In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.
Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.
His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.
Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.
Educators Battle ‘Fortnite’ for Students’ Attention
Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.
Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.
North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)
“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”
Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.
Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.
Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.
Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.
Instagram, Snapchat, Fortnite: The distractions are endless. Here’s how to help kids cope.
In January, two of Apple’s shareholder groups asked the company to look at the addictive effects of iPhones on children. Google’s recent developer conference highlighted tools to help users better control smartphone usage.
A 2015 survey of more than 1,800 teachers and 400 principals in Alberta, B.C., found that nearly three-fourths of teachers frequently or very frequently observed students multitasking with technology, and 67 percent of teachers believed that the number of students negatively distracted by digital technologies in the classroom was growing.
The best approach is to use empathy, compassion and collaboration to help the young people in your life find ways to manage their digital workflow.
Encourage visualization for inspiration and motivation. The first step is getting students to buy in and to want to make behavioral changes.
Focus on compartmentalization. A 2009 study from Stanford researchers found that people who juggled several streams of electronic information were not able to pay attention, remember key information or switch tasks as effectively as those who completed one task at a time.
Using the Pomodoro technique of spending 25 minutes focused on one task followed by a five-minute break can be an easy way to have students begin to shift from a multitasking to a monotasking mind-set.
Make focus fun. There are now numerous ways to use technology to help us be more productive with technology, and it doesn’t have to be arduous. Students in my office use apps such as Forest or Flipd to motivate them to stay off their phones during class or when doing homework. Forest has a simple interface that will build a digital tree for users who stay off their phones. Flipd allows users to hide certain apps, allot time off their phone based on their schedule and, for a premium, track their progress over time.
Provide structured support as needed. A middle school student with whom I worked recently was relieved when his mother used the Mac OS app SelfControl to block YouTube and ESPN while he was doing his homework (Cold Turkey is a similar PC-based app).
Allow opportunities for regrouping. Even the best plans can go awry (for adults and kids alike). It’s important to focus on progress rather than perfection. Create time daily or weekly for students to think about what went well in terms of managing distractions and improving productivity, and what they would like to do better. Ask open-ended questions without judgment or expectation
By creating engaging 360° tours, students are not only learning these new tools for themselves but are also helping local organizations see the possibility of VR for marketing and public relations.
some key takeaways from the projects that we have seen:
Let the students lead: In all of these projects, students are taking the initiative. The institutions are providing the technology, the space, organizational vision, and in some cases, academic credit. At NYU Tandon, students organized the entire conference, doing publicity, registration, catering, and scheduling (see figure 4). They brought in a diverse group of speakers from academic, tech, and startup backgrounds. The event included TED-style spotlights, talks, workshops, and demos.
Don’t compromise on space: Brown University’s Granoff Center for the Creative Arts is designed to encourage cross-discipline collaboration. The Tandon event used the main auditorium and the flagship NYU MakerSpace. Space influences behavior and is crucial in driving collaboration and active participation. In addition, to produce VR and AR/MR experiences students need access to high-end technology and, in some cases, motion-capture studios and 360° cameras.
Create opportunities for social impact: Many of these programs are open to the local community or have been designed to have an impact outside higher education. At Emporia State, students are using VR and 360° video to help local businesses. The Gaspee Affair VR experience at Brown University will become a resource for teaching middle and high school students.
Showcase student work: So often in education, the work students do in a course is only seen by others in the same class. Like the example at Texas A&M, all of these experiences have a connection with their campus or larger community. VR and AR engender a level of excitement that gets students engaged with each other and encourage peer learning. It’s worth it to seek out opportunities to bring this work to community events.
more on VR in education in this IMS blog
Technology and human values: learning through and about technology
Crossing the digital divide: access to learning in, and about, the digital world
New tools for learning: online digitally mediated learning
Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance
Theme 9: Literacies Learning
Defining new literacies
Languages of power: literacy’s role in social access
Instructional responses to individual differences in literacy learning
The visual and the verbal: Multiliteracies and multimodal communications
Literacy in learning: language in learning across the subject areas
The changing role of libraries in literacies learning
Languages education and second language learning
Multilingual learning for a multicultural world
The arts and design in multimodal learning
The computer, internet, and digital media: educational challenges and responses
PROPOSAL: Paper presentation in a Themed Session
Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library
VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.
The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.
The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.
Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.
Venue Hotel – Fourside Hotel City Center Vienna Grieshofgasse 11, A – 1120 Wien / Vienna, AUSTRIA
About the Conference
International Academic Conference in Vienna 2017 is an important international gathering of scholars, educators and PhD students. IAC-GETL 2017 in Vienna will take place in conference facilities located in Vienna, the touristic, business and historic center of Austria.
