, effective leadership requires the support of the upper management.

p. 36. Developments in Technology for Academic and Research Libraries

http://horizon.wiki.nmc.org/Horizon+Topics

  1. consumer technologies
  2. Digital strategies are not so much technologies as they are ways of using devices and software to enrich teaching, learning, research and information management, whether inside or outside the library. Effective Digital strategies can be used in both information and formal learning; what makes them interesting is that they transcended conventional ideas to create something that feels new, meaningful, and 21st century.
  3. enabling technologies
    this group of technologies is where substantive technological innovation begins to be visible.
  4. Internet technologies.
  5. learning technologies
  6. social media technologies. could have been subsumed under the consumer technology category, but they have become so ever-present and so widely used in every part of society that they have been elevated to their own category. As well-established as social media is, it continues to evolve at a rapid pace, with new ideas, tools, and developments coming online constantly.
  7. Visualization technologies.  from simple infographics to complex forms of visual data analysis. What they have in common is that they tap the brain’s inherent ability to rapidly process visual information, identify patterns, and sense order in complex situations. These technologies are a growing cluster of tools and processes for mining large data sets, exploring dynamic processes, and generally making the complex simple.

new horizon report 2017 technologies

 

 

p. 38 Big Data
Big data has significant implications for academic libraries in their roles as facilitators and supporters of the research process. big data use in the form of digital humanities research. Libraries are increasingly seeking to recruit for positions such as research data librarians, data curation specialists, or data visualization specialists

p. 40  Digital Scholarship Technologies

digital humanities scholars are leveraging new tools to aid in their work. ubiquity of new forms of communication including social media, text analysis software such as Umigon is helping researchers gauge public sentiment. The tool aggregates and classifies tweets as negative, positive, or neutral.

p. 42 Library Services Platforms

Diversity of format and materials, in turn, required new approaches to content collection and curation that were unavailable in the incumbent integrated library systems (ILS), which are primarily designed for print materials. LSP is different from ILS in numerous ways. Conceptually, LSPs are modeled on the idea of software as a service (SaaS),which entails delivering software applications over the internet.

p. 44 Online Identity.
incorporated  the  management of digital footprints into their programming and resources

simplify the idea of digital footprint as“data about the data” that people are searching or using online. As resident champions for advancing digital literacy,304 academic and research libraries are well-positioned to guide the process of understanding and crafting online identities.

Libraries are becoming integral players in helping students understand how to create and manage their online identities. website includes a social media skills portal that enables students to view their digital presence through the lens in which others see them, and then learn how they compare to their peers.

p. 46  Artificial Intelligence

https://www.semanticscholar.org/

p. 48 IoT

beacons are another iteration of the IoT that libraries have adopted; these small wireless devices transmit a small package of data continuously so that when devices come into proximity of the beacon’s transmission, functions are  triggered based on a related application.340 Aruba Bluetooth low-energy beacons to link digital resources to physical locations, guiding patrons to these resources through their custom navigation app and augmenting the user experience with location-based information, tutorials, and videos.

students and their computer science  professor  have  partnered  with   Bavaria’s State Library to develop a library app that triggers supplementary information about its art collection or other points of interest as users explore the space

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

avoid power point

Universities should ban PowerPoint — It makes students stupid and professors boring

http://www.businessinsider.com/universities-should-ban-powerpoint-it-makes-students-stupid-and-professors-boring-2015-6

An article in The Conversation recently argued universities should ban PowerPoint because it makes students stupid and professors boring.

Originally for Macintosh, the company that designed it was bought by Microsoft. After its launch the software was increasingly targeted at business professionals, especially consultants and busy salespeople.

As it turns out, PowerPoint has not empowered academia. The basic problem is that a lecturer isn’t intended to be selling bullet point knowledge to students, rather they should be making the students encounter problems. Such a learning process is slow and arduous, and cannot be summed up neatly. PowerPoint produces stupidity, which is why some, such as American statistician Edward Tufte have said it is “evil”.

Of course, new presentation technologies like Prezi, SlideRocket or Impress add a lot of new features and 3D animation, yet I’d argue they only make things worse. A moot point doesn’t become relevant by moving in mysterious ways. The truth is that PowerPoints actually are hard to follow and if you miss one point you are often lost.

While successfully banning Facebook and other use of social media in our masters programme in philosophy and business at Copenhagen Business School, we have also recently banned teachers using PowerPoint. Here we are in sync with the US armed forces, where Brigadier-General Herbert McMaster banned it because it was regarded as a poor tool for decision-making.

