Searching for "technology library"

discovery layers

http://www.ala.org/alctsnews/features/e-forum-discovery-layers

Erika Johnson and Kristin E. Martin

by discovery layer, the moderators were referring to the variety of tools available to libraries that bring together article-level content, specialized databases, and the content traditionally found inside a library catalog (e.g., books and journal titles) into a single searchable index. Based on the survey, 67% of e-forum participants are using a discovery layer and 83% maintain this layer alongside the traditional catalog. During the e-forum participants identified a number of commercial systems in use at their libraries (Summon, Encore, EDS, WorldCat Discovery, Primo), as well as some customized or open-source products. Participants at some specialized and public libraries expressed opinions that discovery layers do not fit their institutional needs, either because of the lack of sophisticated searching or specialized content, or because of overemphasis on article content.

In academic libraries, discovery layers tend to be the preferred tool for undergraduates, while more advanced scholars (and some library staff) prefer the traditional library catalog for known items, additional search features, and more specialized content. Discussion about the different levels of user sophistication and varying research needs continued through the entire e-forum. One participant put the difference between searching in terms of recall versus precision. Discovery makes an ideal tool for quickly returning at least some relevant results—great for basic research—but often brings back a large number of irrelevant results in a huge set.

From a technical services perspective, discovery layers have led to changes in technical services operations.

Discovery systems are not one size fits all. Special collections librarians and consortial members shared some concerns about the way discovery systems display information.

Good Question! What is a Discovery Layer?

By Executive Director, OhioLINK  Thursday, January 16, 2014 – 9:50am
https://www.oh-tech.org/blog/good_question_what_discovery_layer
a discovery layer is a Google-like search across all library resources. In library language, a discovery layer is a searchable meta-index of library resources, usually including article-level metadata, e-book metadata, metadata from library catalogs, open access resource metadata, etc., and it includes a means of retrieving resources in the result set through linking technology.

Why is a discovery layer needed for libraries?

Without a discovery layer, users have to search many separate silos of information one by one – the library catalog for books and journals, publisher sites and individual ejournals in particular subjects for articles, and other specialized databases. Even for experienced users who know which databases and resources are likely to be most relevant to their needs, this is time-consuming and involves duplicating the same search over and over in different places. For novice users, or those who want a broad, interdisciplinary search, the initial choice of resource can be daunting and frustrating, unless users already know to ask their librarians for help. In addition, every database or resource interface is different – there are many similarities, but users have to learn different procedures and strategies for each information silo. While specialized interfaces deliver a lot of power for the advanced user, sometimes they can get in the way for other kinds of tasks.

Why not just use Google or another search engine?

Many library resources are difficult to find using search engines, even if a user is savvy enough to be using Google Scholar or Microsoft Academic Search instead of regular Google or Bing. In addition, almost all online library resources, such as full-text articles and ebooks, are most decidedly not free or open access – academic libraries pay quite a bit of money for them

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more on academic libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=academic+library

Selecting LMS

A Guide to Picking a Learning Management System: The Right Questions to Ask

By Mary Jo Madda (Columnist)     Feb 14, 2017

https://www.edsurge.com/news/2017-02-14-a-guide-to-learning-management-systems-the-right-questions-to-ask

Over the past 10 years, new learning management systems (LMSs) have sprung on the scene to rival the Blackboards and Moodles of old. On the EdSurge Product Index alone, 56 products self-identify and fall into the LMS category. And with certain established companies like Pearson pulling out of the LMS ranks, where do you start?

As University of Central Florida’s Associate Vice President of Distributed Learning, Tom Cavanagh, wrote in an article for EDUCAUSE, “every institute has a unique set of instructional and infrastructure circumstances to consider when deciding on an LMS,” but at the same time, “all institutions face certain common requirements”—whether a small charter school, a private university or a large public school district.

The LMS Checklist

#1: Is the platform straightforward and user-friendly?

#2: Who do we want to have access to this platform, and can we adjust what they can see?

#3: Can the instructor and student(s) talk to and communicate with each other easily?

“Students and faculty live a significant portion of their daily lives online in social media spaces,” writes University of Central Florida’s Tom Cavanagh in his article on the LMS selection process. “Are your students and faculty interested in these sorts of interplatform connections?”

