Searching for "touch screen"
Greg Jorgensen emailed us with his new darling:
Explain Everything – https://play.google.com/store/apps/details?id=com.morriscooke.explaineverything
and raises a very good question:
What do we know and how do we organize our tools and apps for whiteboard screencasting and lecture capture?
Greg’s choice of the day is atop of a list from the Ed Tech/y and Mobile Learning web site:
next on that top-6-list are
Educreations Interactive Whiteboard
Doceri (http://doceri.com/) is a very promissing app, which Bob Lessinger was pushing to be installed on campuos computers (being free), but it is ONLY iPAD-bound (not even iPHone or iTouch)
In addition to Doceri: Stage : Interactive Whiteboard and Document Camera and Splashtop Whiteboard per: 3 Apps to Turn Your iPad into Interactive Whiteboard ~ Educational Technology and Mobile Learning
Here is a neat table about the compatibility (iOS and Android) for several of these apps:
Here is another good resource from Alaska. The screencasting apps reviewed are the same as above, but other good sources regarding a pedagogy involving the technology.
A broader approach to this issue (Presentation & Screencasting Apps) on Pinterest: http://www.pinterest.com/itechservices/presentation-screencasting-apps/
More apps and possibilities, as well as “how-to” directions here:
Here is an useful blog entry, comparing ExlpainEverything with Educreation —
Lecturnity ( http://www.lecturnity.com )
a lengthy review is available here: http://smorgastech.blogspot.com/?goback=%2Egde_2038260_member_5807615489219772416#%21
Digital Access to Non-Print Collections
University libraries have held collections of books and printed material throughout their existence and continue to be perceived as repositories for physical collections. Other non-print specialized collections of interest have been held in various departments on campus such as Anthropology, Art, and Biology due to the unique needs of the collections and their usage. With the advent of electronic media, it becomes possible to store these non-print collections in a central place, such as the Libray.
The skills needed to curate artifacts from an archeological excavation, biological specimens from various life forms, and sculpture work are very different, making it difficult for smaller university libraries to properly hold, curate, and make available such collections. In addition, faculty in the various departments tend to want those collections near their coursework and research, so it can be readily available to students and researchers. With the expansion of online learning, the need for such availability becomes increasingly pronounced.
With the advent of 3 dimensional (3D) scanners, it has become possible for a smaller library to hold digital representations of these collections in an archive that can be curated from the various departments by experts in the discipline. The Library can then make the digital representations available to other researchers, students, and the public through kiosks in the Library or via the Internet. Current methods to scan and store an artifact in 3Dstill require expertise not often found in a Library.
We propose to use existing technology to build an easy-to-use system to scan smaller artifacts in 3D. The project will include purchase and installation of a workstation in the Library where the artifact collection can be accessed using a large touch-screen monitor, and a portable, easy-to-use 3D scanning station. Curators of collections from various departments on the St. Cloud State University campus can check out the scanning station, connect to power and Internet where the collection is located, and scan their collection into the libraries digital archives, making the collection easily available to students, other researchers and the public.
The project would include assembly of two workstations previously mentioned and potentially develop the robotic scanner. Software would be produced to automate the workflow from the scanner to archiving the digital representation and then make the collection available on the Internet.
This project would be a collaboration between the St. Cloud State University Library (https://www.stcloudstate.edu/library/ and Visualization Laboratory (https://www.facebook.com/SCSUVizLab/). The project would use the expertise and services of the St. Cloud State Visualization Laboratory. Dr. Plamen Miltenoff, a faculty with the Library will coordinate the Library initiatives related to the use of the 3D scanner. Mark Gill, Visualization Engineer, and Dr. Mark Petzold, Associate Professor of Electrical and Computer Engineering will lead a group of students in developing the software to automate the scanning, storage, and retrieval of the 3D models. The Visualization Lab has already had success in 3D scanning objects for other departments and in creating interactive displays allowing retrieval of various digital content, including 3D scanned objects such animal skulls and video. A collaboration between the Library, VizLab and the Center for Teaching and Learning (, https://www.stcloudstate.edu/teaching/) will enable campus faculty to overcome technical and financial obstacles. It will promote the VizLab across campus, while sharing its technical resources with the Library and making those resources widely available across campus. Such work across silos will expose the necessity (if any) of standardization and will help faculty embrace stronger collaborative practices as well as spur the process of reproduction of best practices across disciplines.