Courses designed around slides therefore propagate the myth that students can become skilled and knowledgeable without working through dozens of books, hundreds of articles and thousands of problems.

review  of research on PowerPoint found that while students liked PowerPoint better than overhead transparencies, PowerPoint did not increase learning or grades

Research comparing teaching based on slides against other methods such as problem-based learning – where students develop knowledge and skills by confronting realistic, challenging problems – predominantly supports alternative methods.

PowerPoint slides are toxic to education for three main reasons:

  1. Slides discourage complex thinking.
  2. students come to think of a course as a set of slides. Good teachers who present realistic complexity and ambiguity are criticised for being unclear. Teachers who eschew bullet points for graphical slides are criticised for not providing proper notes.
  3. Slides discourage reasonable expectations

Measuring the wrong things

If slide shows are so bad, why are they so popular?

Exams, term papers and group projects ostensibly measure knowledge or ability. Learning is the change in knowledge and skills and therefore must be measured over time.

When we do attempt to measure learning, the results are not pretty. US researchers found that a third of American undergraduates demonstrated no significant improvement in learning over their four-year degree programs.

They tested students in the beginning, middle and end of their degrees using the Collegiate Learning Assessment, an instrument that tests skills any degree should improve –  analytic reasoning, critical thinking, problem solving and writing.

 

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more on [why not to use] PowerPoint in this IMS blog
https://blog.stcloudstate.edu/ims?s=powerpoint

IWB market grows

Interactive Whiteboard Market to See Resurgence in the Face of Skepticism, Disdain

By Richard Chang 12/20/16\

https://thejournal.com/articles/2016/12/20/global-interactive-whiteboard-market-to-grow-7-percent-through-2020.aspx

The global interactive whiteboard (IWB) market is expected to make a comeback and grow at a compound annual growth rate of almost 7 percent from 2016 through 2020, according to a recent report issued by London-based tech market research firm Technavio.

Respondents to THE Journal’s two recent surveys, the 2016 Readers’ Choice Awards and “Teaching with Technology,” expressed both positive and negative sentiments about interactive whiteboards.

And according to THE Journal’s “Teaching with Technology” survey published in September, 68 percent of teachers who responded use interactive whiteboards in the classroom, while 8 percent have IWBs on their wish list, and 4 percent will be using them within one year. At the same time, however, 20 percent of respondents said that IWBs would be dead and gone within the next decade, ranking second only to desktop computers

In addition to blended learning, which includes gamification, social learning and bring-your-own-device (BYOD) policies, Technavio analysts highlighted the following factors that are contributing to the growth of the IWB market:

  • Technological advancements;
  • Need for experimental learning; and
  • Enhanced compatibility with digital content.

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more on interactive white boards in this IMS blog
https://blog.stcloudstate.edu/ims?s=interactive+boards

compensation for online

Compensation for creation of online courses

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I absolutely echo Kimber’s notion that a team approach to course development can actually take longer, even when one of the team members is an instructional designer. Perhaps because faculty members are used to controlling all aspects of their course development and delivery, the division of labor concept may feel too foreign to them. An issue that is similar in nature and referred to as ‘unbundling the faculty role’ is discussed at length in the development of competency-based education (CBE) courses and it is not typically a concept that faculty embrace.

Robin

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I will also confirm that the team approach to course development can take longer.  Indeed it does in my experience.  It requires much more “back and forth”, negotiating of who is doing what, ensuring that the overall approach is congruent, etc.  That’s not to say that it’s not a worthwhile endeavor in some cases where it makes pedagogical sense (in our case we are designing courses for 18-22 year-old campus-based learners and 22+ year-old fully online learners at the same time), but if time/cost savings is the goal, you will be sorely disappointed, in my experience.  The “divide and conquer” approach requires a LOT of coordination and oversight.  Without that you will likely have a cobbled together, hodgepodge of a course that doesn’t meet expectations.

Best, Carine  Director, Office of Instructional Design & Academic Technology Ottawa University 1001 S. Cedar St. * Ottawa, KS 66067 carine.ullom@ottawa.edu * 785-248-2510

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Breaking up a course and coming up with a cohesive design and approach, could make the design process longer. At SSC, we generally work with our faculty over the course of a semester for each course. When we’ve worked with teams, we have not seen a shortened timeline.
The length of time it takes to develop a course depends on the content. Are there videos? If so, they have to be created, which is time-consuming, plus they either need to have a transcript created or they need subtitles. Both of those can be time-consuming. PowerPoint slides take time, plus, they need more content to make them relevant. We are working with our faculty to use the Universal Design for Learning model, which means we’re challenging them to create the content to benefit the most learners
I have a very small team whose sole focus is course design and it takes us 3-4 weeks to design a course and it’s our full-time job!