#5: Does this platform plug in with all of the other platforms we have?

“Given the pace of change and the plethora of options with educational technology, it’s very difficult for any LMS vendor to keep up with stand-alone tools that will always outperform built-in tools,” explains Michael Truong, executive director of innovative teaching and technology at Azusa Pacific University. According to Truong, “no LMS will be able to compete directly with tools like Piazza (discussion forum), Socrative (quizzing), EdPuzzle (video annotation), etc.” 

As a result, Truong says, “The best way to ‘prepare’ for future technological changes is to go with an LMS that plays well with external tools.

#6: Is the price worth the product?

A reality check: There is no perfect LMS.

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

net neutrality and education

3 Ways a Net Neutrality Repeal Might Impact Universities

The impending change in internet regulations could be detrimental to the quality of education students receive.
Meghan Bogardus Cortez , Jan 11, 2018
https://edtechmagazine.com/higher/article/2018/01/3-ways-net-neutrality-repeal-might-impact-universities

1. Technology that Increases Access Hits the Slow Lane

Innovations in videoconferencing and lecture capture technologies have allowed universities to provide flexible learning experiences to students no matter their location. However, if internet service providers are allowed to create “fast lanes” and “slow lanes” of access, experts worry these learning experiences will be in jeopardy.
“slow lanes” of internet access could make it difficult for students to access cloud software or applications without hitting data caps.

2. Inhibit Ability to Research and Access Materials

a 40-page commentary to the FCC explaining how a repeal would hurt universities, eCampus News reports.

“Institutions of higher education and libraries depend upon an open internet to carry out their educational and civic missions, and to serve their communities,” reads the commentary.

“almost everything” relies on the internet in higher education. Students use it for research, to take courses and turn in assignments while faculty use it for research and to create lesson plans. Roberts says his library needs it to archive and preserve materials. Slower internet could inhibit research and access to library resources.

3. Increased Costs Without Increased Educational Experiences

high cost of attending a university might see a bump without net neutrality.
slower internet access would actually degrade the quality of education offered for a higher cost.

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more on net neutrality and education in this IMS blog
https://blog.stcloudstate.edu/ims?s=net+neutrality

blockchain for libraries

Blockchain technology has the potential to enhance the role played by libraries within their communities, however, there are many questions yet to be answered about how specifically blockchain technology might be used and how much value it would add to library services and the communities they serve.  Ideas from within the information profession are needed as we formulate recommendations for the profession.

The San José State University School of Information (iSchool) received an IMLS grant to investigate ways that blockchain technology can be used by libraries as a community anchor to partner with other organizations and to support city/community goals.  Some suggestions for blockchain applications in libraries include building an enhanced metadata center, protecting Digital First Sale rights, supporting community-based collections, facilitating partnerships across organizations, and more.

The year-long project will provide three opportunities for a national dialog among technical experts in libraries, blockchain technology, and urban planning and members of the information professions to discuss ways that blockchain technology can advance library services to support city/community goals.

  1. The project website and blog includes information and resources about blockchain technology, potential uses of blockchain technology by libraries, and project updates along with a blog to foster open dialog. Seehttps://ischoolblogs.sjsu.edu/blockchains/
  2. The National Forum scheduled for August 6, 2018 in San Jose, CA will be comprised of 20-30 technical experts in libraries, blockchain technology, and urban planning to identify and discuss key opportunities for libraries to serve as community anchors using blockchain technology.
  3. The Library 2.018 conference, Blockchain Applied: Impact on the Information Profession, is designed for presentations and discussion on the uses of blockchain technology in libraries. Registration in this open online conference is free to the profession and public. Scheduled on June 7, 2018 from 12:00 – 3:00 pm PDT. The call for proposals is located on the conference website.

We are seeking nominations of individuals to represent the professional associations (e.g. LITA, PLA, ULC, CLIR, ARL) and information organizations by participating in the National Forum in San Jose, CA (August 6, 2018).  Funding provided by IMLS is available to support most of the expenses (travel, lodging, meals) for the National Forum for invited participants.

Nominations (including self-nominations) are due by February 15, 2018.  Nominees should be knowledgeable about blockchain technology and libraries in order to have an impact on the recommendations that will be made and discussed during the Library 2.018 conference and National Forum.

