Searching for "video"

APA 7th

https://www.facebook.com/groups/onlinelearningcollective/permalink/734573083840059/

“As I create and modify my course syllabi, I want to make sure my students use APA 7th ed. when writing their formal assignments. For those of you who also use APA, what do you say in your syllabi? What matters to you with your students giving proper credit to sources, images, or videos? I’m trying to do better and expect better”

There’s a new OER that I used with my students in the fall that introduces them to APA and has examples to work through.

http://blog.stcloudstate.edu/oer/2021/01/15/apa-style-citation-tutorial-7th-edition/

In case this is helpful, my university has a video on using APA. (I haven’t watched it yet.)

https://youtu.be/TAyQLzDRDMA

Julie Herskovitz

I never assume the they learned the format, and I build in an APA workshop. I use OWL Purdue and go over a sample paper first, then the APA PowerPoint. Then I give them a low stakes assignment (like a discussion post) to practice.

I talk about documentation more as a convention of their discourse community, not just citations. There is a certain structure and way of writing in APA, that along with citations, represent the values of a particular discourse community. Those are the things that matter to me. (I also get more buy in from students.)

I was happy to discover that APA now has decent examples online, free, at their website. So in my instructions to students, I linked to the main page and also 3 specific pages with commonly used items, such as newspaper articles online, and YouTube videos. So step 1 is providing tools. Step 2 is clearly expressed grade penalties.

I actually don’t say anything my syllabus. What I do is in my LMS: give them a template and links to the Purdue OWL and other relevant websites. I have also written a “Dr. Kaminski’s APA 7th Ed Guide”. It’s more of my pet peeves and what they should be focusing on that students often miss. I give a lot of grace on the first (low stakes) written assignment, with more focus on the APA portion than the actual content. After that, I’m expecting them to have it down.

I say it (and link to resources) in my assignment sheets and have a spot in my rubric to reflect what I am asking of my students.

I post resources to our LMS. Mostly the usual subjects (APA, Purdue OWL, etc). I often add a short video on the bias-free writing chapter because that’s often not covered in their intro to research writing courses. For citations, I’m more a stickler for complete information than semicolons and whatnot. I don’t feel good about deducting points for anything that students were taught with APA 6 that is different in 7 since we changed the rules on them.

I provide a free workshop at the beginning of the semester to explain the ‘why’ and provide practice. It carries a rather high weighting in our rubrics so…some understanding and ‘free points’ if they use it appropriately.

I have a different document I refer to in the syllabus titled “Writing Expectations”. I briefly explain the importance of using APA and the characteristics of academic writing (e.g. paraphrasing, avoiding over usage of direct quotes, and other things I see in student writing). The second page is an APA job aid that shows the basics for citations, reference lists, and leveled headings.

 

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more on APA 7th edition in this IMS blog
https://blog.stcloudstate.edu/ims?s=apa+7

detect deepfake

A teenage student in Ireland has won a national science competition for developing technology that can more easily detect “deepfake” videos online. from r/UpliftingNews

https://www.euronews.com/2021/01/11/irish-teenager-wins-national-science-award-for-deepfake-video-detector

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

Oculus Quest and Education

https://www.linkedin.com/pulse/oculus-quest-education-dave-dolan/

The Go had to be paired with a phone to enable it to work. How can that possibly be an option in a school with many dozens of headsets? Content had to either go through the Oculus Go Store, which is being shut down at this very moment, or side-loaded through an odd “Developer Mode” access, which is extremely difficult when dealing with large numbers of headsets. Even something as mundane as printing the serial number of that VR device on the headstrap, which can easily be mixed up with other headsets, is a troubling and odd choice to make. Those serial numbers are very important when bulk loading content onto a number of devices at a time, which is the only way they can be managed by school IT departments, and once again shows a lack of understanding of the needs from within schools.

Of course, there is also the elephant in the room… Facebook.

This mandatory attachment to a for-profit, social media behemoth, currently facing antitrust litigation [ Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns ] should be reason enough to seriously question its inclusion into an academic institution.

Personal identifiability of user tracking data during observation of 360-degree VR video ]

Facebook is not content to use the contact information you willingly put into your Facebook profile for advertising. It is also using contact information you handed over for security purposes and contact information you didn’t hand over at all, but that was collected from other people’s contact books, a hidden layer of details Facebook has about you that some have come to call “shadow contact information.

 

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

DeepMind’s AI agent MuZero

DeepMind’s AI agent MuZero could turbocharge YouTube from r/technews

https://www.bbc.com/news/technology-55403473

MuZero follows in the footsteps of:

Most recently, DeepMind – which is owned by the same parent as Google’s – made a breakthrough in protein folding by adapting these techniques, which could pave the way to new drugs to fight disease.

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

more on AI in this iMS Blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence+

iLRN 2021

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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Conference website: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2021%2F&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=6d614jJWaou4vQMNioW4ZGdiHIm2mCD5uRqaZ276VVw%3D&reserved=0
PDF version of this CFP available at: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fbit.ly%2F3qnFYRu&data=04%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C24d0f76661804eca489508d8a66c7801%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637442332084340933%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000&sdata=Ksq0YFtUxHI9EM0%2Fa7OyYTeb7ObhOy3JdVquCRvvH54%3D&reserved=0
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 #####
Inquiries regarding the iLRN 2020 conference should be directed to the Conference Secretariat at conference@immersivelrn.org.
General inquiries about iLRN may be sent to info@immersivelrn.org.

More on Virbela in this IMS blog
https://blog.stcloudstate.edu/ims?s=virbela

10 job skills for 2025

Here Are the Top 10 Job Skills for 2025

he two highest-ranked spots went to skills that didn’t appear at all on WEF’s previous list: 1) analytical thinking and innovation, and 2) active learning and learning strategies. Another skill cluster that didn’t make the previous list debuted at No. 5 — resilience, stress tolerance, and flexibility.

“The pace of technology adoption is expected to remain unabated and may accelerate in some areas,” including the use of robots and artificial intelligence, the report said. Most businesses — 84 percent — plan to accelerate the digitalization of work processes and the use of digital tools, such as video conferencing,

  1. Analytical thinking and innovation
  2. Active learning and learning strategies
  3. Complex problem-solving
  4. Critical thinking and analysis
  5. Resilience, stress tolerance, and flexibility
  6. Creativity, originality, and initiative
  7. Leadership and social influence
  8. Reasoning, problem-solving, and ideation
  9. Emotional intelligence
  10. Technology design and programming

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compare to 2015
https://www.slideshare.net/aidemoreto/gamification-and-byox-in-academic-libraries-low-end-practical-approach

Respondus proctoring

Message to SDSU students regarding RESPONDUS software. #1 We will not rely solely on faculty interpretation of video evidence from Respondus when evaluating claims of academic dishonesty. #2 – Beginning in Jan 2021, IT will not support the campuswide use of Respondus by faculty. pic.twitter.com/I2Ssim4LVW

— Dr. Luke Wood (@DrLukeWood) December 8, 2020

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

more on proctoring in the Higher Ed Learning Collective
https://www.facebook.com/groups/539260760037960/search/?q=proctor

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