Searching for "team work"
K-12 IT leaders need to work with people, not just tech
My note: this is the first step toward the conclusion of my dissertation: the CIO in education must wear three hats: computer geek, educator and administrator.
District Administration reports.
Since edtech varies from district to district and state to state, it’s unlikely that an IT candidate will be up-to-speed on the current system in use. Alabama solves this problem by offering the Alabama Chief Technology Officer certification program.
It is critical for those in K-12 IT leadership to understand the unique customer service needs of the education industry. When technology doesn’t work, it throws a wrench into an entire day of learning. Educators need a fast fix and responsive service. Effective tech leaders will delegate by teaming up with tech-savvy teachers who can serve as school tech leaders. This strategy allows for an on-site tech expert to step in to put out fires before the tech expert arrives.
Former teachers can also make strong chief technology officers because they understand both tech and education. This allows them to build trust with the staff, which is a critical component to launching new technology initiatives.
more on digital literacy for EDAD in this IMS blog
Gen Z is coming to your office. Get ready to adapt
Janet Adamy, Sept 6, 2018
Early signs suggest Gen Z workers are more competitive and pragmatic, but also more anxious and reserved, than millennials, the generation of 72 million born from 1981 to 1996, according to executives, managers, generational consultants and multidecade studies of young people. Gen Zers are also the most racially diverse generation in American histor
With the generation of baby boomers retiring and unemployment at historic lows, Gen Z is filling immense gaps in the workforce. Employers, plagued by worker shortages, are trying to adapt.
LinkedIn Corp. and Intuit Inc. have eased requirements that certain hires hold bachelor’s degrees to reach young adults who couldn’t afford college. At campus recruiting events, EY is raffling off computer tablets because competition for top talent is intense.
Companies are reworking training so it replicates YouTube-style videos that appeal to Gen Z workers reared on smartphones.
“They learn new information much more quickly than their predecessors,”
A few years ago Mr. Stewart noticed that Gen Z hires behaved differently than their predecessors. When the company launched a project to support branch managers, millennials excitedly teamed up and worked together. Gen Z workers wanted individual recognition and extra pay.
Much of Gen Z’s socializing takes place via text messages and social media platforms—a shift that has eroded natural interactions and allowed bullying to play out in front of wider audiences.
The flip side of being digital natives is that Gen Z is even more adept with technology than millennials. Natasha Stough, Americas campus recruiting director at EY in Chicago, was wowed by a young hire who created a bot to answer questions on the company’s Facebook careers page.
To lure more Gen Z workers, EY rolled out video technology that allows job candidates to record answers to interview questions and submit them electronically.
LinkedIn, which used to recruit from about a dozen colleges, broadened its efforts to include hundreds of schools and computer coding boot camps to capture a diverse applicant pool that mirrors the changing population.
more on Gen Z in this IMS blog
5 SECRETS TO DEVELOPING A HIGH-PERFORMING TEAM IN HIGHER EDUCATION
Patrick Sanaghan & Jillian Lohndorf
6 POTENTIALLY DESTRUCTIVE MYTHS
#1: THE MYTH ABOUT TALENT
A variety of skills, experiences,and perspectives are necessary,along with high levels of trust, open communication, emotional support, and mutual accountability—all of which arevery hard to establish and maintain. One differentiator of an exceptional team is a high level of curiosity where questions(not hidden criticisms) are prized.
#2: THE MYTH ABOUT FOCUS
stellar teams allocate their time in an unexpected way. They spend two-thirds of their time on thetask at hand (gettin’ ‘er done) and a full one-third on the “process” or relational aspect of the team’s functioning
#3: THE MYTH ABOUT CONFLICT
Exceptional teams see conﬂict as a resource, not something to be avoided.
Leaders need both the skill and the courage to deal with conﬂict on their team, as well as the understanding that everyone on the team needs to be involved in its resolution.
#4: THE MYTH ABOUT OPENNESS
- the “ seduction of the leader ” syndrome frequently seen in higher education. Due to the “collegial” and polite nature of most campuses, people simply don’t feel comfortable providing honest feedback,especially if it is negative or critical.
- Many people are reluctant to be honest, because it might hurt someone’s feelings.
- People don’t want to “lose their seat at the table” and fear that they risk doing so if they are truly honest.