Nominations to participate in the Blockchain National Forum should be submitted by February 15 using this Google Form.

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

SOE workshop gamification

School of Education workshop on gaming and gamification

shortlink: http://bit.ly/soegaming

Join us for a LIVE broadcast:

Live broadcast on Adobe Connect:
https://webmeeting.minnstate.edu/scsuteched
Live broadcast on Facebook:
https://www.facebook.com/events/1803394496351600

 

Outline:
The Gamification of the educations process is not a new concept. The advent of educational technologies, however, makes the idea timely and pertinent. In short 60 min, we will introduce the concept of gamification of the educational process and discuss real-live examples.

Learning Outcomes:

  • at the end of the session, participants will have an idea about gaming and gamification in education and will be able to discriminate between those two powerful concepts in education
  • at the end of this session, participants will be able search and select VIdeo 360 movies for their class lessons
  • at the end of the session, participants will be able to understand the difference between VR, AR and MR.

if you are interested in setting up a makerspace and/or similar gaming space at your school, please contact me after this workshop for more information.

  1. Gaming in education
    Minecraft.edu
    https://blog.stcloudstate.edu/ims/2017/10/26/pedagogically-sound-minecraft-examples/
    Simcity.com

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Here some online games suitable for educators:
http://www.onlinecolleges.net/50-great-sites-for-serious-educational-games/

https://www.learn4good.com/games/for-high-school-students.htm

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Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/78e64d54-3607-48fa-a0d3-42ff557e29b1

Let’s take a quiz together:

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  1. Gamification in education
    1. How would you define gamification of the educational process?
    2. Gaming and Gamification in academic and library settings (paper)
      Short URL: http://scsu.mn/1F008Re
      Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non-game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences (What is GBL (Game-Based Learning)?, n.d.).
      Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). Gamification requires three sets of principles: 1. Empowered Learners, 2. Problem Solving, 3. Understanding (Gee, 2005).
    3. Apply gamification tactics to existing learning task
      split in groups and develop a plan to gamify existing learning task
    4. gamification with and without technology
      https://www.thespruce.com/board-games-for-college-kids-3570593

+++ hands-on ++++++++++++++++ hands-on ++++++++++++++++ hands-on ++++++

  1. Video 360 in the classroom (proposed book chapter)
    1. the importance of Video 360
      p. 46 Virtual Reality
      https://blog.stcloudstate.edu/ims/2017/08/30/nmc-horizon-report-2017-k12/
      p. 47 Google is bringing VR to UK kids
      http://www.wired.co.uk/article/google-digital-skills-vr-pledge
      Video 360 movies for education:
      http://virtualrealityforeducation.com/google-cardboard-vr-videos/science-vr-apps/
      Watch this movie on the big screen:

      from the web page above, choose a movie or click on this lin
      k:
      https://youtu.be/nOHM8gnin8Y (to watch a black hole in video 360)
      Open the link on your phone and insert the phone in Google Cardboard. Watch the video using Google Cardboard. 
    2. Discuss the difference between in your experience watching the movie on the big screen and using Google Cardboard. What are the advantages of using goggles, such as Google Cardboard?
      Enter your findings here:
      https://docs.google.com/document/d/1Nz42T6CaYsx8qVl9ee_IC25EyqS0A8aZcQdX2F6RMjg/edit?usp=sharing

Let’s learn more about gaming and education with Kahoot (please click on Kahoot):

https://play.kahoot.it/#/k/6c9e7368-f830-4a9c-8f5a-df1899e96665

  1. VR, AR, MR and Video 360.
    1. discuss your ideas to apply VR/AR/MR and Video 360 in real life and your profession
      https://docs.google.com/document/d/1Cq6zDXJ9xkN7h81RpiLkdflbAuX8y_my2VrbO3mZ5mM/edit?usp=sharing
  2. Creating your own games:
    https://blog.stcloudstate.edu/ims/2018/02/19/unity/

++++++ RESOURCES ++++++++++ RESOURCES ++++++++++ RESOURCES +++++++

https://blog.stcloudstate.edu/ims?s=games

https://blog.stcloudstate.edu/ims?s=gamification

https://blog.stcloudstate.edu/ims?s=virtual+reality

https://blog.stcloudstate.edu/ims?s=video+360

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For further information about Information Media:

