November 2018 archive

Sites in VR

Sites in VR is a free Android and iOS app that provides a 1700 virtual reality views of significant landmarks around the world.

http://www.sitesinvr.com/

Contact us if you need for your class to view the information above with:

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

International Journal of Innovative Teaching and Learning in Higher Education

Plamen Miltenoff was selected to serve on the Editorial Review Board (ERB) for the International Journal of Innovative Teaching and Learning in Higher Education (IJITLHE).

“Your term as a board member starts January 2019 and you will be expected to review up to 4 articles a year for the next 2 years. IGI Global advises to have up to 5 reviewers per article, so if the journal were to receive numerous submissions, I may need some volunteers to review additional articles. If that situation were to take place and you would like to be contacted to review more articles, please let me know and I will make a note.”

MinnState Shark Innovation Grants

Stephen Kelly, the Open Education and Innovation Program Coordinator shared great info on the Shark Innovation Grants.

Shark Innovation Grant

Please have a link to the information regarding the grants: https://asanewsletter.org/2018/11/19/announcing-the-2019-innovation-funding-round/

Please have this recording with more details shared by Stephen today.

For more information, he can be reached at stephen.kelly@minnstate.edu.

InforMedia Services can help you brainstorm ideas, prepare them for the grant and execute them.

Flipgrid Live

Recording available here: https://vimeo.com/302720572/a2d799560f

#GridTip: Flipgrid + Screencastify

https://blog.flipgrid.com/news/screencastify

Screencastify is a tool that allows students and educators to personalize their learning experience through sharing their voice via a screen recording. The app is a Chrome extension, meaning the tool is always at the ready whenever you want to capture some magic!

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More about Flipgrid in this IMS blog
https://blog.stcloudstate.edu/ims?s=flipgrid

video editing

Public Service Announcements using visuals

Troy Shafer’s Health class.

Steps to promote your own brand versus using generic visuals:

  • Plan your project by considering the following items
    • create a very basic script and timeline
    • take footage (pictures and movie)

https://blog.stcloudstate.edu/ims/2015/10/21/handout-videos-on-mobile-devices/

Here is more information on apps and video tips for video editing using mobile devices:

video editing for mobile devices


https://blog.stcloudstate.edu/ims/2014/06/19/how-to-use-the-free-youtube-video-editor/

more information on video recording and editing tools
https://blog.stcloudstate.edu/ims/2016/12/21/tools-video-creation/ (for Android devices)

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more info for Health classes:
https://blog.stcloudstate.edu/ims/2015/02/18/digital-literacy-instruction-for-scsu-health-class/

LinkedIn and Snapchat stories

LinkedIn launches its own Snapchat Stories. Here’s why it shouldn’t have

No app is safe from the Stories plague

 LinkedIn confirms to TechCrunch that it plans to build Stories for more sets of users, but first it’s launching “Student Voices” just for university students in the U.S. The feature appears atop the LinkedIn home screen and lets students post short videos to their Campus Playlist.

My note: Since 2012, I unsuccessfully tried to convince two library directors to approve similar video “channel” on the SCSU library web page with students’ testimonies and ability for students to comment / provide feedback regarding the issues raised in the videos. Can you guess the outcome of such proposal?
https://blog.stcloudstate.edu/ims/2018/11/03/video-skills-digital-literacy/

A LinkedIn spokesperson tells us the motive behind the feature is to get students sharing their academic experiences like internships, career fairs and class projects that they’d want to show off to recruiters as part of their personal brand.

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more on LinkedIn in this IMS blog
https://blog.stcloudstate.edu/ims?s=linkedin