|42” Touch Screen Monitor
|2 Computer Workstations
|Cart for Mobile 3D Scanner
|3D Scanner (either purchase or develop in-house)
The budget covers two computer workstations. One will be installed in the library as a way to access the digital catalog, and will include a 42 inch touch screen monitor mounted to a wall or stand. This installation will provide students a way to interact with the models in a more natural way. The second workstation would be mounted on a mobile cart and connected to the 3D scanner. This would allow collection curators from different parts of campus to check out the scanner and scan their collections. The ability to bring the scanner to the collection would increase the likelihood the collections to be scanned into the library collection.
The 3D scanner would either be purchased off-the shelf or designed by a student team from the Engineering Department. A solution will be sought to use and minimize the amount of training the operator would need. If the scanner is developed in-house, a simple optical scanner such as an XBox Kinect device and a turntable or robotic arm will be used. Support for the XBox Kinect is built into Microsoft Visual Studio, thus creating the interface efficient and costeffective.
Plamen Miltenoff, Ph.D., MLIS
Dr. Miltenoff is part of a workgroup within the academic library, which works with faculty, students and staff on the application of new technologies in education. Dr. Miltenoff’s most recent research with Mark Gill is on the impact of Video 360 on students during library orientation: http://web.stcloudstate.edu/pmiltenoff/bi/
Mark Petzold, Ph.D.
Dr. Petzold is an Associate Professor in Electrical and Computer Engineering. His current projects involve visualization of meteorological data in a virtual reality environment and research into student retention issues. He is co-PI on a $5 million NSF S-STEM grant which gives scholarships to low income students and investigates issues around student transitions to college.
Mr. Gill is a Visualization Engineer for the College of Science and Engineering and runs the Visualization Laboratory. He has worked for several major universities as well as Stennis Space Center and Mechdyne, Inc. He holds a Masters of Science in Software Engineering.
University of Nevada, Reno and Pennsylvania State University 41 campus libraries to include collaborative spaces where faculty and students gather to transform virtual ideas into reality.
Maker Commons in the Modern Library: Six Reasons 3D Printers Should be in Your School’s Library
Maker Commons in the Modern Library 6 REASONS 3D PRINTERS SHOULD BE IN YOUR LIBRARY
1. Librarians Know How to Share 2. Librarians Work Well with IT People 3. Librarians Serve Everybody 4. Librarians Can Fill Learning Gaps 5. Librarians like Student Workers 6. Librarians are Cross-Discipline
more on grants in this IMS blog
In 2015, former library dean purchased two large touch-screen monitors (I believe paid $3000 each). Shortly before that, I had offered to the campus fitting applications for touch screens (being that large screens or mobiles):
Both applications fit perfect the idea of interactivity in teaching (and learning) – http://blog.stcloudstate.edu/ims?s=interactivity
With the large touch screens, I proposed to have one of the large screens, positioned outside in the Miller Center lobby and used as a dummy terminal (50” + screens run around $700) to mount educational material (e.g. Guenter Grass’s celebration of his work: http://blog.stcloudstate.edu/ims/2015/04/15/gunter-grass-1927-2015/ ) and have students explore by actively engaging, rather than just passively absorbing information. The bus-awaiting students are excellent potential users and they visibly are NOT engaged by by the currently broadcasted information on these screens, but can be potentially engaged if such information is restructured in interactive content.
