Searching for "teaching and learning"

OER for teaching

https://www.facebook.com/groups/onlinelearningcollective/permalink/726309151333119/

My note: a genuine reflection of faculty’s opinion; beyond the promotion…

I have been given an opportunity to use OERs for a new position. (Still adjunct.) Before i spend more time down this rabbit hole, what are the pros and cons?

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

redefine learning

https://www.edsurge.com/news/2020-12-16-now-is-the-time-to-redefine-learning-not-recreate-traditional-school-online

The vast majority of emergent virtual and hybrid learning models appear to be “stuck at substitution”—that is, they seek to recreate or translate the brick-and-mortar school experience into the cloud without stopping to ask which aspects of those models may not truly serve students in the time of COVID-19 or beyond.

When we say “stuck at substitution,” some readers may recognize the SAMR model of education technology integration. The SAMR framework describes four different levels of technology use, from Substitution to Augmentation, Modification and Redefinition (SAMR). At its most basic level, education technology can be used to simply substitute: to replace traditional methods of teaching and learning with ones that are digitally mediated, but are still based on the same basic structure and pedagogy.

SAMR

 

edtech can be used for augmentation, to bring some other affordance or benefit to the teaching and learning experience—for example, when that worksheet becomes a shared Google Doc that allows for collaboration and increased critical thinking.

Redefinition means thinking beyond existing paradigms and schedules that are built for an on-campus experience. It is the opportunity to imagine entirely new ways of teaching and learning—for example, attendance policies that emphasize engagement versus seat time, blended learning models that leverage technology for anywhere, anytime learning, and instructional design that allows increased student choice and participation.

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

Embedded Librarian in Active Learning Environment

Creating a Role for Embedded Librarians Within an Active Learning Environment

https://www.mendeley.com/catalogue/561a2f7b-b7a8-395f-90c5-8855b830b939/

In 2013, the librarians at a small academic health sciences library reevaluated their mission, vision, and strategic plan to expand their roles. The school was transitioning to a new pedagogical culture and a new building designed to emphasize interprofessional education and active learning methodologies. Subsequent efforts to implement the new strategic plan resulted in the librarians joining curriculum committees and other institutional initiatives, such as an Active Learning Task Force, and participating in faculty development workshops. This participation has increased visibility and led to new roles and opportunities for librarians.

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Reflections on an Embedded Librarianship Approach: The Challenge of Developing Disciplinary Expertise in a New Subject Area

https://www.mendeley.com/catalogue/805a60fc-08d5-383f-9ddc-4cac92262650/

https://core.ac.uk/download/pdf/212696811.pdf

Embedded librarianship has emerged as a user-centred approach to academic library services, requiring an in-depth understanding of the education and research priorities of students and staff. User-centred approaches require the development of disciplinary expertise and engagement with the research culture of a particular subject area. This paper details the author’s experiences in situating his practice within the discipline of pharmacy and discusses some of the challenges around the scale and sustainability of such specialised support. Regardless of the extent to which a librarian is ‘embedded’, they must see themselves as learners, too, as they develop their understanding of the disciplines they support through an ongoing process of experiencing, reflecting, conceptualising and testing in their practice.

definition:
Embedded librarianship differs from traditional librarian roles in its focus on working in partnership with clients, rather than simply providing a support service (Carlson & Kneale, 2011).
In this sense, embedded librarianship is user-centred rather than library-centred and requires the librarian to develop a holistic understanding of the environment in which their client groups operate.

most training materials followed a one-size-fits-all approach, where students would be taken from locating background information and textbook chapters all the way to searching for primary evidence in a bibliographic database within the same hour. Most sessions ran over time and were overloaded with content. In some instances, students complained that they had already covered this content in their previous year.

