Why online HE should be about learning, not teaching
https://www.universityworldnews.com/post.php?story=20210126142422302
The gate is now wide open
Teachers used to be the gatekeepers to information, to knowledge. The successive inventions of writing and reading, print, the library, and then the World Wide Web, mean that we teachers are no longer the gatekeepers.
Schools, universities and teachers to some extent remain the gatekeepers to knowledge, the definers of what comprises valid knowledge. We do this, of course, through holding the ultimate educational power – the power to assess.
But it is not clear how long we teachers will, or should, hold this power. Increasingly, students, and employers, nations, cultures, many groups in our societies, rightly want a say in defining what is valid knowledge, a valid curriculum.
Knowledge isn’t enough
Each year, vast amounts of new knowledge are produced. Also, each year, vast amounts of current knowledge become wrong, or redundant, or both. Knowledge dies. In some subjects, a significant proportion of what was taught in the first year will have died by the time the students who learned it graduate. So, what is education for?
Machines are doing more and more of the work
The bad news is, we are getting squeezed out of work. The good news is, we are getting squeezed up, into ever more interesting work. We will be able to stay ahead for a long time; because there are always still more difficult and important and exciting things for us to do, increasingly with the support of our increasingly capable machines.
Employers want graduates to be job-ready. They also want graduates to be fluent in the five Cs: Creativity, Communication, Collaboration and Criticality as well as Competence. Not all university education currently develops the first four Cs. Very little university education currently gives high priority to their development. Rarely are they formally assessed.
Changing outcomes, changing pedagogies
The architecture of a university expresses its views about pedagogy. This remains true with the great leap online. The old pedagogic architecture – of teaching as (mainly) telling, of learning as (mainly) listening and reading, of access in and through the library to specified stored knowledge, and of assessment as (mainly) recalling, repeating back what has been learned, perhaps with some application or interpretation – has for the most part been recreated in digital form, with varying degrees of success
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more on online education in this IMS blog
https://blog.stcloudstate.edu/ims?s=online+education
Lischer-Katz, Z., & Clark, J. (2021).
Institutional Factors Shaping XR Technology Accessibility Policy & Practice in Academic Libraries. Survey. The EDUCAUSE XR (Extended Reality) Community Group Listserv <XR@LISTSERV.EDUCAUSE.EDU>.
https://uarizona.co1.qualtrics.com/jfe/form/SV_1Ya9id4uCXoktLv
participate in a survey is being sent out to those responsible for managing and providing XR technologies in academic libraries. This survey is part of a study titled “Institutional Factors Shaping XR Technology Accessibility Policy & Practice in Academic Libraries.” The principal investigator (PI) is Dr. Zack Lischer-Katz, PhD (Assistant Professor, School of Information, University of Arizona) and the co-principal investigator (Co-PI) is Jasmine Clark (Digital Scholarship Librarian, Temple University).
An Institutional Review Board (IRB) responsible for human subjects research at The University of Arizona reviewed this research project and found it to be acceptable, according to applicable state and federal regulations and University policies designed to protect the rights and welfare of participants in research
Please feel free to share this survey widely with colleagues.
Introduction
Over the past five years, many academic libraries have begun systematically integrating innovative technologies, including virtual reality (VR) and other “XR” technologies, into their spaces and services. Even though schools, libraries, and the library profession all stress equitable access to information and technology for all community members, accessibility – understood in terms of the design of spaces, services, and technologies to support users with disabilities – is rarely given sufficient consideration when it comes to the design, implementation, and administration of XR technology programs. Because XR technologies engage the body and multiple senses they show great potential for providing enhanced means for disabled users to access information resources; however, without accessibility policies in place, the embodied aspects of XR technologies can create new barriers (e.g., chairs and other furniture that cannot be adapted, controllers that cannot be adjusted for different degrees of dexterity, etc.)
Purpose of the study
The purpose of this study is to develop new understanding about the current landscape of accessibility policies and practices for XRtechnology programs and to understand the barriers to adoption of XR accessibility policies and practices.
The main research objective is to understand what policies and practices are currently in place in academic libraries and their level of development, the existing beliefs and knowledge of library staff and administrators involved with XR technology programs and spaces, and the institutional factors that shape the adoption of accessibility policies for XR technology programs.
The survey will be open from February 1, 2021 to April 30, 2021. More information regarding confidentiality and consent can be found at the beginning of the survey.