The initial library administration approval was stalled by a concern with students “opening porno sites” while the library is closed which, indeed, would have been a problem.
My 2015 inquiry with the IT technicians about freezing a browser and a specific tab, which could prevent such issues, but it did not go far (pls see solution below). Failing to secure relatively frigid environment on the touch screen, the project was quietly left to rot.
I am renewing my proposal to consider the rather expensive touch screen monitors, which have been not utilized to their potential, and test my idea to engage students in a meaningful knowledge-building by using these applications to either create content or engage with content created by others.
Further, I am proposing that I investigate with campus faculty the possibility to bring the endeavor a step further by having a regularly-meeting group to develop engaging content using these and similar apps; for their own classes or any other [campus-related] activities. The incentive can be some reward, after users and creators “vote” the best (semester? Academic year?) project. The less conspicuous benefit will be the exposure of faculty to modern technology; some of the faculty are still abiding by lecturing style, other faculty, who seek interactivity are engulfed in the “smart board” fiction. Engaging the faculty in the touch screen creation of teaching materials will allow them to expand the practice to their and their students’ mobile devices. The benefit for the library will be the “hub” of activities, where faculty can learn from each other experience[s] in the library, rather than in their own departments/school only. The reward will be an incentive from the upper administration (document to attach in PDR?). I will need both your involvement/support. Tom Hergert by helping me rally faculty interest and the administrators incentivizing faculty to participate in the initial project, until it gains momentum and recognition.
In the same fashion, as part of the aforementioned group or separate, I would like to host a regularly-meeting group of students, who besides play and entertainment, aim the same process of creating interactive learning materials for their classes/projects. Same “best voted” process by peers. My preferable reward: upper administration is leaving recommendation in the students’ Linkedin account for future employers. I will need both your involvement/support. The student union can be decisive in bringing students to this endeavor. Both of you have more cloud with the student union then only a regular faculty such as me.
In regard to the security (porn alert, see above) I have the agreement of Dr. Tirthankar Ghos with the IS Department. Dr. Ghosh will be most pleased to announce as a class project the provision of a secure environment for the touch screen monitor to be left after the group meetings for “use” by students in the library. Dr. Ghosh is, however, concerned/uncertain with the level of cooperation from IT, considering that for his students to enable such environment, they have to have the “right” access; namely behind firewalls, administrative privileges etc. Each of you will definitely be more persuasive with Phil Thorson convincing him in the merit of having IS student work with SCSU IT technician, since it is a win-win situation: the IT technician does not have to “waste time” (as in 2015) and resolve an issue and the IS student will be having a project-based, real-life learning experience by enabling the project under the supervision of the IT technician. Besides: a. student-centered, project-based learning; b. IT technician time saved, we also aim c. no silos / collaborative SCSU working environment, as promised by the reorganization process.
2 in 1 (tablet and laptop) (touch screen and physical keyboard)
Lenovo Launches Modular ThinkPad Tablet
Modules that can be purchased separately will turn the new ThinkPad X1 into a laptop, projector or 3D camera. By Michael Hart 01/04/16
The tablet, available in February, will cost $899. The Productivity Module, also available in February, will be $149. Available in May will be the Projector Module ($279) and the 3D Imaging Module ($149). The other components all will be available by the end of 2016, ranging from $50 for the sleeve to $80 for the adaptor.
While the ThinkPad X1 Tablet and its modules are the primary focus for Lenovo officials, they have also introduced four additional ThinkPad models: the Yoga, Carbon, ThinkCentre X1 AIO and ThinkVision X1.
Acer Sky Blue 11.6″ R11 R3-131T-C1YF Convertible Laptop PC with Intel Celeron N3050 Processor, 2GB Memory, Touchscreen, 32GB eMMC and Windows 10
Nextbook Flexx 11 tablet – touch screen with Pogo keyboard
Nextbook Flexx 11 tablet is the enhanced tablet you’ve been looking for. With an 11.6-inch screen, 16:9 aspect ratio and 1366×768 resolution (IPS), the Nextbook Flexx 11 delivers great image quality to read, work, watch, stream or play.