IM Facebook Group https://www.facebook.com/groups/326983293392/
IM Facebook Page http://www.facebook.com/Informationmedia
IM Blog blog.stcloudstate.edu/im
IM LinkedIn https://www.linkedin.com/in/information-media-department-31360b28/
Twitter https://twitter.com/IM_SCSU
Youtube https://www.youtube.com/channel/UCIluhVNJLJYEJ7983VmhF8w

learning spaces and stem students

The Next 10 Years: Helping STEM Students Thrive series, on January 10th, from 12-1:30 PM ET. The topic will be learning spaces with the following guest speakers:

  • Jeanne L. Narum, Principal, Learning Spaces Collaboratory

Jeanne will discuss what she has learned about what works, why and how it works in achieving sustainable institutional transformation in the world of planning spaces for learning in the undergraduate setting.

  • Lisa Stephens, Sr. Strategist- SUNY Academic Innovation – University at Buffalo
  • Rebecca Rotundo, Instructional Technology Specialist, University at Buffalo

Lisa and Rebecca will share their experience in FLEXspace (Flexible Learning Environments eXchange) an open education repository project which has expanded to over 2,600+ users from 1,200+ educational institutions across 42 countries.

  • Xin Li, Associate University Librarian, Cornell

Xin will share information about the Library’s initiative to install a Portal on the Cornell campus in Sept. 2018, with the goal to engage faculty, students, and the community in live conversations with Portal users in different countries, cultures, or life circumstances, such as what others do for STEM education.

For more information on the speakers and to register and log into the event please go tohttps://gateway.shindig.com/event/learningspaces

This collaboration between Cornell University and the University at Buffalo featuring the perspectives of national thought leaders and institutional representatives about expanding the participation of women in undergraduate STEM education at different scales.

This interactive, online series features a different topic per month. Each session kicks off with an introduction by our distinguished thought leaders followed by institutional representatives from Cornell University and the University at Buffalo who will share insights from their campuses. Participants may join the conversation, ask questions, share experiences, build networks and learn more about:

·         Innovations that can expand female or underrepresented minority student participation and success in STEM undergraduate education.

·         Effective evidence-based STEM teaching practices commonly adopted at research universities.

·         Unique institutional and cultural challenges to achieving STEM diversity.

·         What difference at scale looks like.

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more on learning spaces in academic environment in this iMS blog
https://blog.stcloudstate.edu/ims?s=learning+spaces

SpringboardVR and Steam in libraries

Springboard Vr and Steam for virtual reality in libraries

A bit more information from SpringboardVR for anyone interested:
Here is a link to their setup guide – https://docs.google.com/document/d/1dYp4-hoHcJD3I8_YdyNh8PI-4CFvkWfVT3HJ-NK6FvY/edit
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:
https://docs.google.com/document/d/14-HvD-F1Kt7aTrlwiKdq8aXouU5d4l0lszPo6TwlM1w/edit

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.

-Chad

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/
Tara
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.
 
-Chad
We’d also like to know if any other libraries had set up the Steam/Valve Site license, which we were just starting to look into ourselves:  https://support.steampowered.com/kb_article.php?ref=3303-QWRC-3436  – which sounds like it solves many of these problems. Our general counsel has a few issues with the license terms but are willing to consider especially if I can find examples of other institutions utilizing it!
 
____________________________________________________________________
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.
Edward Iglesias
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.
Thanks,
Pete
Hi all,
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?
Thanks,
Alex
Elisandro Cabada
Engineering and Innovation Liaison Librarian
Computer Science, Electrical and Computer Engineering Librarian

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more on Virtual Reality in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality+library

Advancing Online Education in Minnesota State

Advancing Online Education in Minnesota State

Advancing Online Education – Full Report-1s94jfi

Defining Online Education
The term “online education” has been used as a blanket phrase for a number of fundamentally different  educational models. Phrases like distance education, e-Learning, massively open online courses (MOOCs),  hybrid/blended learning, immersive learning, personalized and/or adaptive learning, master courses,  computer based instruction/tutorials, digital literacy and even competency based learning have all colored the  definitions the public uses to define “online education.”

online education” as having the following characteristics:

  • Students who enroll in online courses or programs may reside near or far from the campus(es) providing the course(s) or program.
  • A student’s course load may include offering where attendance is required in person or where an instructor/students are not required to be in the same geographic location.
  • Students may enroll in one or more individual online course offerings provided by one or more institutions to that may or may not satisfy degree/program requirements.
  • Student may pursue a certificate, program, or degree where a substantial number of courses, perhaps all, are taken without being in the same geographic location as others.

