May 2018 archive

What is GDPR

What is GDPR? The huge European security regulation takes effect this week

Gene Marks Special to the Washington Post
The European Union‘s General Data Protection Regulation, or GDPR, goes into effect on May 25
The objective of the regulation, which passed in 2016, is to simplify and consolidate rules that companies need to follow in order to protect their data and to return control to EU citizens and residents over their personal information.
Individuals in the EU will have the right to access or request that companies erase or migrate their data elsewhere. When asked, companies must prove to authorities that they have satisfactory policies and procedures in place to protect their data, or they will face huge fines. How huge? If your company’s not compliant, the fines could be as large as 20 million Euros (about $24 million) or four percent of your annual global revenue, whichever is higher.
“A U.S. tourist who visits Germany for one day and returns to the U.S. has rights under the law if that person used [a service like] Facebook while on the trip,” Alex Stern, an attorney wrote on his firm’s blog.
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Mr GDPR : Interview with Giovanni Buttarelli

Mr GDPR : Interview with Giovanni Buttarelli

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More on the European Privacy Law in this IMS blog
https://blog.stcloudstate.edu/ims?s=gdpr

survive in Fortnite if old and slow

How to survive in Fortnite if you’re old and slow

https://www.theguardian.com/games/2018/may/29/fortnite-rules-of-survival-tips-games

Your reflexes are shot and your hand-eye coordination is dodgy – so how do you keep up with the kids in the world’s biggest video game? Here are the 13 rules of survival

Fortnite is a “battle royale” game in which 100 players land on an island, run around collecting weapons, resources and items from abandoned houses, build forts for protection, and then attempt to blast each other right back into the starting menu. The last player standing wins.

If you’re thinking of dipping your toe in, here are 13 tips to get you started.

1. Stay on the battle bus until the end

2. Land on a roof when you eject from the battle bus

3. Prioritise weapons over resources in the opening seconds

4. Learn about weapon grading

5. Learn to make a basic fort

6. An assault rifle and a shotgun are your must-have weapons

7. If you want to practise shooting, go to Tilted Towers

8. Pack your perfect inventory

9. Use sound to your advantage

10. Stay away from open ground

11. Stay away from close encounters

12. Tweak the controls

13. Watch the experts

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more on fortnite n this IMS blog
https://blog.stcloudstate.edu/ims?s=fortnite

Google Expeditions AR

Google Expeditions Updated With New Augmented Reality Content

Wednesday, May 30, 2018

https://www.freetech4teachers.com/2018/05/google-expeditions-updated-with-new.html

Last summer Google added the option for students to explore the VR expeditions on their own.

Like any augmented reality app, the new AR content in Google Expeditions lets students view and manipulate digital content in a physical world context. The new AR content can be used as components in science, math, geography, history, and art lessons. Some examples of the more than 100 AR tours that you’ll now find in the app include landforms, the skeletal system, dinosaurs, ancient Egypt, the brain, and the Space Race.

To use the AR content available through Google Expeditions you will need to print marker or trigger sheets that students scan with their phones or tablets. Once scanned the AR imagery appears on the screen. (You can actually preview some of the imagery without scanning a marker, but the imagery will not be interactive or 3D). Students don’t need to look through a Cardboard viewer in order to see the AR imagery.

You can get the Google Expeditions Android app here and the iOS version here.

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more on GOogle Expeditions in this IMS blog
https://blog.stcloudstate.edu/ims?s=google+expeditions

Measuring Learning Outcomes of New Library Initiatives

International Conference on Qualitative and Quantitative Methods in Libraries 2018 (QQML2018)

conf@qqml.net

Where: Cultural Centre Of Chania
ΠΝΕΥΜΑΤΙΚΟ ΚΕΝΤΡΟ ΧΑΝΙΩΝ

https://goo.gl/maps/8KcyxTurBAL2

also live broadcast at https://www.facebook.com/InforMediaServices/videos/1542057332571425/

When: May 24, 12:30AM-2:30PM (local time; 4:40AM-6:30AM, Chicago Central)

Programme QQML2018-23pgopv

Live broadcasts from some of the sessions:

Here is a link to Sebastian Bock’s presentation:
https://drive.google.com/file/d/1jSOyNXQuqgGTrhHIapq0uxAXQAvkC6Qb/view

Information literacy skills and college students from Jade Geary

Session 1:
http://qqml.org/wp-content/uploads/2017/09/SESSION-Miltenoff.pdf

Session Title: Measuring Learning Outcomes of New Library Initiatives Coordinator: Professor Plamen Miltenoff, Ph.D., MLIS, St. Cloud State University, USA Contact: pmiltenoff@stcloudstate.edu Scope & rationale: The advent of new technologies, such as virtual/augmented/mixed reality, and new pedagogical concepts, such as gaming and gamification, steers academic libraries in uncharted territories. There is not yet sufficiently compiled research and, respectively, proof to justify financial and workforce investment in such endeavors. On the other hand, dwindling resources for education presses administration to demand justification for new endeavors. As it has been established already, technology does not teach; teachers do; a growing body of literature questions the impact of educational technology on educational outcomes. This session seeks to bring together presentations and discussion, both qualitative and quantitative research, related to new pedagogical and technological endeavors in academic libraries as part of education on campus. By experimenting with new technologies such as Video 360 degrees and new pedagogical approaches such as gaming and gamification, does the library improve learning? By experimenting with new technologies and pedagogical approaches, does the library help campus faculty to adopt these methods and improve their teaching? How can results be measured, demonstrated?

