2015 archive

NOISETRADE vs BANDCAMP vs SOUNDCLOUD

Use social media sites for audio with learning goals in mind? No problem, contribute to this blog entry…

NOISETRADE vs BANDCAMP vs SOUNDCLOUD

http://forum.holyculture.net/showthread.php?63700-NOISETRADE-vs-BANDCAMP-vs-SOUNDCLOUD-vs-Whoever

Bandcamp vs. ReverbNation vs. SoundCloud: Part Three

http://doughnutmag.com/tutorials/music-promotion/bandcamp-vs-reverbnation-vs-soundcloud-part-three/

Lessons Learned From Noisetrade: Free and Legal Music Downloads

http://readwrite.com/2012/01/03/lessons-learned-from-noisetrad

 

When it comes to downloading digital music, there is free and then there is legal, but seldom can you have both from the same site, and make money too.

Games in the library

Games in the library

bibliography and research

http://scottnicholson.com/pubs/index.html

Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries
Author(s): Scott Nicholson
Source: The Library Quarterly, Vol. 83, No. 4 (October 2013), pp. 341-361
Published by: The University of Chicago Press
Stable URL: http://www.jstor.org/stable/10.1086/671913

demonstrate the different ways in which libraries have used games, toys, and puzzles over the last 150 years through bothcollections and services
p, 342 Defining games –
p. 348 Games as the Subject of Collections\
p. 350A significant shift in academic libraries is a focus on providing services to students. Since agrowing number of academic publications both current issues and back volumes

are ac-cessible online through library subscriptions, the physical space of academic libraries is notneeded for collections of periodicals. The concept of the “learning commons”has become
popular on US campuses in the past decade; it combines traditional library resources and
the availability of library staff members with group work spaces, computer access and assis-
tance, and writing assistance to provide one place where students can get assistance with
course work. In addition, many of these learning commons also include cafes, social spaces,
and other support of the social lives of students, and it is in this role that academic libraries
provide access to collections of games.

p. 357 Another upcoming area of gaming in libraries is gamification. Gamification is the application of game design elements to a nongame setting ðDeterding et al. 2011Þ.

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Nicholson, S. (2013, June). Exploring Gamification Techniques for Classroom Management. Paper Presented at Games+Learning+Society 9.0, Madison, WI

The concept of meaningful gamification is that the primary use of game layers is not to provide
external rewards, but rather to help participants find a deeper connection to the underyling topic

——————————-

 

More on games in education in this blog

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

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

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

instaGrok: An Education Search Engine

instaGrok: An Education Search Engine for Students

http://www.edudemic.com/instagrok-an-education-search-engine-for-students

instaGrok is a next-generation research engine intended for academic settings to allow students to research any subject and see results in an interactive concept map, or “grok.” The grok features key facts, concepts and their relationships, images, videos, quizzes, and a glossary. Students can pin the information that they want to use to their grok and keep a bibliography or research notes in an integrated journal.

What makes instaGrok indispensable to teachers is its ability to facilitate self-directed learning of several critical skills, including researching and integrating discrete concepts.

My note: App for Android and iOS tablets is NOT available for smartphones and iTouch

http://kiddle.co/

social media by the 19 years old

A Teenager Finally Explains What Adults Just Don’t Get About Facebook, Instagram, And Snapchat

https://medium.com/backchannel/a-teenagers-view-on-social-media-1df945c09ac6

http://www.businessinsider.com/what-teenagers-think-of-social-media-2015-1#ixzz3OYAq8JC2

Facebook: awkward family dinner party we can’t really leave
Tweeter: a lot of us simply do not understand the point of Twitter. There is always a core group at every school that uses it very religiously to tweet and another group that uses it to simply watch or retweet, but besides that many don’t use it.
Tumblr: is where you are your true self and surround yourself (through who you follow) with people who have similar interests. It’s often seen as a “judgment-free zone” where, due to the lack of identity on the site, you can really be who you want to be.
Instagram: “Everything about the application makes it less commercialized and more focused on the content, meaning more teens are inclined to visit it.
Twitter: “To be honest, a lot of us simply do not understand the point of Twitter.”
Snapchat: “Snapchat has a lot less social pressure attached to it compared to every other popular social media network out there.
Tumblr: “Tumblr is where you are your true self and surround yourself (through who you follow) with people who have similar interests. 
Yik Yak: People reference Yaks all the time with each other or send screenshots

  • LinkedIn — We have to get it, so we got it. Many wait until college to get this (as they probably should, it isn’t for this demographic anyways).
  • Pinterest—It’s mainly female-dominated and is for those who have an artsy/hipster focus. Not too many people talk about it.
  • Kik—It’s a messaging application that is mainly used for messaging people on Twitter I guess? I don’t know anyone who uses it. The only time I ever hear this application is for the joke, “Aye you got Kik?”, normally seen as someone trying to “spit game” to attract a partner. It’s really difficult for me to describe it here but it isn’t super relevant.
  • WhatsApp—You download it when you go abroad, you use it there for a bit before going back to iMessage and Facebook Messenger, then you delete it.
  • GroupMe—By far the most used group messaging application in college.

 

Social Videos With Your Smartphone

How to Create Social Videos With Your Smartphone

http://www.socialmediaexaminer.com/create-social-videos-smartphone/

Do you want to create videos without having costly equipment?

#1: Choose Your Channel

Instagram allows you to post videos 3 to 15 seconds in length.

Vine lets you publish videos up to 6 seconds long.

YouTube offers the ability to upload almost any video regardless of length or quality.

#2: Choose a Video Style

stop motion, time-lapse and standard video

#3: Shoot a Stop Motion Video With Vine

#4: Shoot a Time-Lapse Video With Hyperlapse

My note: Time-Lapse Video is available on the new “Camera” feature of iPAD and iTouch

#5: Shoot a Regular Video

#6: Edit Your Video

library collection of video games

If you have a video game collection, how does your institution curate and preserve games that are in collections?  Do you have advice for selectors on what kinds of file formats to choose, or what techniques are required to ensure the long term usability of the games?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Simon W. Lee, MLIS

Inquiry Librarian

Lead, Learning Technologies

UCLA College (Powell) Library

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

220 Powell Library Building, Box 951450

Los Angeles, CA, 90095-1450

simonlee83@library.ucla.edu

(310) 825-6726

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