- People realize that the leader really isn’t open to honest feedback, even as the leader professes to want it
#5: THE MYTH ABOUT SAMENESS
One of the pervasive team dynamics that every team leader needs to be aware of is
This happens when we select people to be on our teams who have similar backgrounds to ours.
#6: THE MYTH ABOUT MOTIVATIONAL METAPHORS
One of the best ways to build a realteam is to have each team membershare their own metaphor for how theywould like the team to operate.
5 STRATEGIES FOR DEVELOPING A STELLAR TEAM
1. Make your team a learning team, by creating an internal article or book club.
2. Deﬁne the rules for decision making.
3. Create working agreements or“ground rules” for the functioning and support of the team.
4. Establish a mechanism for regular, anonymous evaluation of team meetings.
5. Conduct a leadership “audit.”
more on leadership in higher ed in this IMS blog:
SCTCC continue from
Tuesday, October 30 from 9:00am-3:00pm at the System Office, Wells Fargo Place (Saint Paul, MN).
Team 3 is charged with developing a process for prioritizing and selecting collaborative curriculum development and course offering projects that require the use of enterprise instructional design and technology services.
Have expertise in online education that you are willing to share?
The Online Strategy Workgroup needs subject matter experts to participate on one of the three teams below.
- Team 1 (Access) – Team 1 is charged with reviewing the existing services provided by the Minnesota State Info Hub and aligning the services they provide with the needs outlined in the corresponding action steps of the Online Strategy report. This team will utilize the existing levels of funding allocated to the Minnesota State Info Hub without seeking additional financial compensation from campuses. See what subject matter experts are needed for this team.
- Team 2 (Quality) – Team 2 is charged with reviewing the existing services provided by the Minnesota Online Quality Initiative (MOQI) and aligning these services with the needs outlined in the corresponding action steps of this report. In addition to evaluating faculty development programming options available through MOQI, this team will be responsibility for developing the tools intended to support the quality improvement processes used by campuses. See what subject matter experts are needed for this team.
- Team 3 (Collaboration) -Team 3 is charged with developing a process for prioritizing and selecting online collaborative curriculum development and online course offering projects that require the use of enterprise instructional design and technology services. See what subject matter experts are needed for this team.
https://mnscu.sharepoint.com/teams/ENTPR-Online-Strategy/SitePages/Team-3—Collaboration.aspx MinnState STAR ID login: STARID@minnstate.edu
November 20, 2016
Becky Lindseth, MIchael Olesen, Bob Bilyk, Stephen Kelly, Kim Lynch, Scott Wojtanowski, Wilson Garland, Martin Springborg, Scott W and Kim Lynch
Proposal Request / Background (description of project proposal)
where does CETL fit here.
program level course mapping.
course level modules and learning objectives.
RCE reasonable credit equivalency
IAA inter-agency agreement
RFP request for proposal
Collaborate on Curriculum and Course Offerings (Action A)
Adopting Open Educational Resources (OER) (Action A)
Revenue Sharing Model (Action D)
Instructional Design and Technology Services (Action C)
Springboard Vr and Steam for virtual reality in libraries
A bit more information from SpringboardVR for anyone interested:
It is currently built specifically for arcades, but they think there are a lot of features that libraries could still find useful.
They also have a booking system:
I heard back from Steam, with exactly the response I expected: Our service model (users reserve our own PC and VR headset, using our Steam software) needs to use their site license program. And even if it’s just on that one PC, we’d still have to run their site license server locally to manage it.
We did an inventory of what it would cost us to purchase a site license for our most popular games: Of our top 25 most played VR games, only 10 have site licenses available at all. Those 10 games would in total cost us slightly more than $3000 per year to license, which strikes me as ridiculous.
But Tara, thanks for pointing out Springboard VR! At a glance it looks really promising. I’m really glad to hear about another option.
We ran into the same problem last year with Steam. However, we are now working with Springboard VR. Our head VR specialist says you can test run their interface on a machine for free and that they are putting together an academic package that should be available soon! https://springboardvr.com/
Amazing timing, Laura! I was just looking into the site license program this week. I wrote up what I’ve learned so far for someone else this morning, shared below. But to sum up, it’s not very promising either from a financial or practical view of the way we use Steam currently (one PC with Steam titles that we’ve purchased under our account, with an attached HTC Vive).