The Google contestor’s information in this IMS blog: http://blog.stcloudstate.edu/ims/2015/12/13/pixel-c-tablet/
The 11 best laptops to buy in 2016
The 10 Best Laptops of 2016
now engaging, interactive material for tablets and touch screens become even more engaging by adding now inteaction via mobile devices and moving the students off their desktops and laptops.
Sizing Up Wearable Tech and IoT in the Enterprise
Kayla Bittner 358 842 843 Twitter:#smartoffice
Det Ansinn speaker
Android Wear (java)
Samsung Tizen (HTML5)
Apple Watch WatchKit (Swift, Objective-C support is buggy)
WatchKit is the least mature
limitations: no keyboard, no mouse, no touch screen, battery life, limited usable screen real estate, CPU performance
opportunities: hands-free, speech for text input, sensors (gyro, camera, accelerometer), gesture-based input, BLE (bluetoothSmart)
GOod wearable Design: Recognizes immediacy, leverages context of the wearer
challenging to develop good experiences for these devices.
802.11 will eat short battery life, in addition to bluetooth. Samsung Gear S will get notification even from afar, but usually smartwatch notification is paired only in immediate proximity of the bluetoothed device.
industrial uses of wearable: tag and quickmessages, not occupying hands.
keyboard is with swipe gestures.
Frank Schloendorn, Fiberlink, speaker
build in security is limited. Jailbroken / rooted devices are at higher risk> Open to hacking, still in infancy. No real MDM (Mobile Device Management) type solutions available
Do you currently own smartwatch
no management solutions exist today. OS: Tizen, Android, PebbleOS, Apple Watch OS etc
Cameras and other sensors cant be managed, monitored (spy scenario)
Is wearable an independent device or an extension of a smartphone
manage the connected device, not the wearable
be aware of what data can “leak” to a wearable device
if necessary, take more extreme measures (block bluetooth, ban devices)
new security options for mobile devices linked to wearables. bypass lock screen with presence of wearable, content sensitive security.
IM 690 Virtual Reality and Augmented Reality. short link: http://bit.ly/IM690lab
IM 690 lab plan for March 31, online: Virtual Worlds
If at any point you are lost in the virtual worlds, please consider talking/chatting using our IM 690 zoom link:https://minnstate.zoom.us/j/964455431 or call 320 308 3072
Currently, if you go to the SCSU online dbases
,if they are working at all, don’t be surprised when clicking on EBSCOhost Business Source Complete to see this msg:
and if you execute a search:
“AltSpaceVR” + “education”, you will find only meager 1+ results.
Google Scholar, naturally, will yield much greater number.
So, search and find an article of your interest using Google Scholar. I used “immersive learning” + “education” for my search.
I chose to read this article:
since it addressed design principles when applying mixed reality in education.
What article did you find/choose/read/are ready to share your analysis with?
Tuesday, March 31, 5PM lab
- As usually, we will meet at this Zoom link: https://minnstate.zoom.us/j/964455431
All of us will be online and we will meet in the Zoom room.
Please come 10 min earlier, so we can check our equipment and make sure everything works. Since we will be exploring online virtual worlds, please be prepared for technical issues, especially with microphones.
- For this lab, please download and install on your computers the AltSpaceVR (ASVR) software:
Please consider the impediment that Microsoft has made the 2D mode for PC available only for Windows. If you are a Mac user and don’t have PC available at home, please contact me directly for help.
In addition, pls have a link to the video tutorial;
pls be informed about MediaSpace issues of the last two weeks, which can result in poor rendering of the video. If issues persist and you still need help downloading and installing the software, contact me directly for help.
Please do your best to have ASVR installed on your computer before the lab starts on Tues, March 31, 5PM, so we can use our time during the lab for much more fun activities!