Conference program

http://qqml.org/wp-content/uploads/2017/09/7.5.2018-programme_final.pdf

More information and bibliography:

https://www.academia.edu/Documents/in/Videogame_and_Virtual_World_Technologies_Serious_Games_applications_in_Education_and_Training

https://www.academia.edu/Documents/in/Measurement_and_evaluation_in_education

Social Media:
https://www.facebook.com/QQML-International-Conference-575508262589919/

 

 

 

Open Education Southern Symposium

Opening Education: Using Open Education & Open Pedagogy to Transform Learning and the Educational Experience

The Open Education Southern Symposium at the University of Arkansas is accepting proposals for its day and a half conference on Monday, Oct. 1 and Tuesday, Oct. 2, 2018. Proposals should fall into one of three categories:

o    Presentations: 15-20 minutes (Please allow 10 to 15 minutes for Q&A after presentations.)

o    Panel Discussions: 45 minutes (Please allow 10 to 15 minutes for Q&A after panel discussions.)

o    Lightning Talks: 7 minutes (A short 5 to 10 minute Q&A will follow all lightning presentations.)

We welcome proposals from organizations, including colleges and universities of all sizes, community colleges, special libraries, and any others involved in open education and open pedagogy. We’re particularly interested in proposals with topics centering around:

o    Adoption and creation of resources

o    Publishing platforms

o     Best practices and the impact of Open Education

o    Creative Commons, copyright, and other licensing

o    Marketing and advocacy

o    Pedagogy and student success, including K-12 highlights

o    Instructional design strategies for OER

o    Trends and innovation

o    OER in community colleges

o    Tenure, promotion, and OER

o    OER community building

o    Assessment

o    Inclusion and diversity in Open Education

Submission Details:

  • The deadline for submissions is May 31, 2018 at 11:59 p.m. Central Time. The submission form can be found on our eventwebsite under the Call for Proposals page.
  • Proposal social media summaries should not exceed 240 characters (spaces included).
  • Proposal abstracts should not exceed 2000 characters or approximately 500 words.
  • All submissions will be evaluated based on the relevance of the topic and potential to advance the thinking or practice of Open Education and Open Pedagogy. Proposal reviewers will use similar proposal criteria to those being used by the Open Education Conference and OER18.
  • The planning committee will deliver decisions by June 29, 2018.
  • Presenters will be asked to accept or decline invitation to present by July 13, 2018.
  • All presenters will be required to register for the symposium.

If you have any questions, please contact Stephanie Pierce, Head of the Physics Library at the University of Arkansas (sjpierc@uark.edu), or the Open Education Southern Symposium Planning Committee.

Registration

Registration is $99 for our day and a half event on October 1 & 2, 2018 at the University of Arkansas. Registration covers full participation for both days, shuttle service between the hotel and event location, lunch on the first day, snacks and beverages, and event goodies.

Register now!

For more information, check out the symposium website:

https://openedss.uark.edu

transform education via digital tools

Digital tools can transform, not just replicate, the teaching and learning experience

Commentary: The SAMR and TPACK models of technology implementation can help schools as they transition to using more digital tools.

By EdScoop Staff  MAY 8, 2018 2:37 PM

https://edscoop.com/digital-tools-can-transform-not-just-replicate-the-teaching-and-learning-experience

The SAMR (substitution, augmentation, modification, redefinition) model and TPACK (technological pedagogical content knowledge) model can help schools as they transition to using more digital tools.

In a recent edWebinar, Michelle Luhtala, library department chair at New Canaan High School in Connecticut, reviewed these models and discussed apps that can take teaching, learning and reading to the next level.

The SAMR model determines the level of technology integration of a tool: substitution, which doesn’t add value; augmentation, which adds a few features with only a little improvement; modification, which redesigns some structures; and redefinition, which allows the creation of new tasks and is the ultimate learning goal. Transformation in how educators are teaching and how students are understanding content happens in the modification and redefinition parts of the model.

MackinVIA’s Classroom allows educators to create a collection of digital content for students; build assignment around it; and share the collection, or an individual book, with the classroom. Students can also highlight text, make annotations, and save these to Google Drive.

Emerging Tech for Schools and Libraries is a free professional learning community where school librarians, teachers, and administrators can explore all the ways to integrate technology and 21st century learning into school library programs.

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more on the SAMR model in this IMS blog
https://blog.stcloudstate.edu/ims?s=samr

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