I originally thought this was just a different kind of license for each game, one which allows public use in a library, cafe, etc. But I got some clarification questions answered by Steam support – it’s actually designed for users to log into one of our computers using their own Steam account. They can then check out a game we’ve purchased a site license for, and play it under their account while they’re on our computer.
This also requires running some sort of server locally to handle the checkouts.
So I don’t think this is going to work for us. The pricing is also pretty wild. One of our most popular titles is Space Pirate Trainer – currently $10 paid one time to own individually, or $30/month/seat for a site license subscription. And I’ve seen at least one title that’s free for individual ownership, but somehow costs $20/month/seat for site license.
Much of their documentation is contradictory and out of date.
Even more annoying is that you can’t even see the site license prices until you sign up for a site license account and fill out some legal forms.
Last but not least, many titles, even free ones, do not have site licenses available at all.
I have one more request into Steam support asking how they prefer we purchase things as a library. I’ll let you know what I hear.
Oh, also – you can’t convert an existing Steam account or purchases. You need to create a new one and start from scratch.
Laura K. Wiegand
Interim University Librarian
Associate Director Library Information Technology and Digital Strategies
Echoing what Peter said there are no good solutions right now. It would be great if Steam or HTC or Oculus offered site licenses or group accounts, but they don’t. We have 2 HTC Vives that share an account. This causes problems occasionally as it doesn’t like it if two headsets are using the same program. Going offline usually takes care of it. Our 4 Oculus Rifts also share an account but the Oculus store is less problematic than Steam since it only contacts the mother ship when doing an update. If you have the option prepaid cards and individual accounts would be the best way to go but our purchasing department said no.
In our library’s VR Studio, we have a separate library-owned Steam account for each of 7 VR workstation computers. Some have Vives, some have Oculus Rifts at them. We purchase content for each account. We also allow patrons to download free games/tools to those computers.
If a patron owns Steam content that we don’t, they may log in to their personal account and download the game to our computer. So far, this hasn’t posed a problem, except that the added game will show up in that workstation account’s game list, but will not be playable to other patrons. I occasionally delete personal games that are causing confusion to other patrons. Not too many patrons have downloaded content yet so if it gets to be too troublesome we may disallow it in the future.
For the Oculus Rift stations, there is a Steam account as mentioned above, plus the Oculus library. For Oculus, I’ve been able to use one account for all of the workstations. We purchase content once and it’s usable on all the computers from the one account. This has worked fine so far except for playing multi-player online. The single account will not support multiple instances of online play for the same game.
None of these is a perfect solution but they are mostly working as this is a continuous work in progress. Feel free to get in touch off list if you’d like more specific info, etc.
I was curious if any of your libraries have Steam from Valve installed on your public workstations to drive PC gaming and an HTC Vive? Any tips on how to set that up? Obviously the licensing issue with purchased programs/games through Steam is a problem when you are providing access for a large user base. There are multiple free games/programs available.
How do you handle providing each user with HDD/SSD space on your machines for downloaded games/programs through Steam?
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian
more on Virtual Reality in libraries in this IMS blog
Librarians OER Workday
SCSU ad hoc team on open books from Spring 2015
Creating OER Texbooks using copyright and CC licensed materials.
What can be put on the OER textbooks:
D2L upload: every time, it is called “distribution.”
plays, music, prerecorded files such as DVD, music CD.
sculpture or painting on a Web site,
five rights avoid violating. System procedure 3.27.1 copyright clearance
DMCA Digital Millennium Copyright Act
there are certain works which are not protected
The difference between Plagiarism and copyright infringement
CI is a violation of a federal law. Plagiarism can turn into CI.
NC – no competitor can take our work and use it against us.
faculty can use anything in F2F, which is lawfully obtained. Flickr, photo without violating the regulations, it can be used in a PPT, but only on a F2F classroom. In OER, it needs to be revised.
Gary can share a “media release” form (slid 17).
Open Textbook Institute (Kimberly Johnson)
Shane Nackerud and Matthew Lee
use of Pressbooks (it is open source). Minitex pays a vendor to host it, but it can be hosted locally, because it is open source
Minnesota Library Publishing Project – partner ship between Minitex and public libraries.
authoring tool. Platform to edit and publish.
Building an Ebook Platform from Scratch: Are You Daft?