While information literacy as a construct is valued by librarians, the term’s use remains
largely restricted to the library and information science (LIS) field and might even be labelled
undiscovered country for academics (McGuinness, 2006, p. 580). Academics often consider
IL instruction as a service provided by the library and do not see librarians as partners, nor
do they see the value in integrating course-specific IL training (Derakhshan & Singh, 2010).

a spectrum of embeddedness with 5 levels (2008, p. 442), from ‘entry level’, where the librarian might collaborate on assignment development and deliver a standalone IL session, to ‘co-teaching’, where the librarian co-teaches and develops discipline-specific course materials, lectures, assessment designs and grading in collaboration with academic staff. Their findings suggest that student performance is positively related to the level of librarian involvement

phenomenographic interview methodology, where the librarian is positioned as a ‘curricular
consultant’

My note (sarcastic): whoa, what a novelty; it is repeated for two decades at SCSU, but “hot water still not invented” and the ATT still does not have neither a faculty, nor ID, but the only Ph.D. in ID just got laid off.
Hallam, Thomas and Beach illustrate that the library is not singularly responsible for developing information and digital literacies, and therefore, a collaborative approach involving a range of stakeholders including academic staff, learning designers, educational  technologists and others is required

 

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more on embedded librarianship in this IMS blog
https://blog.stcloudstate.edu/ims?s=embedded+librarian

learning paradigms

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

p. 3

2.2. Learning paradigms

An understanding of the existing learning paradigms is essential for performing an analysis of the current state of VR applications in higher education. Thus, we introduce the main ideas behind the existing learning paradigms. Literature distinguishes between behaviorism, cognitivism, and constructivism (Schunk, 2012). Other scholars also include experiential learning (Kolb & Kolb, 2012) to this list and, recently, connectivism has been introduced as a new learning paradigm (Kathleen Dunaway, 2011; Siemens, 2014). Each learning paradigm has developed various theories about educational goals and outcomes (Schunk, 2012). Each of these theories also offers a different perspective on the learning goals, motivational process, learning performance, transfer of knowledge process, the role of emotions, and implications for the teaching methods.

Behaviorism assumes that knowledge is a repertoire of behavioral responses to environmental stimuli (Shuell, 1986; Skinner, 1989). Thus, learning is considered to be a passive absorption of a predefined body of knowledge by the learner. According to this paradigm, learning requires repetition and learning motivation is extrinsic, involving positive and negative reinforcement. The teacher serves as a role model who transfers the correct behavioral response.

Cognitivism understands the acquisition of knowledge systems as actively constructed by learners based on pre-existing prior knowledge structures. Hence, the proponents of cognitivism view learning as an active, constructive, and goal-oriented process, which involves active assimilation and accommodation of new information to an existing body of knowledge. The learning motivation is intrinsic and learners should be capable of defining their own goals and motivating themselves to learn. Learning is supported by providing an environment that encourages discovery and assimilation or accommodation of knowledge (Shuell, 1986),RN23. Cognitivism views learning as more complex cognitive processes such as thinking, problem-solving, verbal information, concept formation, and information processing. It addresses the issues of how information is received, organized, stored, and retrieved by the mind. Knowledge acquisition is a mental activity consisting of internal coding and structuring by the learner. Digital media, including VR-based learning can strengthen cognitivist learning design (Dede, 2008). Cognitive strategies such as schematic organization, analogical reasoning, and algorithmic problem solving will fit learning tasks requiring an increased level of processing, e.g. classifications, rule or procedural executions (Ertmer & Newby, 1993) and be supported by digital media (Dede, 2008).

Constructivism posits that learning is an active, constructive process. Learners serve as information constructors who actively construct their subjective representations and comprehensions of reality. New information is linked to the prior knowledge of each learner and, thus, mental representations are subjective (Fosnot, 2013; Fosnot & Perry, 1996). Therefore, constructivists argue that the instructional learning design has to provide macro and micro support to assist the learners in constructing their knowledge and engaging them for meaningful learning. The macro support tools include related cases, information resources, cognitive tools, conversation, and collaboration tools, and social or contextual support. A micro strategy makes use of multimedia and principles such as the spatial contiguity principle, coherence principle, modality principle, and redundancy principle to strengthen the learning process. VR-based learning fits the constructivist learning design (Lee & Wong, 2008; Sharma, Agada, & Ruffin, 2013). Constructivist strategies such as situated learning, cognitive apprenticeships, and social negotiation are appropriate for learning tasks demanding high levels of processing, for instance, heuristic problem solving, personal selection, and monitoring of cognitive strategies (Ertmer & Newby, 1993).