instructional design and models

Instructional Design Models and Theories

https://elearningindustry.com/instructional-design-models-and-theories

Instructional Design Models and Theories History*

  1. 1903 – Ivan Pavlov discovers Classical Conditioning Theory, while conducting research on the digestive system of dogs.
  2. 1910 – Thorndike introduces its Laws and Connectionism Theory, which are based on the Active Learning Principles.
  3. 1922 – Max Wertheimer, Kurt Koffka and Wolfgang Köhler introduce Gestalt Psychology.
  4. 1932 – Psychologist Frederic Bartlett proposes the Schema Theory.
  5. 1937 – B.F. Skinner introduces the Operant Conditioning Theory.
  6. 1937 – May and Doob publish Competition and Cooperation, where the Cooperative and Collaborative Learning Theory is launched, discussed and analyzed.
  7. 1950s – The Information Processing Theory emerges.
  8. 1950s – Computer-based Instruction is used in educational and training environments.
  9. 1954 – Skinner introduces the Programmed Instruction Educational Model.
  10. 1960s – The Inquiry-based Learning Model is developed, based on constructivist learning theories.
  11. 1961 – Jerome Bruner introduces the Discovery Learning Model.
  12. 1960s – Howard Barrows introduces Problem-based Learning (PBL) in the medical education program at McMaster University in Canada.
  13. 1963 – David Ausubel publishes his findings on the Subsumption Theory.
  14. 1962 – The Keller Plan revolves around the Individualized Instruction Model and is used in educational environments throughout the United States.
  15. 1971 – Allan Paivio hypothesized about the Dual Coding Theory; a theory of cognition.
  16. 1974 – Merlin Wittrock publishes the Generative Learning Theory.
  17. 1978- Vygotsky’s Sociocultural Learning Theory influences the West.
  18. 1979 – Charles Reigeluth introduces the Elaboration Theory.
  19. 1980 – Reginald Revans introduces the Action Learning Model.
  20. 1983 – David Merrill introduces the Component Display Theory and Instructional Model.
  21. 1983 – J. M. Keller’s ARCS Model of Motivation is published.
  22. 1988 – Spiro, Feltovich, and Coulson introduce their Cognitive Flexibility Theory.
  23. 1989 – Brown, Collins, Duguid and Newman introduce their Situated Cognition Theory and the Cognitive Apprenticeship Model.
  24. 1990 – The Cognition & Technology Group at Vanderbilt University develops the Anchored InstructionEducational Model.
  25. 1990s – Multimedia and CD-ROMs are introduced in educational environments.
  26. 1991 – Lave and Wenger introduce the Communities of Practice Model and the Situated Learning Theory in “Situated learning: legitimate peripheral participation”.
  27. 1991 – Hudspeth and Knirk publish the case-based Learning Model in Performance Improvement Quarterly.
  28. 1992 – Roger C. Schank releases a technical report, introducing the Goal-based Scenario Model.
  29. 1993 – The first Computer-supported Intentional Learning Environments (CSILEs) prototype is used in a university setting.
  30. 1995 – Saltzberg and Polyson publish Distributed Learning on the World Wide Web, which outlines the Distributed Learning Model.
  31. 1995 – Dodge and March develop WebQuest.
  32. 1996 – Professor Joseph R. Codde publishes a report that outlines Contract Learning.
  33. 2007 – M. Lombardi publishes a report, outlining the Authentic Learning Model.

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more on ID in this IMS blog
https://blog.stcloudstate.edu/ims?s=instructional+design

eLearning Trends To Treat With Caution

4 eLearning Trends To Treat With Caution

https://elearningindustry.com/instructional-design-models-and-theories

Jumping onboard to a new industry trend with insufficient planning can result in your initiative failing to achieve its objective and, in the worst case, even hinder the learning process. So which hot topics should you treat with care?

1. Virtual Reality, or VR

Ultimately, the key question to consider when adopting anything new is whether it will help you achieve the desired outcome. VR shouldn’t be incorporated into learning just because it’s a common buzzword. Before you decide to give it a go, consider how it’s going to help your learner, and whether it’s truly the most effective or efficient way to meet the learning goal.

2. Gamification

considering introducing an interactive element to your learning, don’t let this deter you—just ensure that it’s relevant to the content and will aid the learning process.

3. Artificial Intelligence, or AI

If you are confident that a trend is going to yield better results for your learners, the ROI you see may well justify the upfront resources it requires.
Again, it all comes down to whether a trend is going to deliver in terms of achieving an objective.

4. Microlearning

The theory behind microlearning makes a lot of sense: organizing content into sections so that learning can fit easily with modern day attention spans and learners’ busy lifestyles is not a bad thing. The worry is that the buzzword, ‘microlearning’, has grown legs of its own, meaning the industry is losing sight of its’ founding principles.

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more on elearning in this IMS blog
https://blog.stcloudstate.edu/ims?s=elearning

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