Alex Kent, Digital Initiative Librarian
OER stakeholders and critical contacts on your campus: CETL, TLTR
Preparation: as per link above, the libraray (former LRS) met in the spring of 2015
what is the role of the library staff in the OER movement. promote what already exists. Open textbook group https://www.cccoer.org/
Stephen Kelly, OER Project Grants Manager
more on OER in this IMS blog
a recent McGraw-Hill Education survey
, just 40 percent of college seniors said they felt their college experience was helpful in preparing for a career. Alarmingly, that percentage plummeted to 19 percent for women answering the same question.
data from the nonprofit Institute for the Future
, there are 6 drivers of change in today’s workforce:
1. Extreme longevity: People are living longer–by 2025 the number of Americans older than 60 will increase by 70 percent
2. The rise of smart machines and systems: Technology can augment and extend our own capabilities, and workplace automation is killing repetitive jobs
3. Computational world: Increases in sensors and processing makes the world a programmable system; data will give us the ability to see things on a scale that has never been possible
4. New media ecology: New communication tools require media literacies beyond text; visual communication media is becoming a new vernacular
5. Superstructured organizations: Social technologies drive new forms of production and value creation, and social tools are allowing organizations to work at extreme scales
6. Globally connected world: Diversity and adaptability are at the center of operations–the U.S. and Europe no longer hold a monopoly on job creation, innovation, and political power
The top 10 workforce skills of 2020 include:
1. Sense making: The ability to determine the deeper meaning or significance of what is being expressed. The Drivers: Rise of smart machines and systems
2. Social intelligence: The ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. The Drivers: Rise of smart machines and systems, globally connected world
3. Novel and adaptive thinking: Proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. The Drivers: Rise of smart machines and systems, globally connected world
4. Cross cultural competency: The ability to operate in different cultural settings. The Drivers: Superstructured organizations, globally connected world
5. Computational thinking: The ability to translate vast amounts of data into abstract concepts and to understand data based reasoning. The Drivers: New media ecology, computational world
6. New media literacy: The ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. The Drivers: Extreme longevity, new media ecology, Superstructured organizations
7. Transdisciplinary: Literacy in and ability to understand concepts across multiple disciplines. The Drivers: Extreme longevity, computational world
8. Design mindset: The ability to represent and develop tasks and work processes for desired outcomes. The Drivers: Superstructured organizations, computational world
9. Cognitive load management: The ability to discriminate and filter information for importance, and to understand how to maximize cognitive functions. The Drivers: Superstructured organizations, computational world, new media ecology
10. Virtual collaboration: The ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. The Drivers: Superstructured organizations, globally connected world
more on skills in this IMS blog
Three tips for working with a toxic colleague
long-time squabbles over promotions, resources and power create embittered workplace foes who would rather walk across the street than share a sidewalk with each other.” This is probably even more the case in government organizations than private ones, since in the private sector it is easier to get rid of problems by firing or reassigning people in dysfunctional relationships.
The first has the enormous virtue of being straightforward rather than devious or wily, tactics that always run the risk of backfiring, but even more so when relationships are already hostile. “Attempt to reconcile,” Perry urges. Try “the old-fashioned approach and sit down and propose a fresh restart,” he writes. “Bring your humility and focus on describing why a thaw is best for the team and firm. Once a détente is agreed upon, make certain to find ample opportunities to display good faith.”
seek to “partner with the adversary to navigate a crisis” as a way to repair a bad relationship.
overcoming this hostility was to put the boys in a situation where they could not deal with a problem with only the people in one group, but work by both groups was necessary. (so it is a management’s failure, what we have here, since the management does not even want to recognize that there is a problem)
The third piece of advice is to engage a broker. “Particularly for situations involving warring… senior executives,” Perry notes, “the temporary use of a broker or intermediary can facilitate progress on issues.”
purpose: draft a document for the provost to plan for charting the future goal 3.12 “develop a comprehensive strategy to increase awareness and development of e-textbooks and open educational resources (OERs)”
SCSU goal: to reduce the cost of textbooks as an affordable learning initiative. Amount of reduction is undetermined
my notes based on the material below:
- best, most applicable source for the purpose of this research: U of Alberta Committee’s notes on the learning environment:
the Canadians are using (citing) Acker (Ohio) in their research.