Linda
Linda C. Morosko, MA Director, eStarkState Division of Student Success 330-494-6170 ext. 4973 lmorosko@starkstate.edu

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Kelvin, we also use the 8-week development cycle, but do occasionally have to lengthen that cycle for particularly complex courses or in rare cases when the SME has had medical emergencies or other major life disruptions.  I would be surprised if multiple faculty working on a course could develop it any more quickly than a single faculty member, though, because of the additional time required for them to agree and the dispersed sense of responsibility. Interesting idea.

-Kimber

Dr. Kimberly D. Barnett Gibson, Assistant Vice President for Academic Affairs and Online Learning Our Lady of the Lake University 411 SW 24th Street San Antonio, TX 78207 Kgibson@ollusa.edu 210.431.5574 BlackBoard IM kimberly.gibson  https://www.pinterest.com/drkdbgavpol@drkimberTweets

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Hello everyone. As a follow-up to the current thread, how long do you typically give hey course developer to develop a master course for your institution? We currently use an eight week model but some faculty have indicated that that is not enough time for them although we have teams of 2 to 4 faculty developing such content. Our current assumption is that with teams, there can be divisions of labor that can reduce the total amount time needed during the course development process.

Kelvin Bentley, PhD Vice President of Academic Affairs, TCC Connect Campus Tarrant County College District

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At Berkeley College, full-time faculty may develop online courses in conjunction with an instructional designer.   The course is used as a master template for other sections to be assigned from. Once the course has been scheduled and taught, the faculty member receives a stipend.  The faculty member would receive their normal pay to teach the developed course as part of their semester course load, with no additional royalties assigned for it or any additional sections that may be provided to students.

Regards, Gina   Gina Okun Assistant Dean, Online Berkeley College  64 East Midland Avenue, Suite 2, Paramus, NJ 07652 (973)405-2111  x6309 gina-okun@berkeleycollege.edu

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We operate with nearly all adjunct faculty where >70% of enrollment credits are onlinez
With one exception that I can recall, the development contract includes the college’s outright ownership, with no royalty rights. One of the issues with a royalty based arrangement would be what to do when the course is revised (which happens nearly every term, to one degree or another). At what point does the course begin to take on the character of another person’s input?
What do you do if the course is adapted for a shorter summer term, or a between-term intensive? What if new media tools or a different LMS are used? Is the royalty arrangement based on the syllabus or the course content itself? What happens if the textbook goes out of print, or an Open resource becomes available? What happens if students evaluate the course poorly?
I’m not in position to set this policy — I’m only reporting it. I like the idea of a royalty arrangement but it seems like it could get pretty messy. It isn’t as if you are licensing a song or an image where the original product doesn’t change. Courses, the modes of delivery, and the means of communication change all the time. Seems like it would be hard to define what constitutes “the course” after a certain amount of time.

Steve Covello Rich Media Specialist/Instructional Designer/Online Instructor Chalk & Wire e-Portfolio Administrator Granite State College 603-513-1346 Video chat: https://appear.in/id.team  Scheduling: http://meetme.so/stevecovello

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I’ve worked with many institutions that have used Subject Matter Experts (SMEs) to develop or provide the online course content. Most often, the institutions also provide a resource in the form of an Instructional Designer (ID) to take the content and create the actual course environment.

The SME is paid on a contract basis for provision of the content. This is a one-time payment, and the institution then owns the course content (other than integrated published materials such as text books, licensed online lab products, etc.). The SME may be an existing faculty member at the institution or not, or the SME may go on to teach the course at the institution. In any event, whoever teaches the course would be paid the standard faculty rate for the course. If the course requires revisions to the extent that a person will need to be engaged for content updates, then that can be a negotiated contract. Typically it is some fraction of the original development cost. No royalties are involved.

Hap Aziz, Ed.D. @digitalhap http:hapaziz.wordpress.com

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Within SUNY, there is some variance regarding whether a stipend is paid for development or not. In either case, since we are unionized there is policy regarding IP. IP resides with the faculty developer unless both parties agree in writing in the form of a contract to assign or share rights.