Organizational Effectiveness Research Group (OERG),

As the workgroup considered strategies that could advance online education, they were asked to use the primary and secondary sources listed above to support the fifteen (15) strategies that were developed

define a goal as a broad aspirational outcome that we strive to attain. Four goal areas guide this document. These goal areas include access, quality, affordability and collaboration. Below is a description of each goal area and the assumptions made for Minnesota State.

  1. Access
    Over twenty percent of existing Minnesota State students enroll in online courses as a way to satisfy course requirements. For some students, online education is a convenient option; for others, online is the only option available
  2. Quality
    The Higher Learning Commission (HLC) accreditation guidelines review the standards and processes institutions have in place to ensure quality in all of educational offerings, including online.
    There are a number of ways in which institutions have demonstrated quality in individual courses and programs including the evaluation of course design, evaluation of instruction and assessment of student
  3. Affordability
    a differential tuition rate to courses that are offered online. If we intend to have online education continue to be an affordable solution for students, Minnesota State and its institutions must be good stewards of these funds and ensure these funds support online education.
    Online education requires different or additional services that need to be funded
    transparency is important in tuition setting
  4. Collaboration
    Distance Minnesota is comprised of four institutions Alexandria Technical & Community College, Bemidji State University, Northland Community & Technical College, and Northwest Technical College) which collaborate to offer student support services, outreach, e-advising, faculty support, and administrative assistance for online education offerings.

 Strategies

strategies are defined as the overall plan used to identify how we can achieve each goal area.

Action Steps

Strategy 1: Ensure all student have online access to high quality support services

students enrolled in online education experiences should have access to “three areas of support including academic (such as tutoring, advising, and library); administrative (such as financial aid, and disability support); and technical (such as hardware reliability and uptime, and help desk).”
As a system, students have access to a handful of statewide services, include tutoring services through Smarthinking and test proctoring sites.

Strategy 2: Establish and maintain measures to assess and support student readiness for online education

A persistent issue for campuses has been to ensure that students who enroll in online course are aware of the expectations required to participate actively in an online course.

In addition to adhering to course expectations, students must have the technical competencies needed to perform the tasks required for online courses

Strategy 3: Ensure students have access to online and blended learning experiences in course and program offerings.

Strategy 4: These experiences should support and recognize diverse learning needs by applying a universal design for learning framework.

The OERG report included several references to efforts made by campuses related to the providing support and resources for universal design for learning, the workgroup did not offer any action steps.

Strategy 5: Expand access to professional development resources and services for faculty members

As online course are developed and while faculty members teach online courses, it is critical that faculty members have on-demand access to resources like technical support and course assistance.

5A. Statewide Faculty Support Services – Minnesota State provide its institutions and their faculty members with access to a centralized support center during extended hours with staff that can assist faculty members synchronously via phone, chat, text/SMS, or web conference

5C. Instructional Design and Technology Services – Establish a unit that will provide course design and instructional technology services to selected programs and courses from Minnesota State institutions.

Quality

Strategy 1: Establish and maintain a statewide approach for professional development for online education.

1B. Faculty Mentoring – Provide and sustain faculty mentoring programs that promote effective online pedagogy.

1C. Professional development for support staff – including instructional designers, D2L Brightspace site administrators and campus trainers, etc.)

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

PALS at CATT

Campus Academic Technology Teams Webinar:

Online Education Report:

https://mnscu.sharepoint.com/sites/SO-UG-Educational-Innovations/Shared%20Documents/CATTs/2017-11-28/Advancing%20Online%20Education%20-%20Full%20Report.pdf?slrid=9d6b319e-e02a-4000-c1b7-12461657a5be

PALS: Enhancing Library System Solutions

PALS is housed in Mankato, 40+ years, shared by all MnSCU institutions. smaller libraries with smaller staff benefit.