- best, most applicable source in terms of the logistics on e-texbooks creation and its pedagogical argumentation is this document from New Zealand: https://akoaotearoa.ac.nz/download/ng/file/group-7/guidelines-for-developing-interactive-etextbooks-on-net-tablets.pdf
- According to Bossaler et al (2014), it might be worth considering that SCSU (MnSCU?) must go first through implementing of e-text[books] in courses first by using publisher materials and then by using “in-house” produce. At this point, SCSU does NOT have an aligned policy of integrating e-texts in courses across campus. Lack of such experience might make a strategy for adoption of e-textbooks much more complex and difficult to implement
- stats are colored in green for convenience. Stats regarding the increase in textbook costs are re-printed from author to author: e.g. Acker (2011, p. 42). Murey and Perez (2011, p. 49 (bottom) – 50 (up)) reports stats from 2009 and projections for 2013 regarding etexbook adotion. Same authors, p. 50 second paragraph reports good stats regarding texbooks’ price increase : US$1122 per year for textbooks in 2010.
- Wimmer at al (2014) presents a lucid graphic of the structure of the publishing process (see bottom of this blog entry for citation and perm link).
- Wimmer at al (2014) discusses copyright and permissions, which is of interest for this research (p. 85)
- regarding in-house creation of e-textbooks, see (Distance education, e-learning, education and training, 2015). It very much follow the example of SUNY, which Keith was laying out: a team of faculty charged with creation the e-textbook for mass consumption.
Besides the SUNY model Keith is envisioning for MnSCU (comparable), there is the option of clustering OER sources: e.g. NASTA as per Horejsi (2013), CourseSmart. FlatWorld Knowledge (Murrey and Perez, 2011) etc.
- Hamedi & Ezaleila (2015) present an entire etextbook program. Article has been ordered through ILL. Same with Joseph (2015).
- Open Educational Resources in Acker (2015, p. 44-47). Also in Murey and Perez (2011, p. 51).
Also in ICWL (Conference) (13th : 2014 : Tallinn, E., & Cao, Y. (2014): OpenDSA
- Different models of pricing also in Acker (2015, p. 48). Keith touched on that
- students learn equally well from etextbooks as from paper ones: Taylor (2011)
responses from colleagues:
Scott Robison, email@example.com: firstname.lastname@example.org listserv
Jeff Gallant, Jeff.Gallant@usg.edu: David Ernst with the U and Ashley Miller from Ohio State U: email@example.com. Ashley’s is firstname.lastname@example.org.
definition e-textbook and
an electronic version of a printed book that can be read on a computer or handheld device designed specifically for this purpose.
Definition of: e-book
my note: there is no good definition about e-textbook in terms of the complexity, which e-textbook on campus might involve.
Considering Wimmer et al (2014) account on their campus experience in publishing e-textbook, a textbook may involve an LMS (Canvas) and blog (WordPress). Per my proposal during the F2F meeting, and following Rachel’s suggestion about discrimination of the different types of e-textbooks, here is an outline of e-textbook definition:
working definition for e-textbook for the purposes of SCSU:
e-textbook is a compilation of textual, multimedia and interactive material, which can be viewed on various electronic devices. E-textbook can: 1. be purchased from a publisher; 2. compiled in HTML format on faculty or group web space; 3. compiled on the content module of LMS (BB, D2L, Canvas, Moodle, etc.) 4. compiled on LMS (BB, D2L, Canvas, Moodle, etc.) and including all interactive materials: e.g. hyperlinks to MediaSpace multimedia, quizzes, etc.; 5. compiled on special apps, such as iBook Author, eCub, Sigil.
(Electronic-BOOK) The electronic counterpart of a printed book, which can be viewed on a desktop computer, laptop, smartphone, tablet or e-book reader (e-reader). When traveling, a huge number of e-books can be stored in portable units, dramatically eliminating weight and volume compared to paper. Electronic bookmarks make referencing easier, and e-book readers may allow the user to annotate pages.
Although fiction and non-fiction books come in e-book formats, technical material is especially suited for e-book delivery because it can be searched. In addition, programming code examples can be copied, which is why CD-ROMs that contained examples or the entire text were often packaged inside technical paper books.
Wimmer, Morrow, & Weber: Collaboration in eTextbook Publishing
There are several e-book formats on the market, including EPUB, Mobipocket (PRC, MOBI), eReader (PDB), Kindle (AZW, KF8) and Apple iBook (EPUB variation). Many e-readers also accept generic formats, including Adobe PDF and plain text (TXT).