Please access the survey here:
https://uarizona.co1.qualtrics.com/jfe/form/SV_1Ya9id4uCXoktLv
Thank you in advance for your interest and participation,
Sincerely,
Zack Lischer-Katz, PhD, Assistant Professor, School of Information, University of Arizona; email: zlkatz@email.arizona.edu
Jasmine Clark, Digital Scholarship Librarian, Temple University; email: jasmine.l.clark@temple.edu
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more on XR in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality
more on XR in libraries in this IMS blog
https://blog.stcloudstate.edu/ims?s=extended+reality+libraries
CALL FOR PAPERS AND PROPOSALS
iLRN 2021: 7th International Conference of the Immersive Learning Research Network
May 17 to June 10, 2021, on iLRN Virtual Campus, powered by Virbela
… and across the Metaverse!
Technically co-sponsored by the IEEE Education Society,
with proceedings to be submitted for inclusion in IEEE Xplore(r)
Conference theme: “TRANSCEND: Accelerating Learner Engagement in XR across Time, Place, and Imagination”
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The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning–from K-12 through higher education to work-based, informal, and lifelong learning contexts.
Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners.
Note: Last year’s iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. This year’s conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.
##### TOPIC AREAS #####
XR and immersive learning in/for:
Serious Games • 3D Collaboration • eSports • AI & Machine Learning • Robotics • Digital Twins • Embodied Pedagogical Agents • Medical & Healthcare Education • Workforce & Industry • Cultural Heritage • Language Learning • K-12 STEM • Higher Ed & Workforce STEM • Museums & Libraries • Informal Learning • Community & Civic Engagement • Special Education • Geosciences • Data Visualization and Analytics • Assessment & Evaluation
##### SUBMISSION STREAMS & CATEGORIES #####
ACADEMIC STREAM (Refereed paper published in proceedings):
– Full (6-8 pages) paper for oral presentation
– Short paper (4-5 pages) for oral presentation
– Work-in-progress paper (2-3 pages) for poster presentation
– Doctoral colloquium paper (2-3 pages)
PRACTITIONER STREAM (Refereed paper published in proceedings):
– Oral presentation
– Poster presentation
– Guided virtual adventures
– Immersive learning project showcase
NONTRADITIONAL SESSION STREAM (1-2 page extended abstract describing session published in proceedings):
– Workshop
– Special session
– Panel session
##### SESSION TYPES & SESSION FORMATS #####
– Oral Presentation: Pre-recorded video + 60-minute live in-world discussion with
others presenting on similar/related topics (groupings of presenters into sessions determined by Program Committee)
– Poster Presentation: Live poster session in 3D virtual exhibition hall; pre-recorded video optional
– Doctoral Colloquium: 60-minute live in-world discussion with other doctoral researchers; pre-recorded video optional
– Guided Virtual Adventures: 60-minute small-group guided tours of to various social and collaborative XR/immersive environments and platforms
– Immersive Learning Project Showcase: WebXR space to assemble a collection of virtual artifacts, accessible to attendees throughout the conference
– Workshop: 1- or 2-hour live hands-on session
– Special Session: 30- or 60-minute live interactive session held in world; may optionally be linked to one or more papers
– Panel Session: 60-minute live in-world discussion with a self-formed group of 3-5 panelists (including a lead panelist who serves as a moderator)
Please see the conference website for templates and guidelines.
##### PROGRAM TRACKS #####
Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:
Track 1. Assessment and Evaluation (A&E)
Track 2. Early Childhood Development & Learning (ECDL)
Track 3. Galleries, Libraries, Archives, & Museums (GLAM)
Track 4. Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
Track 5. K-12 STEM Education
Track 6. Language, Culture, & Heritage (LCH)
Track 7. Medical & Healthcare Education (MHE)
Track 8. Nature & Environmental Sciences (NES)
Track 9. Workforce Development & Industry Training (WDIT)
Track 10. Basic Research and Theory in Immersive Learning (not linked to any particular application area)
##### PAPER/PROPOSAL SUBMISSION & REVIEW #####
Papers for the Academic Stream and extended-abstract proposals for the Nontraditional Session Stream must be prepared in standard IEEE double-column US Letter format using Microsoft Word or LaTeX, and will be accepted only via the online submission system, accessible via the conference website (from which guidelines and templates are also available).
Proposals for the Practitioner Stream are to be submitted via an online form, also accessible from the conference website.
A blind peer-review process will be used to evaluate all submissions.
##### IMPORTANT DATES #####
– Main round submission deadline – all submission types welcome: 2021-01-15
– Notification of review outcomes from main submission round: 2021-04-01
– Late round submission deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions only: 2021-04-08
– Camera-ready papers for proceedings due – Full and short papers: 2021-04-15
– Presenter registration deadline – Full and short papers (also deadline for early-bird registration rates): 2021-04-15
– Notification of review outcomes from late submission round: 2021-04-19
– Camera-ready work-in-progress papers and nontraditional session extended abstracts for proceedings due; final practitioner abstracts for conference program due: 2021-05-03
– Presenter registration deadline – Work-in-progress papers, practitioner presentations, and nontraditional sessions: 2021-05-03
– Deadline for uploading presentation materials (videos, slides for oral presentations, posters for poster presentations): 2021-05-10
– Conference opening: 2021-05-17
– Conference closing: 2021-06-10
*Full and short papers can only be submitted in the main round.