Experientialism describes learning as following a cycle of experiential stages, from concrete experience, observation and reflection, and abstract conceptualization to testing concepts in new situations. Experientialism adopts the constructivist’s point of view to some extent—e.g., that learning should be drawn from a learner’s personal experience. The teacher takes on the role of a facilitator to motivate learners to address the various stages of the learning cycle (Kolb & Kolb, 2012).

Connectivism takes into account the digital-age by assuming that people process information by forming connections. This newly introduced paradigm suggests that people do not stop learning after completing their formal education. They continue to search for and gain knowledge outside of traditional education channels, such as job skills, networking, experience, and access to information, by making use of new technology tools (Siemens, 2014).

Unreal Engine for students learning

Real-time technology like Epic Games’ Unreal Engine has emerged as a successful tool and resource to implement this type of teaching and learning.

Storytelling is a major component of so many professions.

use digital portfolios and our critique process by viewing a StoryMap I made using Geographic Information Systems (GIS)

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more on Unreal Engine in this IMS blog
https://blog.stcloudstate.edu/ims?s=unreal+engine

call for chapters: K12 in virtual learning environments

Call for Chapters: Transforming Teachers’ Online Pedagogical Reasoning for Teaching K-12 Students in Virtual Learning Environments

https://www.igi-global.com/publish/call-for-papers/call-details/4854

Call for Chapters

Proposals Submission Deadline: November 16, 2020
Full Chapters Due: February 21, 2021
Submission Date: February 21, 2021

Introduction

How can students learn safely amid the challenges of the global pandemic? Currently, it is not safe to have them crowded in a classroom engaged in face-to-face learning. The challenge has forced K-12 teachers to think differently about teaching. Unexpectedly, and with little warning, they have been confronted with redesigning their curriculum and instruction from face-to-face to online virtual classrooms to protect students from the COVID-19 virus. The critical questions include: Has this shift assured that students will learn the identified essential content and skills for the 21st century? Will they develop the skills identified through the 4C’s: communication, collaboration, critical thinking, and creativity (Thoughtful Learning Organization, 2016)? The rapid shift of K-12 education to being online left educators and parents lacking in confidence that students will receive an appropriate education through the virtual environments proposed for keeping students safe. The speed with which this transition was made prevented educators from developing the necessary knowledge and skills needed to create engaging learning in the unfamiliar virtual environment. Superficial observations of the online features and organizations for virtual environments suggest these environments lack key elements for guiding students in engaging in the skills such as those identified by the 4 C’s. A more serious question is: Are the bold claims true that students cannot learn online in virtual environments? Some say that teachers lack the knowledge of how to think about online teaching in a virtual environment. This begs the question, are today’s teachers simply applying their classroom strategies as they have done in their face-to-face classrooms, only now in front of a web camera?

Objective

The primary objective of this book is to gather and present actual best practices and pedagogical reasoning for designing online strategies that work for K-12 virtual learning. The chapters will provide ways to think about teaching in virtual environments that can be used to guide instructional strategy choices and ultimate decisions. The ideas and frameworks will present effective online pedagogical reasoning for the redesign and implementation of K-12 virtual classrooms.

Assess students online and minimize cheating

https://www.chronicle.com/article/7-ways-to-assess-students-online-and-minimize-cheating

  • Break up a big high-stakes exam into small weekly tests.
  • Start and end each test with an honor statement.
  • Ask students to explain their problem-solving process. 
  • Get to know each student’s writing style in low- or no-stakes tasks.
  • Assess learning in online discussion forums.
  • Don’t base grades solely on tests. 
  • Offer students choice in how they demonstrate their knowledge.

As we all work to improve our online teaching, we have the opportunity to rethink practices we’ve relied on for years in our physical classrooms.