Conference language: English language
Conferences organized by the Czech Institute of Academic Education z.s. and Czech Technical University in Prague.
Conference Topics – Education, Teaching, Learning and E-learning
Education, Teaching and Learning
Distance Education, Higher Education, Effective Teaching Pedagogies, Learning Styles and Learning Outcomes, Emerging Technologies, Educational Management, Engineering and Sciences Research, Competitive Skills, Continuing Education, Transferring Disciplines, Imaginative Education, Language Education, Geographical Education, Health Education, Home Education, Science Education, Secondary Education, Second life Educators, Social Studies Education, Special Education, Learning / Teaching Methodologies and Assessment, Assessment Software Tools, Global Issues In Education and Research, Education, Research and Globalization, Barriers to Learning (ethnicity, age, psychosocial factors, …), Women and Minorities in Science and Technology, Indigenous and Diversity Issues, Intellectual Property Rights and Plagiarism, Pedagogy, Teacher Education, Cross-disciplinary areas of Education, Educational Psychology, Education practice trends and issues, Indigenous Education, Academic Research Projects, Research on Technology in Education, Research Centres, Links between Education and Research, Erasmus and Exchange experiences in universities, Students and Teaching staff Exchange programmes
Educational Technology, Educational Games and Software, ICT Education, E-Learning, Internet technologies, Accessibility to Disabled Users, Animation, 3D, and Web 3D Applications, Mobile Applications and Learning (M-learning), Virtual Learning Environments, Videos for Learning and Educational Multimedia, Web 2.0, Social Networking and Blogs, Wireless Applications, New Trends And Experiences, Other Areas of Education
Are you preparing students for job skills required in 2020?
Attend our webinar to see how the Embellisher™ Mobile Publishing, Training and Education platform can give you a way to move your organization’s mobile collaboration and publication systems to a powerful new level.
Whether you are in the public or the private sector, you can benefit from learning how to use VR/AR as well as seeing how multimedia (ePub3) and live streaming technologies can enhance your collaborative and publishing skills.
How to use live streaming video to collaborate on projects and assignments.
How to use AR and VR to create “empathetic” point-of-view.
How to give each author/teacher a publishing platform to feature live broadcasts of new books, book trailers, live chat with readers/students, and even “casting” a virtual book tour to bookstores and libraries as patrons can view on their mobile devices.
A guided tour of our three ePub3 Creator Studio Templates that are used for collaborative work inside our web app.
Bonus! All attendees will receive a free copy of Professor Jim Musgrave’s book, Running with the Big Dogs: A Creator’s Guide to Using Electronic Media. Also, if you teach online classes, he will give you an Insert-text Grammar Template to use when grading your students’ papers.
Join our free webinar on November 8, 2016 at 1 PM (UTC-7). Register today.
Universal Design is the idea of designing products, places, and experiences to make them accessible to as broad a spectrum of people as possible, without requiring special modifications or adaptations. This course will present an overview of universal design as a historical movement, as a philosophy, and as an applicable set of tools. Students will learn about the diversity of experiences and capabilities that people have, including disabilities (e.g. physical, learning, cognitive, resulting from age and/or accident), cultural backgrounds, and other abilities. The class will also give students the opportunity to redesign specific products or environments to make them more universally accessible and usable.
By the end of this class, students will be able to…
Articulate the ethical, philosophical, and practical aspects of Universal Design as a method and movement – both in general and as it relates to their specific work and life circumstances
Demonstrate the specific pedagogical, ethical, and customer service benefits of using Universal Design principles to develop and recreate library spaces and services in order to make them more broadly accessible
Integrate the ideals and practicalities of Universal Design into library spaces and services via a continuous critique and evaluation cycle
Jessica Olin is the Director of the Library, Robert H. Parker Library, Wesley College. Ms. Olin received her MLIS from Simmons College in 2003 and an MAEd, with a concentration in Adult Education, from Touro University International. Her first position in higher education was at Landmark College, a college that is specifically geared to meeting the unique needs of people with learning differences. While at Landmark, Ms. Olin learned about the ethical, theoretical, and practical aspects of universal design. She has since taught an undergraduate course for both the education and the entrepreneurship departments at Hiram College on the subject.