Funding: Centrally from the Chancellor Office and privately.

Ex Libris. Alma (management software) discovery software is Primo. Implementation from Sept 2017 to 2019

value-added services?  A valueadded service (VAS) is a popular telecommunications industry term for non-coreservices, or, in short, all services beyond standard voice calls and fax transmissions. However, it can be used in any service industry, for services available at little or no cost, to promote their primary business.

Value-added service – Wikipedia

The new library system: backroom processing: – acquisitions – resources management (phys + electr) – analytics / reports /APIs
fulfillment : circulation and ILL
Discovery (Primo)
– phys + electr
– institution, consortium, remote resources
advantanges:
Hosted apps
web-based staff interface (until now on Windows)
all in one vs four separate apps – staff efficiency, common services, student success?
electronic resource management
Electronic resource management (ERM) is the practices and techniques used by librarians and library staff to track the selection, acquisition, licensing, access, maintenance, usage, evaluation, retention, and de-selection of a library’s electronic information resources. These resources include, but are not limited to, electronic journalselectronic booksstreaming mediadatabasesdatasetsCD-ROMs, and computer softwarehttps://en.wikipedia.org/wiki/Electronic_resource_management
Primo – comprehensive discovery
one search point; phys + electr; integrated into central system; academic resources available in central index; analytics and reporting; library consortia
EZ Proxy – provides access to library resources off campus
Islandora – open source digital asset management solution tha preserves, manages, and provide access to docs, unique history (photos, publications); research, other resources
Islandora is considered for OER, link to course materials through D2L
Leganto – expensive ExLibris for D2L integration
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Thurs, Nov 30 – continuation from Tues, Nov 28
Islandora. open source digital assessment tool. STCC is using Islandora
Primo is the discovery tool for campus only w subscription. PALS does not fund Primo. PALS does it through state-wide dbases.
ILL of electronic resources among campuses; the new system is making it easier.
your comments about the new system making electronic resources more available : does it mean that I will not have to go through my campus ILL persona can “borrow” directly? or it is too optimistic to expect that?
 Stephen Kelly: Tim Anderson has shared with me some thoughts on how Islandora can assist with archiving Open Educational Resources (OERs), but could you comment further on that for the benefit of everyone on the call? Answer: safe place to save OER. Drupal-based front end. Customizable. What is the connection to Primo
Stephen Kelly: Could it facilitate easier sharing of resources between institutions? For instance, if an OER was created at one institution and uploaded to Islandora, could it easily be populated for every other institution to access the materials as well?
Piggybacking on Stephen Kelly: are the account permissions similar to the average social media tool, where faculty can decide how “wide” the permission of h/er OER product is? E.g. a blog or YouTube / Kaltura can have: private / unlisted / public levels. Does Islandora function the same?
ownership of the OER.
copyright can be placed on each screen.

online program evaluation

company or group who is doing online program evaluation?

this information is extracted from the Blend-Online discussion list

Colleagues,

Do you know any company or group who is doing online program evaluation? Our school is seeking a consulting group to come to review our online programs and identify areas relate to online learning that we need to improve.

Thanks,

Carrie Halpin, Ph.D. Professor/Instructional Designer & Technologist eLearning & Instructional Technology (eLIT) Virginia Western Community College 3095 Colonial Ave. SW, Roanoke, VA 24015 Office: Brown Library 102 Phone: 540-857-6636 Fax: 540-857-6138 Email: chalpin@virginiawestern.edu

Quality Matters will do course reviews.  iDesign
iDesign will do both of those things using a fee-for-service model versus a revenue-sharing model like Academic Partnerships or 2U. I have no personal experience with any OPM, but iDesign is the only one I know of that offers that ala carte type service.
Andrea MacArgel
 Instructional Designer Center for Learning and Teaching
 Binghamton University LN 1324A (607) 777-5099 Schedule a meeting with me at http://doodle.com/macargel  http://www.binghamton.edu/clt

Damon Osborne, Ph.D. Associate Vice President for Online and Alternative Delivery Programs Shafer Library | Findlay, OH 45840 419-434-5978 Office dosborne@findlay.edu

+++++++++++
more on evaluations regarding online teaching in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+evaluation

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