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

Emerging Trends and Impacts of the Internet of Things in Libraries

Emerging Trends and Impacts of the Internet of Things in Libraries

https://www.igi-global.com/gateway/book/244559

Chapters:

Holland, B. (2020). Emerging Technology and Today’s Libraries. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 1-33). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch001

The purpose of this chapter is to examine emerging technology and today’s libraries. New technology stands out first and foremost given that they will end up revolutionizing every industry in an age where digital transformation plays a major role. Major trends will define technological disruption. The next-gen of communication, core computing, and integration technologies will adopt new architectures. Major technological, economic, and environmental changes have generated interest in smart cities. Sensing technologies have made IoT possible, but also provide the data required for AI algorithms and models, often in real-time, to make intelligent business and operational decisions. Smart cities consume different types of electronic internet of things (IoT) sensors to collect data and then use these data to manage assets and resources efficiently. This includes data collected from citizens, devices, and assets that are processed and analyzed to monitor and manage, schools, libraries, hospitals, and other community services.

Makori, E. O. (2020). Blockchain Applications and Trends That Promote Information Management. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 34-51). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch002
Blockchain revolutionary paradigm is the new and emerging digital innovation that organizations have no choice but to embrace and implement in order to sustain and manage service delivery to the customers. From disruptive to sustaining perspective, blockchain practices have transformed the information management environment with innovative products and services. Blockchain-based applications and innovations provide information management professionals and practitioners with robust and secure opportunities to transform corporate affairs and social responsibilities of organizations through accountability, integrity, and transparency; information governance; data and information security; as well as digital internet of things.
Hahn, J. (2020). Student Engagement and Smart Spaces: Library Browsing and Internet of Things Technology. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 52-70). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch003
The purpose of this chapter is to provide evidence-based findings on student engagement within smart library spaces. The focus of smart libraries includes spaces that are enhanced with the internet of things (IoT) infrastructure and library collection maps accessed through a library-designed mobile application. The analysis herein explored IoT-based browsing within an undergraduate library collection. The open stacks and mobile infrastructure provided several years (2016-2019) of user-generated smart building data on browsing and selecting items in open stacks. The methods of analysis used in this chapter include transactional analysis and data visualization of IoT infrastructure logs. By analyzing server logs from the computing infrastructure that powers the IoT services, it is possible to infer in greater detail than heretofore possible the specifics of the way library collections are a target of undergraduate student engagement.
Treskon, M. (2020). Providing an Environment for Authentic Learning Experiences. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 71-86). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch004
The Loyola Notre Dame Library provides authentic learning environments for undergraduate students by serving as “client” for senior capstone projects. Through the creative application of IoT technologies such as Arduinos and Raspberry Pis in a library setting, the students gain valuable experience working through software design methodology and create software in response to a real-world challenge. Although these proof-of-concept projects could be implemented, the library is primarily interested in furthering the research, teaching, and learning missions of the two universities it supports. Whether the library gets a product that is worth implementing is not a requirement; it is a “bonus.”
Rashid, M., Nazeer, I., Gupta, S. K., & Khanam, Z. (2020). Internet of Things: Architecture, Challenges, and Future Directions. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 87-104). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch005
The internet of things (IoT) is a computing paradigm that has changed our daily livelihood and functioning. IoT focuses on the interconnection of all the sensor-based devices like smart meters, coffee machines, cell phones, etc., enabling these devices to exchange data with each other during human interactions. With easy connectivity among humans and devices, speed of data generation is getting multi-fold, increasing exponentially in volume, and is getting more complex in nature. In this chapter, the authors will outline the architecture of IoT for handling various issues and challenges in real-world problems and will cover various areas where usage of IoT is done in real applications. The authors believe that this chapter will act as a guide for researchers in IoT to create a technical revolution for future generations.
Martin, L. (2020). Cloud Computing, Smart Technology, and Library Automation. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 105-123). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch006
As technology continues to change, the landscape of the work of librarians and libraries continue to adapt and adopt innovations that support their services. Technology also continues to be an essential tool for dissemination, retrieving, storing, and accessing the resources and information. Cloud computing is an essential component employed to carry out these tasks. The concept of cloud computing has long been a tool utilized in libraries. Many libraries use OCLC to catalog and manage resources and share resources, WorldCat, and other library applications that are cloud-based services. Cloud computing services are used in the library automation process. Using cloud-based services can streamline library services, minimize cost, and the need to have designated space for servers, software, or other hardware to perform library operations. Cloud computing systems with the library consolidate, unify, and optimize library operations such as acquisitions, cataloging, circulation, discovery, and retrieval of information.