Electronic Textbooks or Paper Textbooks: What Are Students Reading?
According to a United States Government report, textbook prices have increased at over twice the rate of inflation in the last couple of decades. According to another report, the average student spends between $700 and $1,000 per year on textbooks while the cost of e-textbooks can be as much as 50% lower than paper textbooks.
Oxford dictionary, an electronic book or e-book is “an electronic version of a printed book that can be read on a computer or handheld device designed specifically for this purpose.” An e-textbook is defined as an e-book used for instructional or educational purposes and often includes features such as bookmarking, searching, highlighting, and note-taking as well as built-in dictionaries and pronunciation guides, embedded video-clips, embedded hyperlinks, and animated graphics.
E-textbooks have moved from occasional usage to a mainstream technology on college campuses. According to the Association of American Publishers, sales of e-books hit over $90 million; this is up over 200% when compared to the same month the previous year. When the cost of textbooks and the availability of formats are considered, the use of an e-textbook in the classroom may be the reasonable choice.
A digital textbook
is a digital book or e-book
intended to serve as the text for a class. Digital textbooks may also be known as e-textbooks
. Digital textbooks are a major component of technology-based education reform. They may serve as the texts for a traditional face-to-face class, an online course or degree.
The concepts of open access
and open source
support the idea of open textbooks
, digital textbooks that are free (gratis) and easy to distribute, modify and update
Exploring Students’ E-Textbook Practices in Higher Education
- Authors: by Aimee Denoyelles, John Raible and Ryan Seilhamer Published: Monday, July 6, 2015. Instructional Designers, University of Central Florida
According to the United States Government Accountability Office, prices have increased 82 percent from 2002 to 2012.3
This cost sometimes drives students to delay or avoid purchasing textbooks
. Digital materials such as e-textbooks may offer a more cost-effective alternative.4
Also, the expectation for digital materials is gaining strength in the K–12 sector.5
For example, Florida school districts set a goal to spend at least half of classroom material funding
on digital materials by the 2015–2016 school year. Given that 81 percent of first-time-in-college (FTIC) undergraduate students hailed from a Florida public high school during the fall 2014 semester at the University of Central Florida (UCF), it is important to anticipate student expectations of digital materials. Finally, the availability of digital materials has risen exponentially with the incredible popularity of mobile devices.
Despite the advantages that e-textbooks pose, such as interactive features and accessibility on mobile devices, several barriers exist regarding implementation in higher education, namely non-standardization of the platform, limited use by students, and the unclear role of the instructor in adoption.
a survey questionnaire in 2012 that explored basic usage and attitudes regarding e-textbooks.
Bossaller, J., & Kammer, J. (2014). Faculty Views on eTextbooks: A Narrative Study. College Teaching, 62(2), 68-75. doi:10.1080/87567555.2014.885877
Implementing eTexts into a Course:
This qualitative study gives insight into the experiences instructors have when working with publishers to integrate electronic content and technology into their courses.
Baek, E., & Monaghan, J. (2013). Journey to Textbook Affordability: An Investigation of Students’ Use of eTextbooks at Multiple Campuses. International Review Of Research In Open And Distance Learning, 14(3), 1-26.
the Advisory Committee on Student Financial Assistance (2007) reported that textbook prices represent a significant barrier to students’ accessibility to textbooks. The report concluded that textbooks cost between $700-$1000 per year; textbook prices have risen much faster than other commodities; and that college aid fails to cover textbook expenses. Textbook costs are equivalent to 26% of tuition costs for an average four-year public university student and 72% of tuition costs for an average community college student. In fact, the California State Auditor (2008) reported that textbook costs grew more rapidly than student fees in academic year 2007–08.
Wimmer, E. e., Morrow, A. a., & Weber, A. a. (2014). Collaboration in eTextbook Publishing: A Case Study.Collaborative Librarianship, 6(2), 82-86.
Distance education, e-learning, education and training. (2015). Clinical Chemistry & Laboratory Medicine, 53s557-s559. doi:10.1515/cclm-2015-5015
the creation of an interactive e-book called “Practical Clinical Chemistry: core concepts” was accomplished using the
Apple Macintosh platform and the iBooks Author software. Digital content, including videos, was developed for the
project and embedded within the final package. In order to limit the size of the final files, some content was uploaded
onto Youtube so that the user could access these via the internet.