- Intro to ASVR.
Please watch this 5 min video anytime you feel a bit lost in ASVR
pls consider the issues with MediaSpace and be patient, if the video renders and/or does not play right away. The video is meant to help you learn how to navigate your avatar in ASVR.
the first 15-20 min in the lab, we will “meet” in ASVR, figure out how to work on our ASVR avatar, how to use the computer keyboard to move, communicate and have basic dexterity. We must learn to “make friends” with Mark Gill (ASVR name: MarkGill47), Dr. Park (ASVR name: dhk3600) and Dr. Miltenoff (ASVR name: Plamen), as well as with your class peers, who will be sharing their ASVR contact info in the Zoom Chat session. Once we learn this skills, we are ready to explore ASVR.
Mark Gill will “lead” us through several virtual worlds, which you will observe and assess from the point of view of an Instructional Designer and an educator (e.g. how these worlds can accommodate learning; what type of teaching do these virtual worlds offer, etc.)
Eventually, Mark Gill will bring us to the SCSU COSE space, created by him, where he will leave us to discuss.
- Discussion in the COSE ASVR room
We will start our discussion with you sharing your analysis of the article you found in Google Scholar for today’s class (see above Readings). How do your findings from the article match your impressions from the tour across virtual worlds in ASVR? How does learning happen?
- Other platforms for immersive learning
Following the discussions around your articles, we also will briefly touch on other platforms for immersive learning:
- Final projects
the rest of the time in the lab will be allocated for work on your final projects.
Dr. Park and Dr. Miltenoff will work individually with your groups to assist with ideas, questions regarding your projects,
Plamen Miltenoff, Ph.D., MLIS
schedule a meeting: https://doodle.com/digitalliteracy
find my office: https://youtu.be/QAng6b_FJqs
more on IM 690 labs in this IMS blog
Online Learning’s ‘Greatest Hits’
Robert Ubell (Columnist) Feb 20, 2019
dean of web-based distance learning
Learning Management Systems
Neck and neck for the top spot in the LMS academic vendor race are Blackboard—the early entry and once-dominant player—and coming-up quickly from behind, the relatively new contender, Canvas, each serving about 6.5 million students . The LMS market today is valued at $9.2 billion.
Digital Authoring Systems
Faced with increasingly complex communication technologies—voice, video, multimedia, animation—university faculty, expert in their own disciplines, find themselves technically perplexed, largely unprepared to build digital courses.
instructional designers, long employed by industry, joined online academic teams, working closely with faculty to upload and integrate interactive and engaging content.
nstructional designers, as part of their skillset, turned to digital authoring systems, software introduced to stimulate engagement, encouraging virtual students to interface actively with digital materials, often by tapping at a keyboard or touching the screen as in a video game. Most authoring software also integrates assessment tools, testing learning outcomes.
With authoring software, instructional designers can steer online students through a mixtape of digital content—videos, graphs, weblinks, PDFs, drag-and-drop activities, PowerPoint slides, quizzes, survey tools and so on. Some of the systems also offer video editing, recording and screen downloading options
As with a pinwheel set in motion, insights from many disciplines—artificial intelligence, cognitive science, linguistics, educational psychology and data analytics—have come together to form a relatively new field known as learning science, propelling advances in a new personalized practice—adaptive learning.
Of the top providers, Coursera, the Wall Street-financed company that grew out of the Stanford breakthrough, is the champion with 37 million learners, followed by edX, an MIT-Harvard joint venture, with 18 million. Launched in 2013, XuetangX, the Chinese platform in third place, claims 18 million.
Former Yale President Rick Levin, who served as Coursera’s CEO for a few years, speaking by phone last week, was optimistic about the role MOOCs will play in the digital economy. “The biggest surprise,” Levin argued, “is how strongly MOOCs have been accepted in the corporate world to up-skill employees, especially as the workforce is being transformed by job displacement. It’s the right time for MOOCs to play a major role.”