Owusu-Ansah, S. (2020). Developing a Digital Engagement Strategy for Ghanaian University Libraries: An Exploratory Study. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 124-139). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch007
This study represents a framework that digital libraries can leverage to increase usage and visibility. The adopted qualitative research aims to examine a digital engagement strategy for the libraries in the University of Ghana (UG). Data is collected from participants (digital librarians) who are key stakeholders of digital library service provision in the University of Ghana Library System (UGLS). The chapter reveals that digital library services included rare collections, e-journal, e-databases, e-books, microfilms, e-theses, e-newspapers, and e-past questions. Additionally, the research revealed that the digital library service patronage could be enhanced through outreach programmes, open access, exhibitions, social media, and conferences. Digital librarians recommend that to optimize digital library services, literacy programmes/instructions, social media platforms, IT equipment, software, and website must be deployed. In conclusion, a DES helps UGLS foster new relationships, connect with new audiences, and establish new or improved brand identity.
Nambobi, M., Ssemwogerere, R., & Ramadhan, B. K. (2020). Implementation of Autonomous Library Assistants Using RFID Technology. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 140-150). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch008
This is an interesting time to innovate around disruptive technologies like the internet of things (IoT), machine learning, blockchain. Autonomous assistants (IoT) are the electro-mechanical system that performs any prescribed task automatically with no human intervention through self-learning and adaptation to changing environments. This means that by acknowledging autonomy, the system has to perceive environments, actuate a movement, and perform tasks with a high degree of autonomy. This means the ability to make their own decisions in a given set of the environment. It is important to note that autonomous IoT using radio frequency identification (RFID) technology is used in educational sectors to boost the research the arena, improve customer service, ease book identification and traceability of items in the library. This chapter discusses the role, importance, the critical tools, applicability, and challenges of autonomous IoT in the library using RFID technology.
Priya, A., & Sahana, S. K. (2020). Processor Scheduling in High-Performance Computing (HPC) Environment. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 151-179). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch009
Processor scheduling is one of the thrust areas in the field of computer science. The future technologies use a huge amount of processing for execution of their tasks like huge games, programming software, and in the field of quantum computing. In real-time, many complex problems are solved by GPU programming. The primary concern of scheduling is to reduce the time complexity and manpower. Several traditional techniques exit for processor scheduling. The performance of traditional techniques is reduced when it comes to the huge processing of tasks. Most scheduling problems are NP-hard in nature. Many of the complex problems are recently solved by GPU programming. GPU scheduling is another complex issue as it runs thousands of threads in parallel and needs to be scheduled efficiently. For such large-scale scheduling problems, the performance of state-of-the-art algorithms is very poor. It is observed that evolutionary and genetic-based algorithms exhibit better performance for large-scale combinatorial and internet of things (IoT) problems.
Kirsch, B. (2020). Virtual Reality in Libraries. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 180-193). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch010
Librarians are beginning to offer virtual reality (VR) services in libraries. This chapter reviews how libraries are currently using virtual reality for both consumption and creation purposes. Virtual reality tools will be compared and contrasted, and recommendations will be given for purchasing and circulating headsets and VR equipment. Google Tour Creator and a smartphone or 360-degree camera can be used to create a virtual tour of the library and other virtual reality content. These new library services will be discussed along with practical advice and best practices for incorporating virtual reality into the library for instructional and entertainment purposes.
Heffernan, K. L., & Chartier, S. (2020). Augmented Reality Gamifies the Library: A Ride Through the Technological Frontier. In Holland, B. (Ed.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 194-210). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch011
Two librarians at a University in New Hampshire attempted to integrate gamification and mobile technologies into the exploration of, and orientation to, the library’s services and resources. From augmented reality to virtual escape rooms and finally an in-house app created by undergraduate, campus-based, game design students, the library team learned much about the triumphs and challenges that come with attempting to utilize new technologies to reach users in the 21st century. This chapter is a narrative describing years of various attempts, innovation, and iteration, which have led to the library team being on the verge of introducing an app that could revolutionize campus discovery and engagement.
Miltenoff, P. (2020). Video 360 and Augmented Reality: Visualization to Help Educators Enter the Era of eXtended Reality. In Holland, B. (Eds.), Emerging Trends and Impacts of the Internet of Things in Libraries (pp. 211-225). IGI Global. http://doi:10.4018/978-1-7998-4742-7.ch012
The advent of all types of eXtended Reality (XR)—VR, AR, MR—raises serious questions, both technological and pedagogical. The setup of campus services around XR is only the prelude to the more complex and expensive project of creating learning content using XR. In 2018, the authors started a limited proof-of-concept augmented reality (AR) project for a library tour. Building on their previous research and experience creating a virtual reality (VR) library tour, they sought a scalable introduction of XR services and content for the campus community. The AR library tour aimed to start us toward a matrix for similar services for the entire campus. They also explored the attitudes of students, faculty, and staff toward this new technology and its incorporation in education, as well as its potential and limitations toward the creation of a “smart” library.