Holly Mabry received her MLIS from UNC-Greensboro in 2009. She is currently the Digital Services Librarian at Gardner-Webb University where she manages the university’s institutional repository, and teaches the library’s for-credit online research skills course. She also works for an international virtual reference service called Chatstaff. Since finishing her MLIS, she has done several presentations at local and national library conferences on implementing universal design in libraries with a focus on accessibility for patrons with disabilities.
February 29 – March 31, 2016
LITA Member: $135
ALA Member: $195
Moodle login info will be sent to registrants the week prior to the start date. The Moodle-developed course site will include weekly new content lessons and is composed of self-paced modules with facilitated interaction led by the instructor. Students regularly use the forum and chat room functions to facilitate their class participation. The course web site will be open for 1 week prior to the start date for students to have access to Moodle instructions and set their browser correctly. The course site will remain open for 90 days after the end date for students to refer back to course material.
HootSuite is the most popular social media management tool for people and businesses to collaboratively execute campaigns across multiple social networks like Facebook and Twitter from one web-based dashboard. Hootsuite has become an essential tool for managing social media, tracking conversations and measuring campaign results via the web or mobile devices. Hootsuite offers a free, pro and enterprise solution for managing unlimited social profiles, enhanced analytics, advanced message scheduling, Google Analytics and Facebook insights integration. My note: HS is worth considering because of the add-ons for Firefox and Chrome and the Hootlet
Notes from a phone conversation with Robert Fougner
Enterprise Development Representative | HootSuite
778-300-1850 Ex 4545 email@example.com
Jeff Woods with SCSU Communications does NOT use HS, neither Tom Nelson with SCSU Athletics. Two options: HS Pro and HS Enterprise. HS Pro: $10/m. Allows two users and once per month statistical output. Up to 50 social media accounts (list under App Directory). 50 SM accounts can be used not only for dissemination of information or streamlining the reception and digestion of information, but also for analytics from other services (can include in itself even Google Analytics), as well as repository (e.g., articles, images etc.) on other cloud services (e.g. Dropbox, Evernote etc.). Adding any other user account costs additional $10/m and can keep going up, until the HS Enterprise option becomes more preferable.
HS has integration with most of the prominent SM tools
HS has social media coaches, who can help not only with the technicalities of using HS but with brainstorming ideas for creative application of HS
HS has HS University, which deals with classroom instructors.
Buffer is a smart and easy way to schedule content across social media. Think of Buffer like a virtual queue you can use to fill with content and then stagger posting times throughout the day. This lets you keep to a consistent social media schedule all week long without worrying about micro-managing the delivery times. The Bufferapp also provides analytics about the engagement and reach of your posts. My notes: power user -$10/m, business – $50/m. Like HS, it can manage several accounts of Twitter, FB, and LinkedIn, Does NOT support G+
What’s the difference between Hootsuite and Bufferapp?
Hootsuite provides a more complete solution that allows you to schedule updates and monitor conversations, whereas Buffer isn’t a dashboard that shows you other people’s content. However, Bufferapp has superior scheduling flexibility over Hootsuite because you can designate very specific scheduling times and change patterns throughout the week. Hootsuite recently introduced an autoschedule feature that automatically designates a scheduling time based on a projected best time to post. This can be effective to use, but doesn’t have the same flexibility as Buffer since you don’t really know when a post will be scheduled till after doing so. What’s the right solution for you? Many people use both Hootsuite (to listen) and Bufferapp (to schedule), including me, and it really depends on your posting needs. In my opinion though, if Hootsuite we’re to introduce more scheduling options this could spell trouble for Buffer! But then again, Buffer could be working on some cool new dashboard that would rival Hootsuite’s offering, time will only tell.