Policy statement: http://uupinfo.org/reports/reportpdf/IntellectualPropertyUpdated2016.pdf

Thank you for your feedback on this issue. Our institution does does not provide a royalty as we consider course development as a fee-for-service arrangement. We pay teams of 2-4 faculty $1000 each to develop master course shells for our high-enrollment courses.  Instead of a royalty fee, I think an institution can simply provide course developers the perk of first right of refusal to teach the course when it offered as well as providing course developers with the first option to make revisions to the course shell over time.

Kelvin

Kelvin Bentley, Ph.D. Vice President of Academic Affairs, TCC Connect Campus Tarrant County College District

Once upon a time, and several positions ago, we set up a google doc for capturing all kinds of data points across institutions, like this. I’m sure it’s far out of date, but may still have some ideas or info in there – and could possibly be dusted off and oiled up for re-use… I present the Blend-Online Data Collector. This tab is for course development payment.

Kind regards,

Clark

Clark Shah-Nelson

Assistant Dean, Instructional Design and Technology
University of Maryland School of Social Work—Twitter … LinkedIn —voice/SMS: (646) 535-7272fax: 270.514.0112

Hi Jenn,

Just want to clarify…you say faculty “sign over all intellectual property rights of the course to the college.” but later in the email say “Faculty own all intellectual property and can take it with them to teach at another institution”, so is your policy changing to the former? Or, is it the later and that is what you are asking about?

I’ll send details on our policy directly to your email account.

Best,

Ellen

On Tue, Dec 6, 2016 at 9:43 AM, Jennifer Stevens <jennifer_stevens@emerson.edu> wrote:

Hello all,

I am tasked with finding out what the going rate is for the following model:
We pay an adjunct faculty member (“teaching faculty”) a set amount in order to develop an online course and sign over all intellectual property rights of the course to the college.
Is anyone doing this? I’ve heard of models that include royalties, but I personally don’t know of any that offer straight payment for IP. I know this can be a touchy subject, so feel free to respond directly to me and I will return and post a range of payment rates with no other identifying data.
For some comparison, we are currently paying full time faculty a $5000 stipend to spend a semester developing their very first online class, and then they get paid to teach the class. Subsequent online class developments are unpaid. Emerson owns the course description and course shell and is allowed to show the course to future faculty who will teach the online course. Faculty own all intellectual property and can take it with them to teach at another institution. More info: http://www.emerson.edu/itg/online-emerson/frequently-asked-questions
I asked this on another list, but wanted to get Blend_Online’s opinion as well. Thanks for any pointers!
Jenn Stevens
Director | Instructional Technology Group | 403A Walker Building  |  Emerson College  |  120 Boylston St  |  Boston MA 02116  |  (617) 824-3093

Ellen M. Murphy

Director of Program Development
Graduate Professional Studies

Brandeis University Rabb School

781-736-8737

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

storyboard in course authoring

Storyboarding: A Simple Way To Get Professional In Course Authoring

Storyboarding: A Simple Way To Get Professional In Course Authoring

7 Tip To Get Started With Storyboarding

  1. Pick the tool you will be using for creating storyboards (MS Office tools: Word, Excel, PPT).
  2. Create a sketch of the title page with the name of the course and 3-5 page mockups containing the course sets out to accomplish, e.g.
    1. What Ιs Gamification?
    2. Game Thinking.
    3. Game Elements.
    4. Motivation & Psychology.
    5. Gamification Design Framework.
  3. After you have outlined the principal structure of the course, it’s time to go deeper and describe the structure of every section of the course.
  4. Try to visualize the general layout of every page.
  5. Enumerate all screens in the storyboard, e.g. 1/16, 2/16, 3/16, and so on.
  6. Lay out the screens of your storyboard in order and try following the story they tell. Look at them through your learners’ eyes. Is all information delivered in a logical order? Did you leave out something important? Are your notes clear enough so that you will be able to build a complete course using your storyboard for reference a week later? Have you touched upon all important areas?
  7. If you need to present your storyboard to your client (student) or boss (student) for review, it pays to show it to a good friend first and ask for feedback. Ask them to read your storyboard and then retell what they took away from it in their own words.

in Geenio (https://www.geen.io/) this mode is called the Pathboard, and entering it allows you to see the structure of your whole course, the sequence in which pages and tests are presented, as well as the connections between them. Some course editors not only provide you an overview of your course’s structure, but enable you to edit the course’s structure and add additional elements to it as well.