The e-book, 200MB in size, was uploaded onto the Apple ITunes site and made available in 51 countries via the
iBooks store. This prototype is the first interactive digital textbook available in clinical chemistry and contains “4-
dimensional” content including digital images, videos, interactive presentations, real-time data generation as well as
review questions with instant feedback and assessment.
Hamedi, M., & Ezaleila, S. (2015). Digital Textbook Program in Malaysia: Lessons from South Korea. Publishing Research Quarterly, 31(4), 244-257. doi:10.1007/s12109-015-9425-4
Joseph, R. (2015). Higher Education Book Publishing-from Print to Digital: A Review of the Literature. Publishing Research Quarterly, 31(4), 264-274. doi:10.1007/s12109-015-9429-0
the author reflects the process on a state level (Ohio).
Marcoux, E. “. (2012). Best of the Best Planning. Teacher Librarian, 39(4), 69-70.
Taylor, A. K. (2011). Students Learn Equally Well From Digital as From Paperbound Texts. Teaching Of Psychology, 38(4), 278-281. doi:10.1177/0098628311421330
Much of the research related to digital texts has focused ontechnical aspects of readability (see Dillon, 1992, for a review) and limitations of digital media for note-taking, underlining, or highlighting text (Brown, 2001). However, the important—and unanswered—question from a teaching perspective is, ‘‘Can students learn as well from digital texts as from paperbound textbooks?’’ Few published studies have addressed this ques-tion directly, and even fewer studies have examined this ques-tion among college students.
Murray, M. C., & Pérez, J. (2011). E-Textbooks Are Coming: Are We Ready?. Issues In Informing Science & Information Technology, 849-60.
read the entire article, good data.
CourseSmart. FlatWorld Knowledge,
Horejsi, M. (2014). Textbooks 2.0. Science Teacher, 81(3), 8. http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d94603788%26site%3dehost-live%26scope%3dsite
two Eastern Europeans (Moldova, Serbia) raise serious concerns about electronic textbooks
Španović, S. (2010). PEDAGOGICAL ASPECTS OF E-TEXTBOOKS. Odgojne znanosti. 12(2). 459-470.
Railean, E. (2015). https://prezi.com/sbidiadctrzo/beyond-textbook-digital-textbook-use-and-development/
- (Un)desirable features in etextbooks
- How etextbooks might affect course delivery
- Pilot projects that can help build institutional expertise
- Address how and where insights gained from pilot projects will be collected and
- made available
- People resources (e.g., instructional designers) that will be needed to assist
- instructors to use this technology
ICWL (Conference) (13th : 2014 : Tallinn, E., & Cao, Y. (2014). New horizons in web based learning: ICWL 2014 international workshops, SPeL, PRASAE, IWMPL, OBIE, and KMEL, FET, Tallinn, Estonia, August 14-17, 2014, revised selected papers. Cham: Springer.
MnSCU will by as Content Authoring Tool – SoftChalk. Here is a promo from Softchalk (my bold):
NEW SoftChalk Create 10 and SoftChalk Cloud eBook publishing features will arrive on April 25th! Come check out the latest enhancements at our upcoming webinars!
Sleek Designer Headers and Callout Boxes – Add some new pizazz to your SoftChalk lessons!
Three New Quiz Types – Test your students’ understanding with Sentence Completion, Multiple Blanks and Feedback Questions.
Polished New QuizPopper and Activity displays – With an enhanced interface for instructors and students.
Accessibility enhancements – Make your lessons available to everyone with even more accessibility enhancements.
NEW SoftChalk Cloud eBook creation and publishing – Includes a totally re-vamped, easier eBook creation and management. New SoftChalk eReader apps available for free download in the iOS, Android, Chromebook and Windows app stores. (Cloud Only)
The future of textbooks looks like this
February 22nd, 2016
are any faculty really going digital? Which content distributors will thrive? What are the implementation concerns? And when will going digital really happen?
two massive surveys and reports by the National Association of College Stores (NACS) and the Independent College Bookstore Association (ICBA) in partnership with the Campus Computing Survey (CCS),
Social network platforms for HigherEd
Excellent discussion on the blend-online listserv on :
Can anyone recommend a good social network platform, preferably Cloud-based, that could be used to facilitate substantive organic communication and collaboration among past, present and future students on a handful of online and blended learning programs?