bio lab in emergency teaching

https://www.facebook.com/groups/onlinelearningcollective/permalink/599387467358622/

Hi everyone- my mom has been teaching Bio 101 with a lab for 39 years. I’m working with her to get ready for the fall semester online but Science isn’t my field. Any recommendations for online bio labs?

Stephanie Edelmann I’m still working on my lab, but here is an extensive list of online resources that was shared with faculty at our school.

https://docs.google.com/…/1Mv0EyCw2QeFIpW5P5qNR5EW…/edit

Rebecca Westphal Carolina has kits…. but they are mostly on back order and hard to get for fall (in US?). You could think of putting together your own kits for students to pick up. There are also many labs using “household” materials such as this spinach photosynthesis lab http://www2.nau.edu/…/photosynthesis/photosynthesis.html.

For introducing basic chemistry I really like the “Build an Atom” simulation on the PhET website, although it’s more of an activity than a “lab”. HHMI biointeractive has lots of free resources and data sets that you could build on, including lots for natural selection — try searching “rock pocket mouse natural selection” on the biointeractive website.

Rachel Scherer https://phet.colorado.edu/_m/ is one of my go to favorites. I have some instructors testing labster out this summer. I haven’t heard anything back so I am guessing it is working well for them. Also

https://docs.google.com/spreadsheets/d/18iVSIeOqKjj58xcR8dYJS5rYvzZ4X1UGLWhl3brRzCM/htmlview?fbclid=IwAR2h4vyLqHtXW6M80CXTHZ4eUrv-TY8ljCMMZ52zMRGCqqgxwNt6Qq8zpF0#gid=0

Cheryl DeWyer Lindeman https://www.biointeractive.org

Cheryl DeWyer Lindeman https://www.shapeoflife.org/

Sondra LoRe https://qubeshub.org/community/groups/quant_bio_online

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

Mixed Reality remote learning platform

https://www.prweb.com/releases/gigxr_announces_new_immersive_learning_system_for_fall_2020_academic_year_with_remote_and_socially_distanced_learning/prweb17183361.htm

GIGXR, Inc., a provider of extended reality (XR) learning systems for instructor-led teaching and training, announced today the availability of its GIG Immersive Learning System for the Fall 2020 Northern Hemisphere academic year. The cloud-based System was created to dramatically enhance learning outcomes while simplifying complex, real-life teaching and training scenarios in medical and nursing schools, higher education, healthcare and hospitals.

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

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