2015 archive
influencers
Top 20 in Educational Technology to Connect with through Social Media
My note: met Tony Bates at a conference at UND in 2004. Great guy
danah boyd is required reading in my LIB 290 Social Media and Global Issues
Howard Rheingold is a living legend.
education reform Finland
Finland schools: Subjects scrapped and replaced with ‘topics’ as country reforms its education system
Programme for International Student Assessment (PISA) rankings https://nces.ed.gov/surveys/pisa/
Subject-specific lessons – an hour of history in the morning, an hour of geography in the afternoon – are already being phased out for 16-year-olds in the city’s upper schools. They are being replaced by what the Finns call “phenomenon” teaching – or teaching by topic. For instance, a teenager studying a vocational course might take “cafeteria services” lessons, which would include elements of maths, languages (to help serve foreign customers), writing skills and communication skills.
The reforms reflect growing calls in the UK – not least from the Confederation of British Industry and Labour’s Shadow Education Secretary Tristram Hunt – for education to promote character, resilience and communication skills, rather than just pushing children through “exam factories”. (http://www.theguardian.com/education/2015/mar/20/labour-calls-time-on-exam-factory-approach-to-schooling)
(My Note/Question: so UK is ready to scrap what US pushes even harder with the STEM idea?)
More on education in Finland and its education in this IMS blog:
video games Norway
Literature, Ethics, Physics: It’s All In Video Games At This Norwegian School
game-based learning seems to be a misnomer, as the learning is not based on games, but enhanced by them. Commercial games are repurposed and modified to support curricular goals, as opposed to driving them. Of course, learning can and should also be based on games, as they are valid texts that can be studied in and of themselves, but it is important to see video games as elastic tools whose potential uses exceed their intended purpose.
My note: game-enhanced learning can be safely classified under “gamification”:
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).
More on the issue of gaming and gamification (including coding) in Scandinavian countries:
lessons for LRS: don’t do it… or ask someone who knows how to do it…
Why People Unfollow Brands On Facebook, Twitter, and LinkedIn [INFOGRAPHIC]
The Science of Happy Design – SXSW 2015 from Pamela Pavliscak
Emerging EdTech
Emerging Technologies in Education
Personalized Learning
Personalized Learning
e-portfolio: LInkedIn
My note: LinkedIn is making one step further toward establishing itself as a viable option for electronic portfolio.
LinkedIn Intros One-Click Program for Adding Degree Credentials to User Profiles
With a newly expanded “Add to Profile” program from LinkedIn, colleges and universities can invite their graduates to display their degrees and certificates on their LinkedIn profiles by clicking a single link.
more on electronic portfolios on this blog:
https://blog.stcloudstate.edu/ims/2014/10/29/electronic-portfolio-resources/
MakerSpace in the library
Library Makerspaces: From Dream to Reality
Instructor: Melissa Robinson
Dates: April 6 to May 1st, 2015
Credits: 1.5 CEUs
Price: $175
http://libraryjuiceacademy.com/114-makerspaces.php
Designing a makerspace for your library is an ambitious project that requires significant staff time and energy. The economic, educational and inspirational rewards for your community and your library, however, will make it all worthwhile. This class will make the task of starting a makerspace less daunting by taking librarians step by step through the planning process. Using readings, online resources, discussions and hands-on exercises, participants will create a plan to bring a makerspace or maker activities to their libraries. Topics covered will include tools, programs, space, funding, partnerships and community outreach. This is a unique opportunity to learn in depth about one public library’s experience creating a fully-functioning makerspace, while also exploring other models for engaging libraries in the maker movement.
Melissa S. Robinson is the Senior Branch Librarian at the Peabody Institute Library’s West Branch in Peabody, Massachusetts. Melissa has over twelve years of experience in public libraries. She has a BA in political science from Merrimack College, a graduate certificate in Women in Politics and Public Policy from the University of Massachusetts Boston and a MLIS from Southern Connecticut State University. She is the co-author of Transforming Libraries, Building Communities (Scarecrow Press, 2013).
Read an interview with Melissa about this class:
http://libraryjuiceacademy.com/news/?p=733
Course Structure
This is an online class that is taught asynchronously, meaning that participants do the work on their own time as their schedules allow. The class does not meet together at any particular times, although the instructor may set up optional sychronous chat sessions. Instruction includes readings and assignments in one-week segments. Class participation is in an online forum environment.
Payment Info
You can register in this course through the first week of instruction. The “Register” button on the website goes to our credit card payment gateway, which may be used with personal or institutional credit cards. (Be sure to use the appropriate billing address). If your institution wants to pay using a purchase order, please contact us to make arrangements.
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Making, Collaboration, and Community: fostering lifelong learning and innovation in a library makerspace
Tuesday, April 7, 2015 10AM-11:30AM PDT
Registration link: http://www.cla-net.org/?855
Travis Good will share insights garnered from having visited different makerspaces and Maker Faires across the country. He will explain why “making” is fundamentally important, what its affecting and why libraries are natural place to house makerspaces. Uyen Tran will discuss how without funding, she was able to turn a study room with two 3D printers into a simple makerspace that is funded and supported by the community. She will also provide strategies for working with community partners to provide free and innovative maker programs and creating a low cost/no cost library maker environment. Resources and programming ideas will also be provided for libraries with varying budgets and staffing. Upon completing this webinar, every attendee should be able to start implementing “maker” programs at their library.