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More on storyboard importance for your hybrid/online course design
:

online learning and course design

Five tips for designing an online course:

  1. State your objective: Each lesson should have one concise, action-oriented learning objective to ensure your lesson design process is focused.
  2. Think as a private tutor: Learners today are inundated with media tailored to them and they expect learning to be tailored as well. So think about how the tools available, including new technologies, will help create meaningful learning moments for all your students.
  3. Storyboard before you build: Being able to see a complete lesson, especially one that integrates various mediums, is essential to creating a successful learning experience.
  4. Build towards high-order thinking: Technology in education can go beyond multiple-choice questions and document repositories. Don’t be afraid to integrate tools that let learners create and share.
  5. Remember you’re learning too: Reviewing learner results from a lesson shouldn’t just be about their score, but also evaluating how effectively the lesson was developed and executed so your teaching can adapt and learn as well.

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https://blog.stcloudstate.edu/ims/2016/04/06/guide-to-project-based-learning/

tools for iOS, Android etc.

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elearning infographics

 

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https://blog.stcloudstate.edu/ims/2014/04/20/how-to-gamify-your-classroom-in-6-easy-steps/

  • Clarify your desired learning outcomes first
  • Make them measurable
  • Choose a ‘big idea’
  • Storyboard the game. Make sure there’s room for failure and multiple courses of action.
  • Design learning activities
  • Build teams
  • THEN apply the game dynamics

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Videos In Your Classroom

 

digititorium 2017

Digitorium 2017

The conference welcomes proposals for papers and interactive presentations about research or teaching approaches using digital methods. For the first time in 2017, Digitorium also seeks to provide training opportunities for scholars of all levels keen to learn new digital techniques to advance their work, whether by learning a new digital mapping tool, discovering simple ways of visualizing research findings, using computers to conduct large-scale qualitative research, or experimenting with big data approaches at your desktop. There will be a stream of hands-on workshops running throughout the conference enabling participants both to share their own work, and also to expand their portfolio.

Digitorium 2017 will take place from Thursday 2nd to Saturday 4th March, and again, our primary focus is on digital methods, as this has provided fertile ground for interdisciplinary conversations to grow. There will be “tracks” through the conference based on: methods; early modern studies; American studies; and digital pedagogy. We welcome presentations on any topics engaging digital methods for scholarly purposes, whether for research, teaching, or community projects.

In 2017, the conference is expanding once more to offer not only multiple plenary sessions, panels, papers, and roundtables, but also a concerted series of workshops offering training for delegates in a variety of Digital Humanities techniques for research and teaching, from mapping to text encoding, digital data analysis, and more, to support enhanced professional development opportunities at the conference for faculty, staff, and graduate students.

This year, we are proud to present two plenary sessions and our first-ever plenary hackathon! Professor Scott Gwara (Univ. of South Carolina) will be presenting on MS-Link, a database that he created reunifying scattered manuscripts into full digital codices. Additionally, joint principal investigators of the Isabella D’Este Archive (IDEA) Project, Professor Anne MacNeil (Univ. of North Carolina at Chapel Hill) and Professor Deanna Shemek (Univ. of California Santa Cruz) will be presenting their work on a digital archive uniting music, letters, and ceramics, and will lead our first live hackathon, engaging participants in the new virtual reality component of their project.

There will once again be a discounted “group rate” for registration to enable participants to bring their team with them, as collaboration is such a hallmark in digital scholarship, and it would be great to be able to hear about projects from multiple different perspectives from the people working together on them. There are also discounted rates available for graduate student presenters, and UA faculty. I do not mean to impose, but if this is an event which would be of interest to colleagues and collaborators, I would be enormously grateful if you might be able to circulate our CFP or a link to our website with them, we really want to let as many people as possible know about the conference to ensure it will be a real success.

Here is a link to the website which includes the full-length CFP:

https://apps.lib.ua.edu/blogs/digitorium/

Methods provide the focus for our conference, both in a pragmatic sense in terms of the use of different techniques to achieve particular DH projects, but also the ways in which sharing digital methods can create new links between disciplines in the humanities and social sciences. The idea powering Digitorium is to build on the community which has emerged in the course of the previous two years’ events in order to create a space for conversations to take place between scholars, graduate students, and practitioners from many different disciplines about their shared methods and techniques which unite them in their digital work.

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

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