In virtual education, pedagogy, not technology, drives the metamorphosis from absence to presence, illusion into reality. Skilled online instruction that introduces peer-to-peer learning, virtual teamwork and other pedagogical innovations stimulate active learning. Online learning is not just another edtech product, but an innovative teaching practice. It’s a mistake to think of digital education merely as a device you switch on and off like a garage door.
more on online learning in this IMS blog
OneNote is the obvious choice for anyone who is using a Microsoft Surface or other Windows-based tablet. It is also available to use on iPads and on Android tablets. The option to have handwriting converted to text is an outstanding feature.
If you’re a G Suite for Education user, Google Keep. It doesn’t have the handwriting-to-text function that OneNote offers.
Zoho Notebook doesn’t have the name recognition of OneNote or Keep. Zoho Notebook has the most intuitive design or organization options of the three digital notebooks featured here.
The downside to Zoho Notebook is that the handwriting option only appears on the Android and iOS platforms. If the handwriting option worked in the Chrome or Edge web browsers,
more on screencasting lecturecapture in this iMS blog
Nov 21, 2017, Claire McInerny
We hear that smartphones can be addictive, that screen time can hurt learning, but can’t these minicomputers also teach kids about responsibility and put educational apps at their tiny fingertips?
Common Sense Media, a nonprofit focused on kids and technology, says rather than considering the age of a child, focus on maturity. Some questions to consider are:
- Are they responsible with their belongings?
- Will they follow rules around phone use?
- Would having easy access to friends benefit them for social reasons?
- And do kids need to be in touch for safety reasons? If so, will an old-fashioned flip phone (like the one Sydney never charged) do the trick?
While Pew Research from 2015 puts adult smartphone ownership in the U.S. at 72 percent, there’s some debate about smartphone ownership among children. The average age for a child to get their first smartphone is currently 10.3 years according to the recent Influence Central report, Kids & Tech: The Evolution of Today’s Digital Natives.
An average of 65 percent of children aged between 8 and 11 have their own smartphone in the U.K. according to a survey by Internet Matters. That survey also found that the majority of parents would like a minimum age for smartphone ownership in the U.K. to be set at age 10.
However, some kids are using smartphones from a very young age. One study by the American Academy of Pediatrics that focused on children in an urban, low-income, minority community suggested that almost all children (96.6 percent) use mobile devices and that 75 percent have their own mobile device by the age of four.
Lauricella, A., Wartella, E., & Rideout, V. (2015). Young children’s screen time: The complex role of parent and child factors. Journal of Applied Developmental Psychology, 36, 11–17. https://doi.org/10.1016/j.appdev.2014.12.001
Wood, E., Petkovski, M., De Pasquale, D., Gottardo, A., Evans, M., & Savage, R. (2016). Parent Scaffolding of Young Children When Engaged with Mobile Technology. Frontiers in Psychology. Retrieved from http://discovery.ucl.ac.uk/10024286/1/Wood_Parent_Scaffolding_Young_Children.pdf
Rikuya Hosokawa, & Toshiki Katsura. (2018). Association between mobile technology use and child adjustment in early elementary school age. PLoS ONE, 13(7), e0199959. https://doi.org/10.1371/journal.pone.0199959
Percentage of moms whose children used device by age 2.(THE DATA PAGE)(Statistical data). (2011). Editor & Publisher, 144(10).
PERCENTAGE OF MOMS WHOSE CHILDREN USED DEVICE BY AGE 2
Gen Y moms Gen X moms
Laptop 34% 29%
Cell Phone 34% 26%
Smart Phone 33% 20%
Digital Camera 30% 18%
iPod 34% 13%
Videogame System 13% 8%
Hand-held gaming device 13% 10%
Source: Frank N. Magid & Associates, Inc./Metacafe
more about the use of mobile devices in the classroom in this IMS blog entry