##### PUBLICATION & INDEXING #####
All accepted and registered papers in the Academic Stream that are presented at iLRN 2021 and all extended abstracts describing the Nontraditional Sessions presented at the conference will be published in the conference proceedings and submitted to the IEEE Xplore(r) digital library.
Content loaded into Xplore is made available by IEEE to its abstracting and indexing partners, including Elsevier (Scopus, EiCompendex), Clarivate Analytics (CPCI–part of Web of Science) and others, for potential inclusion in their respective databases. In addition, the authors of selected papers may be invited to submit revised and expanded versions of their papers for possible publication in the IEEE Transactions on Learning Technologies (2019 JCR Impact Factor: 2.714), the Journal of Universal Computer Science (2019 JCR Impact Factor: 0.91), or another Scopus and/or Web of Science-indexed journal, subject to the relevant journal’s regular editorial and peer-review policies and procedures.
##### CONTACT #####
More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela
Creating a Role for Embedded Librarians Within an Active Learning Environment
https://www.mendeley.com/catalogue/561a2f7b-b7a8-395f-90c5-8855b830b939/
In 2013, the librarians at a small academic health sciences library reevaluated their mission, vision, and strategic plan to expand their roles. The school was transitioning to a new pedagogical culture and a new building designed to emphasize interprofessional education and active learning methodologies. Subsequent efforts to implement the new strategic plan resulted in the librarians joining curriculum committees and other institutional initiatives, such as an Active Learning Task Force, and participating in faculty development workshops. This participation has increased visibility and led to new roles and opportunities for librarians.
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Reflections on an Embedded Librarianship Approach: The Challenge of Developing Disciplinary Expertise in a New Subject Area
https://www.mendeley.com/catalogue/805a60fc-08d5-383f-9ddc-4cac92262650/
https://core.ac.uk/download/pdf/212696811.pdf
Embedded librarianship has emerged as a user-centred approach to academic library services, requiring an in-depth understanding of the education and research priorities of students and staff. User-centred approaches require the development of disciplinary expertise and engagement with the research culture of a particular subject area. This paper details the author’s experiences in situating his practice within the discipline of pharmacy and discusses some of the challenges around the scale and sustainability of such specialised support. Regardless of the extent to which a librarian is ‘embedded’, they must see themselves as learners, too, as they develop their understanding of the disciplines they support through an ongoing process of experiencing, reflecting, conceptualising and testing in their practice.
definition:
Embedded librarianship differs from traditional librarian roles in its focus on working in partnership with clients, rather than simply providing a support service (Carlson & Kneale, 2011).
In this sense, embedded librarianship is user-centred rather than library-centred and requires the librarian to develop a holistic understanding of the environment in which their client groups operate.
most training materials followed a one-size-fits-all approach, where students would be taken from locating background information and textbook chapters all the way to searching for primary evidence in a bibliographic database within the same hour. Most sessions ran over time and were overloaded with content. In some instances, students complained that they had already covered this content in their previous year.
While information literacy as a construct is valued by librarians, the term’s use remains
largely restricted to the library and information science (LIS) field and might even be labelled
undiscovered country for academics (McGuinness, 2006, p. 580). Academics often consider
IL instruction as a service provided by the library and do not see librarians as partners, nor
do they see the value in integrating course-specific IL training (Derakhshan & Singh, 2010).
a spectrum of embeddedness with 5 levels (2008, p. 442), from ‘entry level’, where the librarian might collaborate on assignment development and deliver a standalone IL session, to ‘co-teaching’, where the librarian co-teaches and develops discipline-specific course materials, lectures, assessment designs and grading in collaboration with academic staff. Their findings suggest that student performance is positively related to the level of librarian involvement
phenomenographic interview methodology, where the librarian is positioned as a ‘curricular
consultant’
My note (sarcastic): whoa, what a novelty; it is repeated for two decades at SCSU, but “hot water still not invented” and the ATT still does not have neither a faculty, nor ID, but the only Ph.D. in ID just got laid off.
Hallam, Thomas and Beach illustrate that the library is not singularly responsible for developing information and digital literacies, and therefore, a collaborative approach involving a range of stakeholders including academic staff, learning designers, educational technologists and others is required
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more on embedded librarianship in this IMS blog
https://blog.stcloudstate.edu/ims?s=embedded+librarian