From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Robert Tousignant
Sent: Wednesday, January 21, 2015 11:50 AM
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd
Also, as mentioned in my previous post, Schoology (http://www.schoology.com) offers an LMS with a modern social media interface and integrations with Facebook, Microsoft OneDrive, etc… you might want to add it to the list as well.
From: Victoria Cardullo <vmc0004@AUBURN.EDU>
Reply-To: The EDUCAUSE Blended and Online Learning Constituent Group Listserv <BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU>
Date: Wednesday, January 21, 2015 at 12:37 PM
To: “BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU” <BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU>
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd
I added both thanks for the update and clarification.
| Facebook Group
||“Groups for Schools” feature today which will allow American colleges to create Group pages accessible only within the school community.
||LinkedIn is a business-oriented social networking service. Founded in December 2002 and launched on May 5, 2003, it is mainly used for professional networking.
| K-12 Edmodo
||Edmodo is a social networking site for teachers and students where over 46 million teachers, students, and parents are connecting to collaborate on assignments, discover new resources. Edmodo is a web 2.0 social networking tool for educators to use to communicate with students and parents.
| Microsoft OneDrive
|| A file hosting service that allows users to upload and sync files to a cloud storage and then access them from a Web browser or their local device.
||A free management education and business education platform for management and organization of business or education.
||Yammer a private social network collaboration software and business applications that allows the user to connect to the right people, share information across teams and organize around projects.
||Celly is a platform for ad-hoc social networks that is accessible via iPhone, Android, Web, SMS text and even email. Networks connect individuals and communities for instant and easy communication.
||Jive is a communication and collaboration platform solution for business. Jive enables employees, partners and customers to work together.
||Twitter is a powerhouse for marketing, communication, business, and even education, letting people from around the world work together, share ideas, and gain exposure to concepts.
| Google+ Communities
||Google+ is a place to connect with friends and family, and explore interests. Google+ allows the user to share photos, send messages, and stay in touch with the people globally.
||Hive Social is a specialist Social Media consultancy, that helps businesses and brands find, connect, build and engage with their online audience through Social Media and Digital Marketing.
||HiveSocial for higher education is an enterprise social software, communication and collaboration platform with embedded game mechanics
||Socialtext applies Web 2.0 technologies such as enterprise microblogging, enterprise social networking and wikis to the critical challenges facing businesses. Socialtext’s platform allows employees to share expertise, speed workflows, and get their jobs done faster.
|| Elgg an open source social networking software that provides individuals and organizations with the components needed to create an online social environment. It offers blogging, microblogging, file sharing, networking, and groups
Dr. Victoria Cardullo
Assistant Reading Professor
Curriculum and Teaching
“Learning is finding out what you already know, Doing is demonstrating that you know it, Teaching is reminding others that they know it as well as you do. We are all learners, doers, and teachers.”
— Richard David Bach
From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [BLEND-ONLINE@listserv.educause.edu] on behalf of Kampmann, David L [David.Kampmann@SOUTHEASTTECH.EDU]
Sent: Tuesday, January 20, 2015 3:02 PM
Subject: Re: [BLEND-ONLINE] Social network platforms for HigherEd
A Facebook group is probably the quickest, easiest, and will give you the best engagement. Data shows that in the under 25 age group, Facebook groups is still popular.
If you were trying to reach mainly current and future, I would shift to LinkedIn.
All of those other social networks and white label networks require people to remember another log in, site, and place to check and update. You might get good engagement up front, but it will deteriorate.
David Kampmann, M.S. in Ed, CFD | Southeast Technical Institute
Instructional Facilitator | p: (605) 367-5531 | @mrkampmann
From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Ed Garay
Sent: Tuesday, January 20, 2015 11:07 AM
Subject: [BLEND-ONLINE] Social network platforms for HigherEd
Can anyone recommend a good social network platform, preferably Cloud-based, that could be used to facilitate substantive organic communication and collaboration among past, present and future students on a handful of online and blended learning programs?
I am familiar with Google+ Communities, Yammer, Jive and Socialtext, but I am wondering if there are other solutions worth investigating. Facebook at Work might be a possibility, but it is too early to tell. Elgg is also a viable option, especially, a hosted Elgg instance, but identifying a fully functional, customizable and super easy to use and administrate Cloud-first solution is most desirable.
Thank you very much.
— Ed Garay
University of Illinois at Chicago