SocialOomph is a neat web tool that provides a host of free and paid productivity enhancements for social media. You can do a lot with the site which includes functions for Facebook, Twitter, LinkedIn, Plurk and your blog. There are a ton of useful Twitter features like scheduling tweets, tracking keyword, viewing mentions and retweets, DM inbox cleanup, auto-follow and auto-DM features for new followers. Social Oomph will auto-follow any new follower of yours on Twitter if you like, which could save you a ton of time if you normally like to reciprocate follows. Social Oomph is so effective at increasing social media productivity that I use the site every day but haven’t had any reason to actually log in there since last year! My notes: Canadian company. started with Twitter, expanded to FB and LIn and keeps expanding (blogs). Here are the Pro/Free/ features: http://www.bloggingwizard.com/social-oomph-review/
for the paid option only-submit social updates via email, blog posts. TweetCockPIT for managing several accounts, unlimited Twitter accounts. FB, LinkedIn
$27.26 Monthly http://blinklist.com/reviews/socialoomph
Hootsuite Vs SocialOomph http://bluenotetechnologies.com/2013/04/25/hootsuite-vs-socialoomph/ – FOR SO
Hootsuite Vs SocialOomph http://sazbean.com/2009/12/10/review-hootsuite-vs-socialoomph/ – FOR HS
More + reviews and features for SO – http://www.itqlick.com/Products/6643: As a start-up organisation, if you want to keep your cost low and manage social media, SocialOomph can be your best choice as you can use it for free for a stipulated time – see also the pros and cons
Tweetdeck is a web and desktop solution to monitor and manage your Twitter feeds with powerful filters to focus on what matters. You can also schedule tweets and stay up to date with notification alerts for new tweets. Tweetdeck, who was purchased by Twitter, is available for Chrome browsers, as well as Windows and Mac desktops. Recently they closed down their mobile apps to re-shift focus on the web and desktop platforms. My notes: I abandonded TD for HS about an year ago, because of the same problem: no mobile app. Also, TweetDeck deals only with Twitter accounts, not other social media
Tweepi is a unique management tool for Twitter that lets you flush unfollowers, cleanup inactives, reciprocate following and follow interesting new tweeps! The pro version allows you to do bulk follow/unfollow actions of up to 200 users at a time making it a pretty powerful tool for Twitter management. My notes: $7.99 for up to 100 followers and 14.99 for up to 200. Twitter only, but unique features, which the other SMT don’t have
Social Flow is an interesting business solution to watch real-time conversation on social media in order to predict the best times for publishing content to capture peak attention from target audiences. Some major publishers use Social Flow which includes National Geographic, Mashable, The Economist and The Washington Post to name a few. Social Flow offers a full suite of services that looks to expand audience engagement and increase revenue per customer. In addition to its Cadence and Crescendo precision products, SocialFlow conducts an analysis of social signals to help identify where marketers should spend money on Promoted Tweets, Promoted Posts and Sponsored Stories, extending the reach and engagement for Twitter and Facebook paid strategies. My notes: This tool is too advanced and commercial for entry level social media group such as LRS
Sproutsocial is a powerful management and engagement platform for social business. Sprout Social offers a single stream inbox designed to help you never miss a message, and tools to seamlessly post, colloborate and schedule messages to Twitter, Facebook and LinkedIn. The platform also has monitoring tools and rich analytics to help you visualize important metrics. My notes: shareware app (one month), $59/m for the cheapest (up to 20 profiles)
By far the most expensive, but also the most promising-looking
SocialBro helps businesses learn how to better target and engage with their audience on Twitter. It provides tools to browse your community and identify key influencers, determine when the best time to tweet is, track engagement and analyze your competitors. Socialbro analyzes the timelines of your followers to generate a report showing you when the optimal time to tweet is that would reach the maximum amount of followers for more retweets and replies.
Cowdbooster offers a set of no-nonsense social media analytics with suggestions and resources to boost your online engagement. The platform provides at-a-glance analytics, recommendations for engagement and timing, audience insights and content scheduling to optimize delivery.
Free version only allows for one Twitter account and one Facebook account : –
Upgrades allow for more accounts, but still only Twitter and Facebook (no other social media types) : —
No social media feed : —
Provides suggestions on when to post content based on when followers and friends are most active : +
Ricky here from Crowdbooster. I am a big fan of your entrepreneurial career. We are positioned a little bit differently from Hootsuite, and as far as doing the required daily management, you may still need to use Hootsuite. What we do well is making sense of the analytics, and giving you real-time feedback about how you can improve your content, timing, and engagement. We also do some of the listening for you so you don’t have to always stare at the firehose that Hootsuite brings to you, that way we can help give you some slack as far as knowing when influencers decide to follow you, etc. We work with bit.ly, not ow.ly just yet, but using bit.ly can help us look into your click data to suggest, for example, best places to curate your content. https://plus.google.com/+PaulAllen/posts/idKkZRdA5gX
Identify and engage with more prospects, qualify and quantify better leads, and build and maintain stronger relationships by linking social media actions to the marketing platforms you’re already using.
Not sure which social media tool you should choose? If you want an advanced platform with advanced features that can handle most of your accounts, you might want to opt for a paid membership to HootSuite or Crowdbooster. If you’d be fine with more basic features (which might be better for beginners with only a couple accounts to manage) GrabinBox might be a better fit for you.
14. Google Reader
My notes: App.Net and Plurk
Also, looking a the SMMTools, one can acquire a clear picture what is trending as social media tools (just by seeing what is allowed to be handled): Twitter, FB, LinkedIn.